Skill display method, device, storage medium and computer equipment
By generating virtual characters and displaying skill animations in the game, the problem of players not understanding the character's skill release mechanism is solved, and the game experience is improved.
Patent Information
- Application Number
- CN202210975578.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-15
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2042-08-15
AI Technical Summary
In the game, players do not understand the skill release mechanism of the controlled character and the skill release mechanism of the enemy, which makes the character controlled by the player easily killed, reducing the game experience.
Provided through the terminal device, a graphical user interface is generated, a first virtual character for simulating a controlled virtual character and a second virtual character for simulating an attack object is displayed, an animation of the first virtual character casting an attack behavior to the second virtual character, and The second virtual character strikes back based on the preset move rules.
Help players understand the skill release mechanism of different characters, reduce the number of deaths of players controlling characters, and improve the game experience.
Smart Images

Figure CN115317908B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a skill display method, device, storage medium and computer equipment. Background Art
[0002] In some game scenarios, the character controlled by the player needs to release skills to fight the enemy, and the enemy will also release corresponding skills to fight back. However, when the player does not understand the skill release mechanism of the character controlled by the player, nor does he understand the skill release mechanism of the enemy, the character controlled by the player will often be killed by the enemy. Summary of the invention
[0003] The embodiment of the present application provides a skill display method, device, storage medium and electronic device. The skill display method can display the skills of a character in a game.
[0004] In a first aspect, an embodiment of the present application provides a skill display method, wherein a graphical user interface is provided through a terminal device, and the content displayed by the graphical user interface includes at least a part of a game scene, a controlled virtual character located in the game scene, and at least one attack control, wherein the attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene; the method comprises:
[0005] In response to a second operation on the attack control, a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object are generated in the graphical user interface based on the attack object specified by the second operation; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to a preset attack rule;
[0006] Control the display of a first animation of the first virtual character launching a first attack behavior at the second virtual character on the graphical user interface, and display a second animation of the second virtual character counterattacking based on a preset attack rule, so as to simulate the controlled virtual character launching the first attack behavior at the attack object through the attack control.
[0007] In a second aspect, an embodiment of the present application provides a skill display device, which provides a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least a portion of a game scene, a controlled virtual character located in the game scene, and at least one attack control, wherein the attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene; the device includes:
[0008] A generating module, configured to generate, in response to a second operation on the attack control, a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object in a graphical user interface based on an attack object specified by the second operation; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to a preset attack rule;
[0009] The control module is used to control the display of a first animation of a first virtual character launching a first attack behavior on a second virtual character on a graphical user interface, and a second animation of the second virtual character counterattacking based on a preset attack rule, so as to simulate the controlled virtual character launching the first attack behavior on the attack object through the attack control.
[0010] In a third aspect, an embodiment of the present application provides a computer-readable storage medium, which stores multiple instructions, and the instructions are suitable for a processor to load to execute the steps in the skill demonstration method provided in the embodiment of the present application.
[0011] In a fourth aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the steps in the skill display method provided in the embodiment of the present application are implemented.
[0012] In an embodiment of the present application, a graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface includes at least part of the game scene, a controlled virtual character located in the game scene, and at least one attack control, and the attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene. Among them, the terminal device can also respond to a second operation on the attack control, and based on the attack object specified by the second operation, generate a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object in the graphical user interface; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to a preset attack rule. Finally, the terminal device controls the display of a first animation of the first virtual character performing a first attack behavior on the second virtual character on the graphical user interface, and displays a second animation of the second virtual character counterattacking based on the preset attack rule, so as to simulate the controlled virtual character performing a first attack behavior on the attack object through the attack control. Thereby, the skills of different characters in the game are displayed, helping users understand the skill release mechanism of different characters. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0014] Figure 1 It is a system schematic diagram of the skill demonstration device provided in an embodiment of the present application.
[0015] Figure 2 This is a first flow chart of the skill display method provided in an embodiment of the present application.
[0016] Figure 3 This is a second flow chart of the skill display method provided in an embodiment of the present application.
[0017] Figure 4 This is a schematic diagram of the first scenario of skill display provided in an embodiment of the present application.
[0018] Figure 5 This is a schematic diagram of the second scenario of skill display provided in an embodiment of the present application.
[0019] Figure 6 This is a schematic diagram of the third scenario of skill display provided in an embodiment of the present application.
[0020] Figure 7 This is a schematic diagram of the fourth scenario of skill display provided in an embodiment of the present application.
[0021] Figure 8 It is a structural schematic diagram of a skill demonstration device provided in an embodiment of the present application.
[0022] Fig. 9 It is a schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0023] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
[0024] The embodiments of the present application provide a skill display method, device, storage medium and electronic device. Specifically, the skill display method of the embodiment of the present application can be performed by a computer device, wherein the computer device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and basic cloud computing services such as big data and artificial intelligence platforms.
[0025] For example, when the skill display method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed through the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present the graphical user interface and receive operation instructions generated by the user acting on the 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, respond to operation instructions, and control the display of the graphical user interface on the touch display screen.
[0026] For example, when the skill display method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the skill display method are completed on the cloud gaming server. The game screen presentation is completed on the client side of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a PDA, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0027] See also Figure 1 , Figure 1 A system diagram of a skill display device is provided for an embodiment of the present application. The system may include at least one terminal 1000, at least one server 2000, at least one database 3000, and a network 4000. The terminal 1000 held by the user can be connected to the servers of different games through the network 4000. The terminal 1000 is any device with computing hardware that can support and execute software products corresponding to the game. In addition, the terminal 1000 has one or more multi-touch screens for sensing and obtaining the input of the user through the touch or sliding operation performed at multiple points of one or more touch-controlled display screens, and the terminal 1000 can also obtain the control information input by the user through the keyboard or handle. In addition, when the system includes multiple terminals 1000, multiple servers 2000, and multiple networks 4000, different terminals 1000 can be connected to each other through different networks 4000 and different servers 2000. The network 4000 can be a wireless network or a wired network, such as a wireless network for a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals 1000 can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals 1000 and connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases 3000, which are coupled to different servers 2000, and information related to the game environment can be continuously stored in the databases 3000 when different users are online playing multi-player games.
[0028] The embodiment of the present application provides a skill display method, which can be executed by a terminal or a server, or by a terminal and a server. The terminal includes a touch screen and a processor, and the touch screen is used to present a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. When the user operates the graphical user interface through the touch screen, the graphical user interface can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions. For example, the operation instructions generated by the user acting on the graphical user interface include instructions for starting a game application, and the processor is configured to start the game application after receiving the instructions for starting the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch screen. The touch screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user performs a touch operation on the graphical user interface using a finger, and when the graphical user interface detects the touch operation, the different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation. For example, the game can be any of casual games, action games, role-playing games, strategy games, sports games, puzzle games, etc. Among them, the game may include a virtual scene of the game drawn on a graphical user interface. In addition, the virtual scene of the game may include one or more virtual objects controlled by a user (or player), such as a virtual character. In addition, the virtual scene of the game may also include one or more obstacles, such as railings, gullies, walls, etc., to limit the movement of virtual objects, such as limiting the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene of the game also includes one or more elements, such as skills, scores, character health status, energy, etc., to provide help to players, provide virtual services, increase scores related to player performance, etc. In addition, the graphical user interface may also present one or more indicators to provide indication information to the player. For example, the game may include a virtual object controlled by a player and one or more other virtual objects (such as an enemy character). In one embodiment, one or more other virtual objects are controlled by other players of the game. For example, one or more other virtual objects may be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to achieve a man-machine battle mode. For example, a virtual object has various skills or abilities that game players use to achieve their goals. For example, a virtual object has one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game. Such skills or abilities can be activated by a game player using one of a plurality of preset touch operations with a touch display screen of a terminal. The processor can be configured to present a corresponding game screen in response to an operation instruction generated by a user's touch operation.
[0029] In the related art, when a player plays a new game, the character controlled by the player needs to release skills to fight the enemy, and the enemy will also release corresponding skills to fight back. However, when the player does not understand the skill release mechanism of the character controlled by the player, nor does he understand the skill release mechanism of the enemy, the character controlled by the player is often killed by the enemy. This leads to a poor gaming experience for the player.
[0030] For example, some games include some computer virtual characters (such as BOSS). When the player controls the virtual character to fight with the computer virtual character, the computer virtual characters can attack the virtual characters controlled by the player according to preset rules of attack. For example, the computer virtual characters can determine corresponding moves in the preset rules of attack to attack the virtual characters controlled by the player according to the movements and attacks of the virtual characters controlled by the player.
[0031] When players are not clear about the attack rules of computer virtual characters, the virtual characters controlled by the players can be easily killed by the computer virtual characters, which will eventually lead to too many deaths of the virtual characters controlled by the players, resulting in a decline in the gaming experience.
[0032] In order to enable players to understand the skill release mechanism of different characters in the game in a timely manner, the embodiment of the present application provides a skill display method, device, storage medium and electronic device. The skill display method can display the skills of different characters in the game and help users understand the skill release mechanism of different characters.
[0033] See also Figure 2 , Figure 2 This is a first flow chart of the skill display method provided in an embodiment of the present application.
[0034] In an embodiment of the present application, the skill display method can be applied to a computer device, such as various terminal devices, and a graphical user interface is provided through the terminal device. The content displayed by the graphical user interface includes at least a part of the game scene, a controlled virtual character located in the game scene, and at least one attack control. The attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene.
[0035] For example, in some game scenes that include an attack target, the attack target may be a computer virtual character running through a preset program. The player may control the controlled virtual character to fight the attack target. During the battle, the player may click, touch, etc. the attack control to trigger a first operation. The terminal device responds to the first operation, thereby controlling the controlled virtual character to perform a first attack action on the attack target, such as releasing a skill or a normal attack.
[0036] That is to say, the player can perform the first operation on the attack control according to his own decision, thereby controlling the controlled virtual character to directly attack the attack target.
[0037] In some embodiments, when the player is not very familiar with the preset attack rules of some attack targets, if he rashly controls the controlled virtual character to attack the attack target, the attack target fights back at the controlled virtual character, which may directly kill the controlled virtual character, causing the player to have to fight the attack target again.
[0038] When players encounter some attack targets that they are not very familiar with, they can perform a second operation on the attack control to understand the attack target's attack rules and the attack method of the controlled virtual character on the attack target.
[0039] The specific steps may include:
[0040] 110. In response to a second operation on the attack control, based on the attack object specified by the second operation, a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object are generated in the graphical user interface; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to preset attack rules.
[0041] The player can trigger the second operation by long pressing, dragging, etc. on the attack control. The second operation is different from the first operation. The first operation can be understood as the player directly controlling the controlled virtual character to perform the first attack behavior on the attack object. For example, the first operation can be triggered by the player clicking the attack control.
[0042] In the game scenario, the computer device may generate, in the graphical user interface, a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack target based on the attack target specified by the second operation.
[0043] For example, the player can trigger the second operation and specify the attack target in the game scene by long pressing the attack control, and the computer device generates a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack target in the graphical user interface according to the second operation.
[0044] In some implementations, there may be multiple triggering factors for the player's first operation and the second operation on the attack control. The above methods for triggering the first operation and the second operation are only examples and are not limiting to the present application.
[0045] Specifically, the computer device may obtain the pressing duration and / or pressing pressure value of the attack control; if the pressing duration is greater than a first preset duration and / or the pressing pressure value is greater than a first preset pressure value, the second operation is triggered. If the pressing duration is less than or equal to the first preset duration and / or the pressing pressure value is less than or equal to the first preset pressure value, the first operation is triggered.
[0046] For example, the computer device may obtain the pressing duration when pressing the attack control, and if the pressing duration is greater than the first preset duration, the second operation is triggered, and if the pressing duration is less than or equal to the first preset duration, the first operation is triggered.
[0047] For example, the computer device may obtain the pressing pressure value when pressing the attack control, and if the pressing pressure value is greater than the first preset pressure value, the second operation is triggered, and if the pressing value is less than or equal to the first preset pressure value, the first operation is triggered.
[0048] For another example, the computer device may obtain the pressing duration when pressing the attack control, and obtain the pressing pressure value when pressing the attack control. If the pressing duration is greater than the first preset duration and the pressing pressure value is greater than the first preset pressure value, the second operation is triggered. If the pressing duration is less than or equal to the first preset duration and the pressing pressure value is less than or equal to the first preset pressure value, the first operation is triggered.
[0049] In some implementations, the computer device may also respond to the second operation in other ways, such as when the user touches the attack control, the computer device obtains the user's voice and then parses the voice, and responds to the second trigger operation when there is text information corresponding to the second trigger operation in the parsing result. For example, if the user says "skill display", the second trigger operation can trigger the second operation according to the voice "skill display".
[0050] It should be noted that the above are only some examples of ways to trigger the first operation or the second operation, and should not be regarded as limiting the present application.
[0051] After the computer device responds to the second operation, the computer device may generate a first virtual character independent of the controlled character in the current game interface, and generate a second virtual character independent of the attack target.
[0052] In some embodiments, the computer device can determine a first display parameter corresponding to a first virtual character, display the first virtual character based on the first display parameter, and the first display parameter is different from the display parameter corresponding to the controlled virtual character; determine a second display parameter corresponding to a second virtual character, display the second virtual character based on the second display parameter, and the second display parameter is different from the display parameter corresponding to the attack object.
[0053] The first virtual character and the second virtual character are two different characters, and the first virtual character and the second virtual character can be distinguished visually. The first display parameter of the first virtual character is different from the display parameter of the controlled virtual character, and the first virtual character can be distinguished visually from the controlled virtual character. The second display parameter of the second virtual character is different from the display parameter of the attack target, and the second virtual character can be distinguished visually from the attack target.
[0054] The display parameters corresponding to the first virtual character, the second virtual character, the controlled virtual character, and the attack target may include various parameters such as transparency, color, contrast, and brightness.
[0055] In some embodiments, during the process of a computer device generating a first virtual character and a second virtual character, the computer device may determine first color depth information of a controlled virtual character, determine a first transparency of the first virtual character according to the first color depth information, and generate the first virtual character according to the first transparency.
[0056] The computer device may determine second color depth information of the attack object, determine a second transparency of the second virtual character according to the second color depth information, and generate the second virtual character according to the second transparency.
[0057] For example, a quantization range may be set for different color shades of the controlled virtual character, such as 0-100. A first transparency range may also be set, such as 0-100. Each quantization value in the quantization range has a mapping value within the first transparency range. For example, when the quantization value corresponding to the color shade of the controlled virtual character is determined, the corresponding mapping value may be determined within the first transparency range, and the mapping value may be determined as the first transparency corresponding to the first virtual character, and then the first virtual character may be generated according to the first transparency.
[0058] For example, a quantization range may be set for different color shades of the attack object, such as 0-100. A second transparency range may also be set, such as 0-50. Each quantization value in the quantization range of the attack object has a mapping value in the second transparency range. For example, when the quantization value corresponding to the color shade of the attack object is determined, the corresponding mapping value may be determined within the second transparency range, and the mapping value may be determined as the second transparency corresponding to the second virtual character, and then the second virtual character may be generated according to the second transparency.
[0059] The first virtual character is lighter in color or translucent than the controlled virtual character, and the first virtual character can be observed by human eyes. The second virtual character is lighter in color or liquid transparent than the attacking object, and the second virtual character can be observed by human eyes.
[0060] 120. Control displaying, on a graphical user interface, a first animation of the first virtual character delivering a first attack behavior to the second virtual character, and a second animation of the second virtual character counterattacking based on a preset attack rule, so as to simulate the controlled virtual character delivering the first attack behavior to the attack object through the attack control.
[0061] In some implementations, before displaying the first virtual character and the second virtual character in the graphical user interface, the computer device may further determine a blank area in the graphical user interface, and then generate a display frame in the blank area.
[0062] Then the computer device generates a first virtual character and a second virtual character in the display frame. The blank area does not block the attack target, the controlled virtual character, or any control in the graphical user interface, and the first virtual character and the second virtual character in the display frame do not cause visual interference to the player during the game.
[0063] A first animation of the first virtual character performing a first attack on the second virtual character is displayed in the display frame, and a second animation of the second virtual character striking back at the first virtual character based on a preset attack rule is displayed.
[0064] The computer device can update the position of the display frame in real time according to the movement of the controlled virtual character and the attack object, thereby avoiding the display frame from blocking the controlled virtual character and the attack object. For example, when the controlled virtual character and the attack object both move to the left side of the display area, a display frame is generated on the right side of the display area, and a first animation of the first virtual character performing a first attacking behavior on the second virtual character is displayed in the display frame, and a second animation of the second virtual character striking back at the first virtual character based on a preset attack rule is displayed.
[0065] In some implementations, the first virtual character and the second virtual character may not be displayed in the display frame, but may be directly displayed in the entire display area.
[0066] For example, both the first virtual character and the second virtual character have a certain degree of transparency, so as not to obstruct the controlled virtual character and the attack object. The target skills released by the first virtual character and the confrontation skills released by the second virtual character also have a certain degree of transparency, so as not to obstruct the controlled virtual character and the attack object.
[0067] That is to say, in the entire game interface, the controlled virtual character, the attack object, and the first virtual character and the second virtual character can be displayed simultaneously, and the first virtual character and the second virtual character will not cause visual obstruction to the controlled virtual character and the attack object, nor will they affect the user's normal control of the controlled virtual character.
[0068] It should be noted that when the first virtual character releases the target skill, the user can understand the pre-swing action and post-swing action of the target skill, the duration of the pre-swing action and post-swing action respectively, and the attack range and attack strength of the target skill.
[0069] Similarly, when the second virtual character releases a counter skill, the user can understand the pre-swing and post-swing actions of the counter skill, the duration of the pre-swing and post-swing actions respectively, and the attack range and attack strength of the counter skill.
[0070] Demonstrating the target skills through the first virtual character and displaying the counter-attack skills of the first virtual character through the second virtual character can help players understand the attack mechanism of the target, thereby reducing the number of deaths of the controlled virtual characters controlled by the players and improving the gaming experience.
[0071] In some embodiments, the computer device may determine whether the first attack behavior is effective based on the first animation and the second animation in response to the end of the second operation. If the first attack behavior is effective, the controlled virtual character is controlled to perform the first attack behavior on the attack object. If the first attack behavior is not effective, the controlled virtual character is controlled not to perform the first attack behavior on the attack object.
[0072] It should be noted that, when the computer device is displaying the first animation and the second animation, the controlled virtual character and the attack target in the actual game scene may not be fighting, for example, the controlled virtual character is outside the attack range of the attack target. At this time, the player can trigger the second operation by manipulating the attack control, and the computer device displays the first animation and the second animation according to the second operation.
[0073] For example, when the player long presses the attack control to trigger the second operation, for example, the attack control is a control for a certain skill of the controlled virtual character, the computer device displays the first animation and the second animation in the graphical user interface according to the second operation.
[0074] After the player has watched the first animation and the second animation, he stops pressing the attack control. At this time, the computer device can determine whether the first attack behavior of the controlled virtual character in the actual game scene is effective based on the first animation and the second animation.
[0075] Specifically, in the first animation and the second animation, the computer device may determine the pre-attack preparation action of the first virtual character before the first virtual character launches the first attack behavior at the second virtual character. If the first virtual character is not hit back by the second virtual character during the execution of the pre-attack preparation action, it is determined that the first attack behavior is effective. If the first virtual character is hit back by the second virtual character during the execution of the pre-attack preparation action, it is determined that the first attack behavior is not effective.
[0076] That is, in the first animation and the second animation, if the first virtual character is attacked by the second virtual character when preparing the pre-swing action of the first attack behavior, it means that in the actual fighting scene, when the controlled virtual character performs the first attack behavior on the attack object, it will be attacked by the attack object in the pre-swing action. At this time, it is considered that the first attack behavior is not effective. When the player stops controlling the attack control, the computer device does not control the controlled virtual character to generate the first attack behavior against the attack object.
[0077] In the first animation and the second animation, when the first virtual character is preparing the pre-swing action of the first attack behavior, the first virtual character will not be attacked by the second virtual character, which means that in the actual fighting scene, when the controlled virtual character performs the first attack behavior on the attack object, it will not be attacked by the attack object in the pre-swing action. At this time, it is considered that the first attack behavior is effective. When the player stops controlling the attack control, the computer device controls the controlled virtual character to generate the first attack behavior on the attack object.
[0078] In some implementations, after the player performs the second operation on the attack control and watches the first animation and the second animation, the player can cancel the second operation. In this case, the computer device considers that the first attack behavior is not effective based on the cancellation of the second operation.
[0079] Then the player performs a first operation on the attack control according to his own judgment, and then controls the controlled virtual character to perform a first attack behavior on the attack object. At this time, the computer device controls the controlled virtual character to perform the first attack behavior according to the first operation.
[0080] That is, after watching the first animation and the second animation, the player can roughly understand the attack rules of the attack target, and the player can control the controlled virtual character to attack the attack target according to his own judgment, thereby executing the first attack behavior.
[0081] In some implementations, during the display of the first animation and the second animation, the controlled virtual character and the attack target may be fighting, and the computer device may cancel the displayed first animation and the second animation in response to the controlled virtual character being attacked.
[0082] In some embodiments, during display of the first animation and the second animation, the player may directly end the second operation, such as canceling the long press of the attack control. At this time, the computer device may cancel the displayed first animation and second animation by ending the second operation.
[0083] In some embodiments, during the display of the first animation and the second animation, the computer device may also respond to the player's operations on other controls, such as the player may control the movement of the controlled virtual character, or release other skills besides the target skills while moving.
[0084] In an embodiment of the present application, a graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface includes at least part of the game scene, a controlled virtual character located in the game scene, and at least one attack control, and the attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene. Among them, the terminal device can also respond to a second operation on the attack control, and based on the attack object specified by the second operation, generate a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object in the graphical user interface; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to a preset attack rule. Finally, the terminal device controls the display of a first animation of the first virtual character performing a first attack behavior on the second virtual character on the graphical user interface, and displays a second animation of the second virtual character counterattacking based on the preset attack rule, so as to simulate the controlled virtual character performing a first attack behavior on the attack object through the attack control. Thereby, the skills of different characters in the game are displayed, helping users understand the skill release mechanism of different characters.
[0085] For a more detailed understanding of the skill display method provided in the embodiment of the present application, please refer to Figure 3 , Figure 3 1 is a second flow chart of the skill display method provided in the embodiment of the present application. The skill display method may include the following steps:
[0086] 201. In response to a second operation on an attack control, based on an attack target specified by the second operation, generate in a graphical user interface a first virtual character for simulating a controlled virtual character and a second virtual character for simulating an attack target.
[0087] In an embodiment of the present application, the skill display method can be applied to a computer device, such as various terminal devices, and a graphical user interface is provided through the terminal device. The content displayed by the graphical user interface includes at least a part of the game scene, a controlled virtual character located in the game scene, and at least one attack control. The attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene.
[0088] For example, in some game scenes that include an attack target, the attack target may be a computer virtual character running through a preset program. The player may control the controlled virtual character to fight the attack target. During the battle, the player may click, touch, etc. the attack control to trigger a first operation. The terminal device responds to the first operation, thereby controlling the controlled virtual character to perform a first attack action on the attack target, such as releasing a skill or a normal attack.
[0089] That is to say, the player can perform the first operation on the attack control according to his own decision, thereby controlling the controlled virtual character to directly attack the attack target.
[0090] It should be noted that the attack target is a pre-set virtual object, and the attack target has preset attack rules. The attack target can execute corresponding attack rules according to the movement and attack method of the controlled virtual character in the game.
[0091] In some embodiments, when the player is not very familiar with the preset attack rules of some attack targets, if he rashly controls the controlled virtual character to attack the attack target, the attack target fights back at the controlled virtual character, which may directly kill the controlled virtual character, causing the player to have to fight the attack target again.
[0092] When players encounter some attack targets that they are not very familiar with, they can perform a second operation on the attack control to understand the attack target's attack rules and the attack method of the controlled virtual character on the attack target.
[0093] The player can trigger the second operation by long pressing, dragging, etc. on the attack control. The second operation is different from the first operation. The first operation can be understood as the player directly controlling the controlled virtual character to perform the first attack behavior on the attack object. For example, the first operation can be triggered by the player clicking the attack control.
[0094] In the game scenario, the computer device may generate, in the graphical user interface, a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack target based on the attack target specified by the second operation.
[0095] For example, the player can trigger the second operation and specify the attack target in the game scene by long pressing the attack control, and the computer device generates a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack target in the graphical user interface according to the second operation.
[0096] In some implementations, there may be multiple triggering factors for the player's first operation and the second operation on the attack control. The above methods for triggering the first operation and the second operation are only examples and are not limiting to the present application.
[0097] After the computer device responds to the second operation, the computer device may generate a first virtual character independent of the controlled character in the current game interface, and generate a second virtual character independent of the attack target.
[0098] It should be noted that the first virtual character and the second virtual character are two different characters, and the first virtual character and the second virtual character can be distinguished visually. The first display parameter of the first virtual character is different from the display parameter of the controlled virtual character, and the first virtual character can be distinguished visually from the controlled virtual character. The second display parameter of the second virtual character is different from the display parameter of the attack target, and the second virtual character can be distinguished visually from the attack target.
[0099] The display parameters corresponding to the first virtual character, the second virtual character, the controlled virtual character, and the attack target may include various parameters such as transparency, color, contrast, and brightness.
[0100] In some embodiments, during the process of a computer device generating a first virtual character and a second virtual character, the computer device may determine first color depth information of a controlled virtual character, determine a first transparency of the first virtual character according to the first color depth information, and generate the first virtual character according to the first transparency.
[0101] The computer device may determine second color depth information of the attack object, determine a second transparency of the second virtual character according to the second color depth information, and generate the second virtual character according to the second transparency.
[0102] For example, a quantization range may be set for different color shades of the controlled virtual character, such as 0-100. A first transparency range may also be set, such as 0-100. Each quantization value in the quantization range has a mapping value within the first transparency range. For example, when the quantization value corresponding to the color shade of the controlled virtual character is determined, the corresponding mapping value may be determined within the first transparency range, and the mapping value may be determined as the first transparency corresponding to the first virtual character, and then the first virtual character may be generated according to the first transparency.
[0103] For example, a quantization range may be set for different color shades of the attack object, such as 0-100. A second transparency range may also be set, such as 0-50. Each quantization value in the quantization range of the attack object has a mapping value in the second transparency range. For example, when the quantization value corresponding to the color shade of the attack object is determined, the corresponding mapping value may be determined within the second transparency range, and the mapping value may be determined as the second transparency corresponding to the second virtual character, and then the second virtual character may be generated according to the second transparency.
[0104] The first virtual character is lighter in color or translucent than the controlled virtual character, and the first virtual character can be observed by human eyes. The second virtual character is lighter in color or liquid transparent than the attacking object, and the second virtual character can be observed by human eyes.
[0105] 202. Provide a display frame in a blank area of the graphical user interface.
[0106] In some implementations, before displaying the first virtual character and the second virtual character in the graphical user interface, the computer device may further determine a blank area in the graphical user interface, and then generate a display frame in the blank area.
[0107] Then the computer device generates a first virtual character and a second virtual character in the display frame. The blank area does not block the attack target, the controlled virtual character, or any control in the graphical user interface, and the first virtual character and the second virtual character in the display frame do not cause visual interference to the player during the game.
[0108] The computer device can update the position of the display frame in real time according to the movement of the controlled virtual character and the attack object, thereby preventing the display frame from blocking the controlled virtual character and the attack object. For example, when the controlled virtual character and the attack object both move to the left side of the display area, a display frame is generated on the right side of the display area.
[0109] Please also read Figure 4 , Figure 4 This is a schematic diagram of the first scenario of the skill display method provided in an embodiment of the present application.
[0110] Among them, the controlled virtual character is A1, the attack target is B1, the first virtual character is A2, the second virtual character is B2, and the display frame is S1.
[0111] Depend on Figure 4 It can be seen that the first virtual character A2 and the second virtual character B2 are displayed in the corresponding display frame S1 in the graphical user interface, and the display frame does not block the controlled virtual character A1 and the attack object B1, so as not to affect the user's operation when playing the game.
[0112] 203. Control to display in the display frame a first animation of the first virtual character launching a first attack behavior toward the second virtual character, and a second animation of the second virtual character counterattacking based on a preset attack rule.
[0113] In some embodiments, when the computer device is displaying the first animation and the second animation, the controlled virtual character and the attack target in the actual game scene may not be fighting, for example, the controlled virtual character is outside the attack range of the attack target. At this time, the player can trigger the second operation by manipulating the attack control, and the computer device displays the first animation and the second animation according to the second operation.
[0114] Specific as Figure 4 As shown, in display frame S1, the first virtual character can release a target skill to the second virtual character, thereby showing a first animation of a first attacking behavior on the second virtual character. When the second virtual character hits back the first virtual character, the counter skill is released, thereby showing a second animation of hitting back the first virtual character.
[0115] It is understandable that the first animation and the second animation may be displayed by the first virtual character and the second virtual character during the fight, so that the player can understand the attack mechanism of the attack object corresponding to the second virtual character.
[0116] In some implementations, the first virtual character and the second virtual character may not be displayed in the display frame, but may be directly displayed in the entire display area.
[0117] For example, the first virtual character and the second virtual character both have a certain degree of transparency, so as not to obstruct the controlled virtual character and the attack object; the target skill released by the first virtual character and the confrontation skill released by the second virtual character also have a certain degree of transparency, so as not to obstruct the controlled virtual character and the attack object.
[0118] Please refer to Figure 5 , Figure 5 This is a schematic diagram of the second scenario of the skill display method provided in an embodiment of the present application.
[0119] The controlled virtual character is A1, the attack target is B1, the first virtual character is A2, and the second virtual character is B2. Since the first virtual character A2 and the second virtual character B2 are visually transparent, the controlled virtual character A1 and the attack target B1 can be seen through the first virtual character A2 and the second virtual character B2, which will not cause visual interference to the user when playing the game.
[0120] That is to say, in the entire game interface, the controlled virtual character, the attack object, and the first virtual character and the second virtual character can be displayed simultaneously, and the first virtual character and the second virtual character will not cause visual occlusion to the controlled virtual character and the attack object, nor will they affect the user's normal control of the controlled virtual character.
[0121] It should be noted that when showing the first animation of the first virtual character launching a first attack behavior at the second virtual character, the user can understand the pre-swing action and post-swing action of the target skill of the controlled virtual character, and can also understand the duration of the pre-swing action and post-swing action respectively, and can also understand the attack range and attack strength of the target skill.
[0122] Similarly, when showing the second animation of the second virtual character counterattacking based on the preset attack rules, the user can understand the pre-swing action and post-swing action of the attacking object's counter-swing skill, the duration of the pre-swing action and post-swing action respectively, and the attack range and attack strength of the counter-swing skill.
[0123] By displaying the first animation and the second animation, the user can understand the attack mechanism of the attack target and the attack method of the controlled virtual character, thereby helping the user to release skills reasonably, reduce the number of deaths of the controlled virtual character controlled by the user, and improve the game experience.
[0124] In some embodiments, after the first animation and the second animation are displayed, the first virtual character, the first animation, the second virtual character, and the second animation may be canceled in the graphical user interface, and only the controlled virtual character and the attack object may be displayed in the graphical user interface.
[0125] Please also read Figure 6 , Figure 6 This is a schematic diagram of the third scenario of the skill display method provided in the embodiment of the present application.
[0126] After the first animation and the second animation are displayed, the controlled virtual character A1 and the attack object B1 are retained in the graphical user interface, and the first virtual character A2 and the second virtual character B2 are cancelled.
[0127] In some implementations, during the display of the first animation and the second animation, the controlled virtual character and the attack target may be fighting, and the computer device may cancel the displayed first animation and the second animation in response to the controlled virtual character being attacked.
[0128] In some embodiments, during display of the first animation and the second animation, the player may directly end the second operation, such as canceling the long press of the attack control. At this time, the computer device may cancel the displayed first animation and second animation by ending the second operation.
[0129] In some embodiments, during the display of the first animation and the second animation, the computer device may also respond to the player's operations on other controls, such as the player may control the movement of the controlled virtual character, or release other skills besides the target skills while moving.
[0130] In some embodiments, during the display of the first animation and the second animation, the computer device may determine the attackable period of the controlled virtual character when the attack target attacks according to the preset attack rules. During the attackable period, a second prompt information is generated in the graphical user interface, and the second prompt information is used to prompt the controlled virtual character to perform the first attack behavior.
[0131] For example, during the display of the first animation and the second animation, the controlled virtual character and the attack target may be fighting, and the user triggers the second operation through the attack control, thereby triggering the display of the first animation and the second animation. In the actual game scene, the attack target may be ready to attack the controlled virtual character, and when the attack target attacks according to the preset attack rules, there is a pre-attack swing action. During the execution of the pre-attack swing action of the attack target, the computer device can generate a second prompt information in the graphical user interface, thereby reminding the user to control the controlled virtual character to perform the first attack behavior on the attack target.
[0132] 204. Determine a pre-attack preparation action of the first virtual character before the first virtual character launches a first attack behavior toward the second virtual character.
[0133] In some embodiments, after displaying the first animation and the second animation, the computer device may determine, based on the first animation and the second animation, a pre-attack preparation action of the first virtual character before performing a first attack behavior on the second virtual character. For example, the pre-attack preparation action may be an attack pre-swing action when the first virtual character releases a target skill.
[0134] 205. If the first virtual character is attacked back by the second virtual character during the execution of the preparatory action before the attack, it is determined that the first attack behavior is not effective.
[0135] If the first virtual character is counterattacked by the second virtual character during the execution of the pre-attack action when the first virtual character releases the target skill, it means that in the actual game scene, if the user controls the controlled virtual character in this way to attack the attack object, the attack object will be counterattacked during the pre-attack action.
[0136] At this point, the computer device determines that the first attack behavior launched by the controlled virtual character is ineffective.
[0137] 206. Control the controlled virtual character not to launch the first attack behavior toward the attack object.
[0138] After determining that the first attack behavior launched by the first virtual character against the second virtual character is ineffective, the computer device controls the controlled virtual character not to launch the first attack behavior against the attack target, thereby avoiding the controlled virtual character from being attacked and hurt by the attack target during the pre-attack swing action in the actual game scene.
[0139] 207. If, during the execution of the preparatory action before the attack, the first virtual character is not attacked back by the second virtual character, it is determined that the first attack behavior is effective.
[0140] If the first virtual character is not attacked by the second virtual character during the execution of the pre-attack action when the first virtual character releases the target skill, it means that in the actual game scene, if the user controls the controlled virtual character in this way to attack the attack object, the attack object will not be counterattacked during the pre-attack action.
[0141] At this time, the computer device determines that the controlled virtual character's first attack behavior is effective.
[0142] 208. Control the controlled virtual character to launch a first attack action toward the attack object.
[0143] After determining that the controlled virtual character's first attack behavior toward the attack object is effective, the computer device can directly control the controlled virtual character to perform the first attack behavior toward the attack object, such as controlling the controlled virtual character to perform a corresponding attack skill toward the attack object.
[0144] In some embodiments, after some users trigger the second operation through the attack control, they can actively cancel the second operation, such as dragging the attack control to the cancellation area and then canceling the second operation. Then the user controls the controlled virtual character to fight with the attack object according to their own operation. At this time, during the battle, the prompt information of the releasable skills of the controlled virtual character can be displayed on the graphical user interface.
[0145] 209. Determine a counterattack action of the attacking object to counterattack the controlled virtual character, and generate first prompt information in a graphical user interface in response to the counterattack action, wherein the first prompt information is used to prompt the controlled virtual character to avoid the counterattack action.
[0146] In some embodiments, after the controlled virtual character is controlled to release a first attack behavior against an attacking object, the attacking object will fight back according to a preset attack rule. At this time, the computer device can generate a first prompt information in a graphical user interface in response to the counterattack action. The first prompt information is used to prompt the controlled virtual character to avoid the counterattack action.
[0147] Please also read Figure 7 , Figure 7This is a schematic diagram of the fourth scenario of the skill display method provided in an embodiment of the present application.
[0148] The controlled virtual character is A1, the attack target is B1, the first virtual character is A2, and the second virtual character is B2. The information prompt window is S2. The first prompt information can be displayed in the information prompt window S2.
[0149] After the controlled virtual character is controlled to release the first attack behavior to the attack object, the attack object will fight back according to the preset attack rules. At this time, the information prompt window S2 may display information to remind the user to control the controlled virtual character to move and dodge.
[0150] In an embodiment of the present application, the computer device generates a first virtual character for simulating a controlled virtual character and a second virtual character for simulating an attack target in a graphical user interface in response to a second operation on an attack control, based on an attack target specified by the second operation. A display frame is provided in a blank area of the graphical user interface, and a first animation of the first virtual character performing a first attack behavior on the second virtual character and a second animation of the second virtual character counterattacking based on a preset attack rule are displayed in the display frame.
[0151] The computer device may determine a pre-attack preparation action of the first virtual character before the first virtual character launches a first attack behavior on the second virtual character. If the first virtual character is attacked back by the second virtual character during the execution of the pre-attack preparation action, it is determined that the first attack behavior is not effective, and the controlled virtual character is controlled not to launch the first attack behavior on the attack target.
[0152] If the first virtual character is not attacked back by the second virtual character during the execution of the preparatory action before the attack, it is determined that the first attack behavior is effective, and the controlled virtual character is controlled to perform the first attack behavior on the attack object.
[0153] Finally, the computer device determines the attacking object's counterattack action against the controlled virtual character, and generates first prompt information in the graphical user interface in response to the counterattack action, wherein the first prompt information is used to prompt the controlled virtual character to avoid the counterattack action.
[0154] In an embodiment of the present application, the user can use the attack control to display the animation of the attack object when following the preset attack rules, helping the user to understand the attack object's attack rules. At the same time, the user can also directly trigger the controlled character to perform the first attack behavior on the attack object according to the completion of the second operation, thereby avoiding the controlled virtual character controlled by the user from being frequently killed by the attack object, thereby improving the user's gaming experience.
[0155] Accordingly, the present application embodiment provides a skill display device, such as Figure 8 As shown, Figure 8300 is a schematic diagram of the structure of the skill display device provided in the embodiment of the present application. The graphical user interface is provided by the terminal device, and the content displayed by the graphical user interface includes at least part of the game scene, the controlled virtual character in the game scene, and at least one attack control, and the attack control is configured to respond to the first operation and control the controlled virtual character to perform the first attack behavior in the game scene. The skill display device 300 may include:
[0156] The generation module 310 is used to generate, in response to a second operation on the attack control, a first virtual character for simulating a controlled virtual character and a second virtual character for simulating an attack object in a graphical user interface based on an attack object specified by the second operation; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to preset attack rules.
[0157] The control module 320 is used to control the display of a first animation on the graphical user interface of the first virtual character delivering a first attack behavior to the second virtual character, and a second animation of the second virtual character counterattacking based on a preset attack rule, so as to simulate the controlled virtual character delivering the first attack behavior to the attack object through the attack control.
[0158] The control module 320 is further configured to determine whether the first attack behavior is effective based on the first animation and the second animation in response to the end of the second operation;
[0159] If the first attack behavior is effective, the controlled virtual character is controlled to perform the first attack behavior on the attack object;
[0160] If the first attack behavior is not effective, the controlled virtual character is controlled not to perform the first attack behavior on the attack object.
[0161] The control module 320 is further used to determine a pre-attack preparation action of the first virtual character before the first attack behavior is performed on the second virtual character;
[0162] If during the execution of the preparatory action before the attack, the first virtual character is not attacked back by the second virtual character, then it is determined that the first attack behavior is effective;
[0163] If the first virtual character is attacked back by the second virtual character during the execution of the preparatory action before the attack, it is determined that the first attack behavior is not effective.
[0164] The control module 320 is further configured to determine a counterattack action of the attacking object to counterattack the controlled virtual character after the step of controlling the controlled virtual character to perform the first attack action on the attacking object;
[0165] In response to the counterattack action, first prompt information is generated in the graphical user interface, and the first prompt information is used to prompt the controlled virtual character to avoid the counterattack action.
[0166] The control module 320 is further configured to cancel the displayed first animation and the second animation in response to the end of the second operation or the controlled virtual character being attacked during the display of the first animation and the second animation.
[0167] The control module 320 is further used to determine the attackable time period of the controlled virtual character when the attack target attacks according to the preset attack rules during the display of the first animation and the second animation;
[0168] The control module 320 is further used to generate second prompt information in the graphical user interface during the attackable period, and the second prompt information is used to prompt the controlled virtual character to perform the first attack behavior.
[0169] Providing a display frame in a blank area of the graphical user interface;
[0170] Control to display in the display frame a first animation of the first virtual character launching a first attack behavior toward the second virtual character, and to display a second animation of the second virtual character striking back based on a preset attack rule.
[0171] In an embodiment of the present application, a graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface includes at least part of the game scene, a controlled virtual character located in the game scene, and at least one attack control, and the attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene. Among them, the terminal device can also respond to a second operation on the attack control, and based on the attack object specified by the second operation, generate a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object in the graphical user interface; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to a preset attack rule. Finally, the terminal device controls the display of a first animation of the first virtual character performing a first attack behavior on the second virtual character on the graphical user interface, and displays a second animation of the second virtual character counterattacking based on the preset attack rule, so as to simulate the controlled virtual character performing a first attack behavior on the attack object through the attack control. Thereby, the skills of different characters in the game are displayed, helping users understand the skill release mechanism of different characters.
[0172] Accordingly, the embodiment of the present application also provides a computer device, which may be a terminal or a server, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or other terminal devices. Fig. 9 As shown, Fig. 9A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 400 includes a processor 401 having one or more processing cores, a memory 402 having one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402. It will be understood by those skilled in the art that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0173] The processor 401 is the control center of the computer device 400. It uses various interfaces and lines to connect the various parts of the entire computer device 400, executes various functions of the computer device 400 and processes data by running or loading software programs and / or modules stored in the memory 402, and calling data stored in the memory 402, thereby monitoring the computer device 400 as a whole.
[0174] In the embodiment of the present application, the processor 401 in the computer device 400 will load instructions corresponding to the processes of one or more application programs into the memory 402 according to the following steps, and the processor 401 will run the application programs stored in the memory 402 to implement various functions:
[0175] A graphical user interface is provided through a terminal device, and content displayed by the graphical user interface includes at least a portion of a game scene, a controlled virtual character located in the game scene, and at least one attack control, wherein the attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene.
[0176] In response to a second operation on the attack control, based on the attack object specified by the second operation, a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object are generated in the graphical user interface; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to preset attack rules.
[0177] Control the display of a first animation of the first virtual character launching a first attack behavior at the second virtual character on the graphical user interface, and display a second animation of the second virtual character counterattacking based on a preset attack rule, so as to simulate the controlled virtual character launching the first attack behavior at the attack object through the attack control.
[0178] The processor 401 is also used to implement the following functions:
[0179] In response to the end of the second operation, determining whether the first attack behavior is effective based on the first animation and the second animation;
[0180] If the first attack behavior is effective, the controlled virtual character is controlled to perform the first attack behavior on the attack object;
[0181] If the first attack behavior is not effective, the controlled virtual character is controlled not to perform the first attack behavior on the attack object.
[0182] The processor 401 is also used to implement the following functions:
[0183] determining a pre-attack preparation action of the first virtual character before performing a first attack behavior on the second virtual character;
[0184] If during the execution of the preparatory action before the attack, the first virtual character is not attacked back by the second virtual character, then it is determined that the first attack behavior is effective;
[0185] If the first virtual character is attacked back by the second virtual character during the execution of the preparatory action before the attack, it is determined that the first attack behavior is not effective.
[0186] The processor 401 is also used to implement the following functions:
[0187] After the step of controlling the controlled virtual character to perform a first attack action on the attack object, determining a counterattack action of the attack object to counterattack the controlled virtual character;
[0188] In response to the counterattack action, first prompt information is generated in the graphical user interface, and the first prompt information is used to prompt the controlled virtual character to avoid the counterattack action.
[0189] The processor 401 is also used to implement the following functions:
[0190] During the display of the first animation and the second animation, in response to the end of the second operation or the controlled virtual character being attacked, the displayed first animation and the second animation are canceled.
[0191] The processor 401 is also used to implement the following functions:
[0192] During the display of the first animation and the second animation, determining the attackable time period of the controlled virtual character when the attack target attacks according to the preset attack rules;
[0193] During the attackable period, second prompt information is generated in the graphical user interface, and the second prompt information is used to prompt the controlled virtual character to perform the first attack behavior.
[0194] The processor 401 is also used to implement the following functions:
[0195] Providing a display frame in a blank area of the graphical user interface;
[0196] Control to display in the display frame a first animation of the first virtual character launching a first attack behavior toward the second virtual character, and to display a second animation of the second virtual character striking back based on a preset attack rule.
[0197] The processor 401 is also used to implement the following functions:
[0198] Determining a first display parameter corresponding to the first virtual character, and displaying the first virtual character based on the first display parameter, wherein the first display parameter is different from a display parameter corresponding to the controlled virtual character;
[0199] A second display parameter corresponding to the second virtual character is determined, and the second virtual character is displayed based on the second display parameter, where the second display parameter is different from a display parameter corresponding to the attack object.
[0200] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0201] Optional, such as Fig. 9 As shown, the computer device 400 further includes: a touch screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407, respectively. Those skilled in the art can understand that Fig. 9 The computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0202] The touch display screen 403 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 403 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the computer device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 401, and can receive the command sent by the processor 401 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 401 to determine the type of touch event, and then the processor 401 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 403 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 403 can also be used as a part of the input unit 406 to realize the input function.
[0203] In the embodiment of the present application, the processor 401 executes the game application to generate a graphical user interface on the touch screen 403. The virtual scene on the graphical user interface includes at least one skill control area, and the skill control area includes at least one skill control. The touch screen 403 is used to present the graphical user interface and receive operation instructions generated by the user acting on the graphical user interface.
[0204] The radio frequency circuit 404 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer devices through wireless communication, and to send and receive signals between the network device or other computer devices.
[0205] The audio circuit 405 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 405 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 405 and converted into audio data, and then the audio data is output to the processor 401 for processing, and then sent to another computer device through the radio frequency circuit 404, or the audio data is output to the memory 402 for further processing. The audio circuit 405 may also include an earphone jack to provide communication between an external headset and the computer device.
[0206] The input unit 406 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0207] The power supply 407 is used to supply power to various components of the computer device 400. Optionally, the power supply 407 can be logically connected to the processor 401 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 407 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0208] although Fig. 9 Not shown, the computer device 400 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0209] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0210] As can be seen from the above, the computer device provided in this embodiment provides a graphical user interface, and the content displayed in the graphical user interface includes at least part of the game scene, the controlled virtual character located in the game scene, and at least one attack control, and the attack control is configured to respond to the first operation and control the controlled virtual character to perform the first attack behavior in the game scene. Among them, the computer device can also respond to the second operation on the attack control, based on the attack object specified by the second operation, to generate a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object in the graphical user interface; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to the preset attack rules. Finally, the computer device controls the display of the first animation of the first virtual character performing the first attack behavior on the second virtual character on the graphical user interface, and the display of the second virtual character counterattacks based on the preset attack rules, so as to simulate the controlled virtual character performing the first attack behavior on the attack object through the attack control. Thereby, the skills of different characters in the game are displayed, helping users understand the skill release mechanism of different characters.
[0211] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0212] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute the steps in any skill display method provided in the embodiment of the present application. For example, the computer program can execute the following steps:
[0213] A graphical user interface is provided through a terminal device, and content displayed by the graphical user interface includes at least a portion of a game scene, a controlled virtual character located in the game scene, and at least one attack control, wherein the attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene.
[0214] In response to a second operation on the attack control, based on the attack object specified by the second operation, a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object are generated in the graphical user interface; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to preset attack rules.
[0215] Control the display of a first animation of the first virtual character launching a first attack behavior at the second virtual character on the graphical user interface, and display a second animation of the second virtual character counterattacking based on a preset attack rule, so as to simulate the controlled virtual character launching the first attack behavior at the attack object through the attack control.
[0216] The computer program is also used to perform:
[0217] In response to the end of the second operation, determining whether the first attack behavior is effective based on the first animation and the second animation;
[0218] If the first attack behavior is effective, the controlled virtual character is controlled to perform the first attack behavior on the attack object;
[0219] If the first attack behavior is not effective, the controlled virtual character is controlled not to perform the first attack behavior on the attack object.
[0220] The computer program is also used to perform:
[0221] determining a pre-attack preparation action of the first virtual character before performing a first attack behavior on the second virtual character;
[0222] If during the execution of the preparatory action before the attack, the first virtual character is not attacked back by the second virtual character, then it is determined that the first attack behavior is effective;
[0223] If the first virtual character is attacked back by the second virtual character during the execution of the preparatory action before the attack, it is determined that the first attack behavior is not effective.
[0224] The computer program is also used to perform:
[0225] After the step of controlling the controlled virtual character to perform a first attack action on the attack object, determining a counterattack action of the attack object to counterattack the controlled virtual character;
[0226] In response to the counterattack action, first prompt information is generated in the graphical user interface, and the first prompt information is used to prompt the controlled virtual character to avoid the counterattack action.
[0227] The computer program is also used to perform:
[0228] During the display of the first animation and the second animation, in response to the end of the second operation or the controlled virtual character being attacked, the displayed first animation and the second animation are canceled.
[0229] The computer program is also used to perform:
[0230] During the display of the first animation and the second animation, determining the attackable time period of the controlled virtual character when the attack target attacks according to the preset attack rules;
[0231] During the attackable period, second prompt information is generated in the graphical user interface, and the second prompt information is used to prompt the controlled virtual character to perform the first attack behavior.
[0232] The computer program is also used to perform:
[0233] Providing a display frame in a blank area of the graphical user interface;
[0234] Control to display in the display frame a first animation of the first virtual character launching a first attack behavior toward the second virtual character, and to display a second animation of the second virtual character striking back based on a preset attack rule.
[0235] The computer program is also used to perform:
[0236] Determining a first display parameter corresponding to the first virtual character, and displaying the first virtual character based on the first display parameter, wherein the first display parameter is different from a display parameter corresponding to the controlled virtual character;
[0237] A second display parameter corresponding to the second virtual character is determined, and the second virtual character is displayed based on the second display parameter, where the second display parameter is different from a display parameter corresponding to the attack object.
[0238] In an embodiment of the present application, a graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface includes at least part of the game scene, a controlled virtual character located in the game scene, and at least one attack control, and the attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene. Among them, the terminal device can also respond to a second operation on the attack control, and based on the attack object specified by the second operation, generate a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object in the graphical user interface; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to a preset attack rule. Finally, the terminal device controls the display of a first animation of the first virtual character performing a first attack behavior on the second virtual character on the graphical user interface, and displays a second animation of the second virtual character counterattacking based on the preset attack rule, so as to simulate the controlled virtual character performing a first attack behavior on the attack object through the attack control. Thereby, the skills of different characters in the game are displayed, helping users understand the skill release mechanism of different characters.
[0239] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0240] The storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0241] Since the computer program stored in the storage medium can execute the steps in any skill display method provided in the embodiments of the present application, the beneficial effects that can be achieved by any skill display method provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0242] The above is a detailed introduction to a skill display method, device, storage medium and computer equipment provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the ideas of the present application, there will be changes in the specific implementation methods and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A skill display method, characterized in that: Providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least a portion of a game scene, a controlled virtual character located in the game scene, and at least one attack control, wherein the attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene; The method comprises: In response to a second operation on the attack control, a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object are generated in the graphical user interface based on the attack object specified by the second operation; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to a preset attack rule; Controlling display on the graphical user interface of a first animation of the first virtual character delivering the first attack behavior to the second virtual character, and displaying a second animation of the second virtual character counterattacking based on the preset attack rule, so as to simulate the controlled virtual character delivering the first attack behavior to the attack object through the attack control.
2. The skill display method according to claim 1, characterized in that: The method further comprises: In response to the end of the second operation, determining whether the first attack behavior is effective based on the first animation and the second animation; If the first attack behavior is effective, controlling the controlled virtual character to perform the first attack behavior on the attack object; If the first attack behavior is not effective, the controlled virtual character is controlled not to perform the first attack behavior on the attack object.
3. The skill display method according to claim 2, characterized in that: The step of determining whether the first attack behavior is effective based on the first animation and the second animation includes: determining a pre-attack preparation action of the first virtual character before performing the first attack behavior on the second virtual character; If, during the execution of the preparatory action before the attack, the first virtual character is not attacked back by the second virtual character, then it is determined that the first attack behavior is effective; If the first virtual character is attacked back by the second virtual character during the execution of the pre-attack preparation action, it is determined that the first attack behavior is not effective.
4. The skill display method according to claim 2, characterized in that: After the step of controlling the controlled virtual character to perform the first attack behavior on the attack object, the method further includes: Determining a counterattack action of the attacking object to counterattack the controlled virtual character; In response to the counterattack action, first prompt information is generated in the graphical user interface, and the first prompt information is used to prompt the controlled virtual character to avoid the counterattack action.
5. The skill display method according to claim 1, characterized in that: The method further comprises: During the display of the first animation and the second animation, in response to the end of the second operation or the controlled virtual character being attacked, the displayed first animation and the second animation are canceled.
6. The skill display method according to claim 1, characterized in that: The method further comprises: During the display of the first animation and the second animation, determining the attackable time period of the controlled virtual character when the attack target attacks according to the preset attack rule; During the attackable time period, second prompt information is generated in the graphical user interface, and the second prompt information is used to prompt the controlled virtual character to perform the first attack behavior.
7. The skill display method according to claim 1, characterized in that: The step of controlling the display on the graphical user interface of a first animation of the first virtual character performing the first attacking behavior on the second virtual character, and displaying a second animation of the second virtual character striking back based on the preset attacking rule, comprises: Providing a display frame in a blank area of the graphical user interface; Controlling display in the display frame of a first animation of the first virtual character delivering the first attack behavior to the second virtual character, and displaying a second animation of the second virtual character counterattacking based on the preset attack rule.
8. The skill display method according to claim 1, characterized in that: The method further comprises: Determining a first display parameter corresponding to the first virtual character, and displaying the first virtual character based on the first display parameter, wherein the first display parameter is different from a display parameter corresponding to the controlled virtual character; A second display parameter corresponding to the second virtual character is determined, and the second virtual character is displayed based on the second display parameter, where the second display parameter is different from a display parameter corresponding to the attack object.
9. A skill display device, characterized in that: Providing a graphical user interface through a terminal device, wherein the content displayed by the graphical user interface includes at least a portion of a game scene, a controlled virtual character located in the game scene, and at least one attack control, wherein the attack control is configured to respond to a first operation and control the controlled virtual character to perform a first attack behavior in the game scene; The device comprises: A generating module, configured to generate, in response to a second operation on the attack control, a first virtual character for simulating the controlled virtual character and a second virtual character for simulating the attack object in the graphical user interface based on an attack object specified by the second operation; the first operation is different from the second operation, and the attack object is a virtual object that attacks according to a preset attack rule; The control module is used to control the display of a first animation of the first virtual character delivering the first attack behavior to the second virtual character on the graphical user interface, and a second animation of the second virtual character counterattacking based on the preset attack rule, so as to simulate the controlled virtual character delivering the first attack behavior to the attack object through the attack control.
10. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps in the skill demonstration method according to any one of claims 1 to 8.
11. A computer device comprising a memory, a processor and a computer program stored in the memory and executable on the processor, characterized in that: When the processor executes the program, the steps in the skill demonstration method according to any one of claims 1 to 8 are implemented.
Citation Information
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