Game skill display control method, device and electronic device
By displaying the skill indicators of delayed skills in the game interface and controlling its display format, the problem of operation difficulty and psychological burden of delayed explosion effect props is solved, and the game experience and operation safety is improved.
Patent Information
- Application Number
- CN202210825015.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-07-13
- Publication Date
- 2024-12-17
- Estimated Expiration
- 2042-07-13
AI Technical Summary
In shooting or adventure survival games, when players use delayed explosion effect props, the distance between the range of the grenade explosion and the countdown to the explosion is large, resulting in increased operation difficulty and psychological burden, affecting the game experience.
By displaying the skill indicators of delayed skills in the game interface and controlling its display format to change according to preset rules to indicate the charging time of delayed skills release, ensuring that players can also view the scene areas affected by delayed skills. Intuitively view the release of charge duration to avoid frequent line of sight switching.
It reduces the difficulty and psychological burden of players, improves the game experience, ensures that players can accurately release delay skills, and reduces the risk that skills will act on themselves due to ignoring the countdown.
Smart Images

Figure CN115400421B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game interaction technology, and in particular to a display control method, device and electronic equipment for game skills. Background Art
[0002] In shooting or other adventure survival games, the throwing operation of grenades or other props with delayed explosion effects is an important part of the core combat experience of the game. In the related art, when the player triggers a grenade, the throwing pre-aiming line of the grenade (the throwing pre-aiming line consists of a parabola and a landing point) and the grenade explosion range will be displayed in the game interface, and the grenade explosion countdown will be displayed on the top of the throwing pre-aiming line. In the game interface, there is a certain distance between the displayed grenade explosion range and the grenade explosion countdown. When the player calculates the best throwing time and landing point position based on the enemy's movement path and the grenade explosion countdown, the line of sight will constantly switch between the landing point and the explosion countdown, thereby increasing the player's operating difficulty and psychological burden, affecting the player's gaming experience. Summary of the invention
[0003] The purpose of the present invention is to provide a display control method, device and electronic equipment for game skills, so as to reduce the operating difficulty and psychological burden of players and enhance the game experience of players.
[0004] In a first aspect, the present invention provides a display control method for game skills, providing a graphical user interface through a terminal device; the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device; the method includes: responding to a trigger operation for a delayed skill, and displaying a skill indicator mark of the delayed skill in the game scene; wherein the skill indicator mark is used to: indicate the scene area affected by the delayed skill after the delayed skill is released; control the display format of the skill indicator mark to change according to a preset rule, so as to indicate the charging time of the delayed skill release through the display format; responding to the release operation for the delayed skill, and controlling the delayed skill to be released in the scene area indicated by the skill indicator mark.
[0005] In an optional embodiment, the above-mentioned step of responding to the release operation of the delayed skill and controlling the release of the delayed skill in the scene area indicated by the skill indication mark includes: responding to the release operation of the delayed skill, controlling the combat prop corresponding to the delayed skill to be thrown to the scene area indicated by the skill indication mark, and when the charging time reaches the delayed release time of the delayed skill, controlling the delayed skill to be released in the scene area indicated by the skill indication mark.
[0006] In an optional embodiment, before receiving a release operation for a delayed skill, the method further includes: in response to the charging time reaching the delayed release time of the delayed skill, controlling the delayed skill to be released at the current position of the virtual character.
[0007] In an optional embodiment, the display format of the above-mentioned control skill indicator mark changes according to preset rules, and the step of indicating the charging time of the delayed skill release through the display format includes: the control skill indicator mark indicates the charging time of the delayed skill release with the progress changes of the progress bar.
[0008] In an optional embodiment, the skill indicator is a circular progress bar; the step of controlling the skill indicator to indicate the charging time of the delayed skill release with the progress changes of the progress bar includes: displaying the progress changes of the progress bar in a circular style with the center of the skill indicator as the center and the radius continuously expanding from zero to indicate the charging time of the delayed skill; wherein the radius of the progress bar when it is full is equal to the radius of the skill indicator, and the full value of the progress bar is equal to the delayed release time of the delayed skill.
[0009] In an optional embodiment, the above method also includes: obtaining the radius of the skill indicator mark and the delayed release duration of the delayed skill; obtaining the target speed according to the ratio of the radius of the skill indicator mark to the delayed release duration; the above step of displaying the progress changes of the progress bar in a circular style that continuously expands from a radius of zero includes: starting from a radius of zero, continuously expanding the radius of the circular style at the target speed to display the progress changes of the progress bar.
[0010] In an optional embodiment, the skill indicator mark is a circle; the step of controlling the skill indicator mark to indicate the charging time of the delayed skill release with the progress change of the progress bar includes: a sector formed by the center of the skill indicator mark and a specified arc on the outline of the skill indicator mark as a progress bar; starting from the center of the circle, the internal area of the sector is continuously filled in a target style to indicate the charging time of the delayed skill; wherein the full value of the progress bar is equal to the delayed release time of the delayed skill.
[0011] In an optional embodiment, the step of controlling the skill indicator to indicate the charging time of the delayed skill release with the progress changes of the progress bar includes: using the outline of the skill indicator as a progress bar, and displaying the progress changes starting from a specified point on the outline of the skill indicator to indicate the charging time of the delayed skill release.
[0012] In an optional implementation, the method further includes: obtaining a speed of change of the progress change by a ratio of a perimeter of a contour of the skill indicator mark to a delayed release duration of the delayed skill.
[0013] In an optional embodiment, the display format of the above-mentioned control skill indicator mark changes according to preset rules, and the step of indicating the charging time of the delayed skill release through the display format includes: the control skill indicator mark changes in numbers to indicate the charging time of the delayed skill release.
[0014] In an optional embodiment, the display format of the above-mentioned control skill indicator mark changes according to preset rules, and the step of indicating the charging time of the delayed skill release through the display format includes: the control skill indicator mark indicates the charging time of the delayed skill release by changing color.
[0015] In an optional embodiment, after the above-mentioned response to the release operation of the delayed skill and the step of controlling the release of the delayed skill in the scene area indicated by the skill indication mark, the above-mentioned method also includes: canceling the display of the skill indication mark in the graphical user interface.
[0016] In a second aspect, the present invention provides a display control device for game skills, which provides a graphical user interface through a terminal device; the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device; the device includes: an identification display module, which is used to respond to a trigger operation for a delayed skill, and display a skill indication identification of the delayed skill in the game scene; wherein the skill indication identification is used to: indicate the scene area affected by the delayed skill after the delayed skill is released; a display control module, which is used to control the display format of the skill indication identification to change according to a preset rule, so as to indicate the charging time of the delayed skill release through the display format; a skill release module, which is used to respond to a release operation for the delayed skill, and control the release of the delayed skill in the scene area indicated by the skill indication identification.
[0017] In a third aspect, the present invention provides an electronic device, comprising a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned game skill display control method.
[0018] In a fourth aspect, the present invention provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the display control method of the above-mentioned game skills.
[0019] The embodiments of the present invention bring the following beneficial effects:
[0020] The present invention provides a display control method, device and electronic device for game skills. First, in response to a triggering operation for a delayed skill, a skill indicator of the delayed skill is displayed in a game scene. The skill indicator is used to indicate the scene area affected by the delayed skill after the delayed skill is released; then the display format of the skill indicator is controlled to change according to a preset rule to indicate the charging time of the delayed skill release through the display format; then, in response to the release operation for the delayed skill, the delayed skill is controlled to be released in the scene area indicated by the skill indicator. In this way, when the delayed skill is triggered, the scene area affected by the delayed skill and the charging time of the release are integrated and displayed in the game scene through the skill indicator, so that the player can check whether the charging time of the release reaches the extended release time while checking the scene area affected by the delayed skill, thereby avoiding the player's line of sight constantly switching between the affected range and the charging time when releasing the delayed skill, reducing the player's operating difficulty and psychological burden, and improving the player's gaming experience.
[0021] Other features and advantages of the present invention will be set forth in the following description, or some features and advantages may be inferred or unambiguously determined from the description, or may be learned by implementing the above-mentioned technology of the present invention.
[0022] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are specifically listed below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0023] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying creative work.
[0024] Figure 1 A schematic diagram showing a grenade explosion countdown and a grenade explosion range provided in the prior art according to an embodiment of the present invention;
[0025] Figure 2 A flowchart of a method for controlling display of gaming skills provided by an embodiment of the present invention;
[0026] Figure 3 A flowchart of another method for controlling the display of gaming skills provided by an embodiment of the present invention;
[0027] Figure 4 A schematic diagram of a skill indication mark of a grenade provided in an embodiment of the present invention;
[0028] Figure 5A schematic diagram of a fan-shaped progress bar provided by an embodiment of the present invention;
[0029] Figure 6 A schematic diagram of a circular progress bar provided by an embodiment of the present invention;
[0030] Figure 7 A flowchart of another method for controlling the display of gaming skills provided by an embodiment of the present invention;
[0031] Figure 8 A schematic diagram of the structure of a display control device for gaming skills provided by an embodiment of the present invention;
[0032] Fig. 9 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0033] In order to make the purpose, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Generally, the components of the embodiments of the present invention described and shown in the drawings here can be arranged and designed in various different configurations.
[0034] Therefore, the following detailed description of the embodiments of the present invention provided in the accompanying drawings is not intended to limit the scope of the invention claimed for protection, but merely represents selected embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0035] In shooting or other adventure survival games, grenades, as typical throwing items with delayed explosion effects, are indispensable combat props. The throwing operation of grenades or other props with delayed explosion effects is an important part of the core combat experience of the game. In related technologies, when a player triggers a grenade, a grenade throwing preview line will be displayed in the game interface, and a grenade explosion countdown will be displayed on top of the throwing preview line. The throwing preview line consists of a parabola and a landing point; if the player needs to trigger the grenade explosion range, a circular UI (User Interface) with the landing point as the center will usually be used to display a reminder. For example Figure 1 The figure shows a schematic diagram of displaying a grenade explosion countdown and a grenade explosion range provided in the prior art. Figure 1 The 5s in the figure represents the grenade explosion countdown, and the circular area represents the grenade explosion range.
[0036] In the game interface, there is a certain distance between the displayed grenade explosion range and the grenade explosion countdown, which can easily lead to the following two situations that have a serious impact on the player's gaming experience: 1) When the player is concentrating on adjusting the grenade landing point, the explosion countdown is ignored and a "self-bomb" phenomenon occurs; 2) When the player calculates the best throwing time and landing point based on the enemy's movement path and the grenade explosion countdown, the line of sight will constantly switch between the landing point and the explosion countdown, and must be adjusted in real time according to the enemy's actions, thereby increasing the player's operating difficulty and psychological burden.
[0037] Based on the above problems, the embodiments of the present invention provide a method, device and electronic device for controlling the display of game skills. The technology can be applied to the release scenes of game skills in shooting or other adventure survival games, especially in the throwing scenes of props with delayed explosion effects.
[0038] In one embodiment of the present disclosure, the display control method of the game skill can be run on a terminal device or a server. The terminal device can be a local terminal device. When the display control method of the game skill is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0039] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated, the storage and operation of the information interaction method are completed on the cloud game server, and the role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0040] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0041] In a possible implementation, an embodiment of the present invention provides a method for controlling the display of game skills, wherein a graphical user interface is provided through a terminal device; the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device; Figure 2 As shown, the method comprises the following specific steps:
[0042] Step S202, in response to the triggering operation for the delayed skill, a skill indicator mark of the delayed skill is displayed in the game scene; wherein the skill indicator mark is used to indicate the scene area affected by the delayed skill after the delayed skill is released.
[0043] A virtual character may be displayed in the game scene, and the virtual character may use a delayed skill. The delayed skill may be a combat item with a delayed explosion effect thrown by the player (the combat item may be a grenade, a mine, etc.), or a skill with a delayed attack power released by the player, or other skills that can be released with a delayed release according to R&D requirements.
[0044] The above-mentioned triggering operation for the delayed skill can be an operation of the player clicking, pressing or dragging the delayed skill, or an operation of clicking, pressing or dragging the skill trigger control, which can usually be displayed in a graphical user interface, and the skill trigger control is used to control the triggering of the delayed skill. For example, if the delayed skill is a combat prop (for example, a grenade), the triggering operation for the delayed skill can be an operation of pulling out the insurance of the combat prop. In a specific implementation, when the player triggers the delayed skill, the skill indicator mark of the delayed skill will be displayed in the game scene, and the skill indicator mark is used to indicate the scene area affected by the delayed skill after the delayed skill is released.
[0045] The scene area affected by the above-mentioned delay skill can be determined according to the power of the delay skill. Generally, the greater the power of the delay skill, the larger the affected scene area. The shape of the scene area affected by the delay skill can be determined according to the properties of the delay skill. For example, if the delay skill corresponds to a grenade explosion, then the scene area affected by the grenade explosion (also called the explosion range) can be represented by a circular area with a predicted landing point as a circle.
[0046] Step S204, controlling the display format of the skill indication mark to change according to a preset rule, so as to indicate the charging time of the delayed skill release through the display format.
[0047] The display format of the skill indicator can be changed according to preset rules, and the display format allows the skill indicator to be used to indicate the charging time of the delayed skill release, which can also be understood as the delayed countdown of the delayed skill release. Specifically, the delayed skill can be released with a delay, but it needs to be released before the charging time reaches the delayed release time of the delayed skill, otherwise it will cause the delayed skill to fail or the delayed skill to act on itself (for example, when the delayed skill is a grenade explosion, if the grenade is not thrown before the explosion time of the grenade, the grenade will blow up the virtual character itself).
[0048] The skill indicator mark can indicate the scene area affected by the delayed skill, and can also display the release time of the delayed skill in the scene area, so that the scene area and the charging time of the released skill are displayed at a close distance (that is, integrated display), avoiding the problem that the scene area affected by the delayed skill and the charging time are displayed too far apart in the interface, and the visual focus needs to repeatedly switch between the charging time and the affected scene area when the player predicts the skill release according to the enemy's movement path, thereby reducing the player's operating pressure and insecurity in throwing.
[0049] In specific implementation, the preset rules corresponding to the display format of the above-mentioned skill indicator mark can be set according to research and development needs. For example, the charging time of the delayed skill release can be displayed with a gradually increasing circular area on the scene area affected by the delayed skill indicated by the skill indicator mark, that is, as the circular area becomes larger, the charging time gradually decreases; the charging time of the delayed skill release can also be displayed with a progress bar with gradually increasing progress on the scene area affected by the delayed skill indicated by the skill indicator mark; the countdown number corresponding to the charging time can also be directly displayed on the scene area affected by the delayed skill indicated by the skill indicator mark, and the number is used to indicate time; the charging time of the delayed skill release can also be indicated by color changes according to the control skill indicator mark. (For example, the charging time of the delayed skill release can be indicated by the change of color from dark to light or from light to dark, which can be set according to research and development needs).
[0050] Step S206, in response to the release operation for the delayed skill, control the delayed skill to be released in the scene area indicated by the skill indication mark.
[0051] The above-mentioned release operation of the delayed skill can be an operation to trigger a certain control in the graphical user interface, or it can be a drag operation of the delayed skill, etc., which can be set according to the research and development needs and is not specifically limited here. When the player releases the delayed skill, the delayed skill will be released in the scene area indicated by the skill indicator. Before the delayed skill is released, the skill indicator will always be displayed in the game scene so that the player can intuitively see the scope of the skill. After the delayed skill is released, the skill indicator will disappear immediately, thereby reducing the display pressure of the graphical user interface.
[0052] A display control method for a gaming skill provided by an embodiment of the present invention first responds to a triggering operation for a delayed skill, displays a skill indicator of the delayed skill in a game scene, and the skill indicator is used to indicate the scene area affected by the delayed skill after the delayed skill is released; then controls the display format of the skill indicator to change according to a preset rule, so as to indicate the charging time of the delayed skill release through the display format; then responds to the release operation for the delayed skill, and controls the delayed skill to be released in the scene area indicated by the skill indicator. In this method, when a delayed skill is triggered, the scene area affected by the delayed skill and the charging time of the release are integrated and displayed in the game scene through the skill indicator, so that the player can check whether the charging time of the release reaches the extended release time while checking the scene area affected by the delayed skill, thereby avoiding the player's line of sight constantly switching between the affected range and the charging time when releasing the delayed skill, reducing the player's operating difficulty and psychological burden, and improving the player's gaming experience.
[0053] The embodiment of the present invention further provides another display control method for game skills, which is implemented on the basis of the above embodiment. The method focuses on describing the specific process of controlling the display format of the skill indicator to change according to a preset rule to indicate the charging time of the delayed skill release through the display format (specifically implemented by the following step S304); Figure 3 As shown, the method comprises the following specific steps:
[0054] Step S302, in response to a pressing operation on a skill trigger control, a skill indicator mark of the delayed skill is displayed in the game scene; wherein the skill indicator mark is used to indicate the scene area affected by the delayed skill after the delayed skill is released.
[0055] The skill trigger control can be set in the lower right corner or lower left corner of the graphical user interface, which is convenient for user operation. The skill trigger control is used to control the triggering of the delayed skill. For example, if the delayed skill is a grenade, the skill trigger control can be the trigger control corresponding to the grenade.
[0056] Step S304, controlling the skill indicator to indicate the charging time of the delayed skill release through the progress change of the progress bar.
[0057] In the specific implementation, the charging time of the delayed skill release can be integrated and displayed in the form of a progress bar into the scene area indicated by the skill indicator mark, so that when the player releases the skill, he can simultaneously view the charging time of the delayed skill release and the affected scene area, avoiding the player switching his line of sight between the charging time of the delayed skill release and the affected scene area.
[0058] In some embodiments, the scene area indicated by the above-mentioned skill indicator mark may be a circular area; the center of the circular area may be the predicted landing point of the skill release. When the player predicts the skill release based on the enemy's movement path, the landing point of the skill release will be adjusted. As the landing point of the skill release changes, the scene area of the skill indicator mark will also change accordingly.
[0059] Specifically, the skill indicator is a circular progress bar, so the progress of the progress bar can be displayed in a circular style that is centered on the center of the skill indicator and continuously expands from a radius of zero to indicate the charging time of the delayed skill; wherein, the radius of the progress bar when it is full is equal to the radius of the skill indicator, and the full value of the progress bar is equal to the delayed release time of the delayed skill. It can also be understood that when the radius of the circular progress bar expands to the same radius as the scene area indicated by the skill indicator, it will no longer expand. After the delayed skill is triggered, the circular progress bar continues to expand, and the charging time of the delayed skill release gradually decreases with the passage of time. When the charging time becomes zero, the delayed skill will be automatically released.
[0060] In a specific implementation, the radius expansion speed (equivalent to the target speed) of the above-mentioned continuously expanding circular pattern is determined by: obtaining the radius of the skill indicator and the delayed release time of the delayed skill; and obtaining the target speed according to the ratio of the radius of the skill indicator to the delayed release time. For example, the radius corresponding to the scene area indicated by the skill indicator is R, and the delayed release time of the delayed skill is t, then the target speed v = R / t, and when r = R, the delayed skill is automatically released.
[0061] To facilitate understanding of the circular progress bar, take the delayed skill of grenade explosion as an example. Figure 4 FIG. 1 is a schematic diagram of a skill indicator mark of a grenade provided in an embodiment of the present invention. Figure 4There is a skill trigger control in the lower right corner. When the player presses the skill trigger control, the circular progress bar will continue to expand from a radius of 0, and will explode when the radius reaches the same area of the scene affected by the grenade (equivalent to the explosion range of the grenade). If the player throws the grenade before the explosion, the explosion range and the circular progress bar will always be displayed at the landing point until they disappear after the grenade explodes. Figure 4 The big circle in the figure represents the scene area affected by the grenade, the small circle represents the circular progress bar that is constantly expanding, and the dotted line represents the throwing pre-line. The circle in the circular area is the landing point of the throwing pre-line, which is also the predicted landing point of the grenade. Figure 4 There is also a cancel control displayed on the left side. When the player presses the skill trigger control, clicking the cancel control can cancel the trigger operation.
[0062] In some embodiments, the skill indicator is a circle; the step S304 can also be implemented by the following steps 10-11:
[0063] Step 10: A sector formed by the center of the skill indicator mark and a designated arc on the outline of the skill indicator mark is used as a progress bar.
[0064] Step 11, starting from the center of the circle, continuously fill the inner area of the fan-shaped area in a target style to indicate the charging time of the delayed skill; wherein the full value of the progress bar is equal to the delayed release time of the delayed skill.
[0065] The above target style can be set according to R&D needs. For example, it can be a fan-shaped progress bar that continuously expands from the line connecting the center of the skill indicator and the preset point on the outline of the skill indicator. The charging time of the delayed skill release is represented by a fan-shaped progress bar with a continuously increasing progress to represent the reduction of the charging time of the release. Specifically, the speed of the progress increase of the fan-shaped progress bar can be the ratio of the circumference of the circle corresponding to the skill indicator to the delayed release time of the delayed skill.
[0066] like Figure 5 The figure shows a schematic diagram of a fan-shaped progress bar. Figure 5 There is a skill trigger control in the lower right corner. When the player presses the skill trigger control, the fan-shaped progress bar starts to expand from the line connecting the center of the skill indicator and the preset point on the outline of the skill indicator. When the coverage area of the fan-shaped progress bar matches the circle indicated by the skill indicator, the delayed skill is released. This preset point can be set according to R&D needs. Figure 5 The sector corresponding to the shaded part is the expanding sector-shaped progress bar.
[0067] In an optional embodiment, the specific implementation of the above step S304 also includes: using the outline of the skill indicator as a progress bar, and displaying progress changes starting from a specified point on the outline of the skill indicator to indicate the charging time of the delayed skill release. In the specific implementation, the progress bar corresponding to the charging time of the delayed skill release can be displayed on the outer edge or inner edge of the outline of the skill indicator, so that the scene area affected by the delayed skill and the charging time of the release can be viewed at the same time. Specifically, the speed of progress change can be obtained by the ratio of the circumference of the outline of the skill indicator to the delayed release time of the delayed skill.
[0068] Specifically, the progress bar corresponding to the charging time of the delayed skill release includes: a circular progress bar with a designated position in the outline of the skill indicator as the starting point and increasing progress at a changing speed; if the progress of the circular progress bar increases to the starting point, the delayed skill will be automatically released. The designated position can be any position set according to R&D requirements.
[0069] like Figure 6 The figure shows a schematic diagram of a circular progress bar. Figure 6 There is a skill trigger control in the lower right corner. When the player presses the skill trigger control, the circular progress bar starts to increase the progress from the starting point. When the progress of the circular progress bar increases to the starting point, the delayed skill is released. Figure 6 The annular area corresponding to the shaded part is the expanding annular progress bar.
[0070] Step S306, in response to the release operation for the delayed skill, control the delayed skill to be released in the scene area indicated by the skill indication mark.
[0071] In a specific implementation, before receiving a release operation for a delayed skill, the delayed skill can be controlled to be released at the current location of the virtual character in response to the charging time reaching the delayed release time of the delayed skill. Therefore, it is necessary to release the delayed skill when the charging time reaches the delayed release time of the delayed skill to avoid the delayed skill acting on the virtual character itself.
[0072] Step S308, when the delayed skill is released, the skill indication mark is cancelled in the graphical user interface.
[0073] Before the delayed skill is released, the skill indicator will be displayed in the graphical user interface, so that players can intuitively see the range of the delayed skill. After the delayed skill is released, the skill release indicator will be cancelled in the graphical user interface, which can reduce the display pressure of the graphical user interface and improve the player's gaming experience.
[0074] The display control method of the above-mentioned game skills, if the player triggers a delayed skill, will control the skill indicator to indicate the charging time of the delayed skill release with the progress change of the progress bar, and the charging time is displayed in the scene area affected by the delayed skill indicated by the skill indicator, so as to visually strengthen the correlation between the scene area affected by the delayed skill and the charging time of the skill release, thereby avoiding the phenomenon that the player ignores the charging time prompt and causes the delayed skill to act on himself; at the same time, it avoids the visual focus repeatedly switching between the charging time prompt and the affected range when the player predicts and releases the skill according to the enemy's movement path, thereby reducing the difficulty of accurately releasing skills and improving the sense of security in skill release.
[0075] The embodiment of the present invention also provides another display control method for game skills, which is implemented on the basis of the above embodiment. The method focuses on describing the specific process of controlling the display format of the skill indicator to change according to a preset rule to indicate the charging time of the delayed skill release through the display format (specifically implemented by the following step S704), and responding to the release operation of the delayed skill, and controlling the specific process of releasing the delayed skill in the scene area indicated by the skill indicator (specifically implemented by the following step S706); Figure 7 As shown, the method comprises the following specific steps:
[0076] Step S702, in response to the triggering operation for the delayed skill, a skill indicator mark of the delayed skill is displayed in the game scene, and the skill indicator mark is used to indicate the scene area affected by the delayed skill after the delayed skill is released.
[0077] Step S704, controlling the skill indicator to change the number to indicate the charging time of the delayed skill release.
[0078] In specific implementation, the charging time of the delayed skill release can be directly indicated by numbers, so that players can more intuitively view the remaining time for releasing the skill. At the same time, the charging time of the delayed skill release is integrated and displayed in the scene area indicated by the skill indicator, so that players can view the scene area affected by the delayed skill and the charging time of the delayed skill at the same time.
[0079] Step S706, in response to the release operation of the delayed skill, controls the combat prop corresponding to the delayed skill to be thrown to the scene area indicated by the skill indicator mark, and when the charging time reaches the delayed release time of the delayed skill, controls the delayed skill to be released in the scene area indicated by the skill indicator mark.
[0080] With the display control method of the above-mentioned game skills, players can simultaneously view the charging time of skill release and the scene area affected by the delayed skills, thereby avoiding the phenomenon that players ignore the skill countdown during the process of releasing delayed skills, resulting in the skills acting on themselves; at the same time, it also avoids the phenomenon that players need to repeatedly switch their visual focus when predicting and throwing according to the enemy's movement path, thereby reducing the operating pressure and the insecurity of skill release.
[0081] Corresponding to the above method embodiment, the embodiment of the present invention provides a display control device for game skills, which provides a graphical user interface through a terminal device; the graphical user interface includes at least part of the game scene, and the game scene includes a virtual character controlled by the terminal device; Figure 8 As shown, the device comprises:
[0082] The identification display module 80 is used to respond to the triggering operation for the delayed skill and display the skill indication identification of the delayed skill in the game scene; wherein the skill indication identification is used to: indicate the scene area affected by the delayed skill after the delayed skill is released.
[0083] The display control module 81 is used to control the display format of the skill indication mark to change according to a preset rule, so as to indicate the charging time of the delayed skill release through the display format.
[0084] The skill release module 82 is used to respond to the release operation of the delayed skill and control the delayed skill to be released in the scene area indicated by the skill indication mark.
[0085] The display control device for the above-mentioned game skills first responds to the triggering operation for the delayed skill, and displays the skill indicator of the delayed skill in the game scene. The skill indicator is used to indicate the scene area affected by the delayed skill after the delayed skill is released; then the display format of the skill indicator is controlled to change according to the preset rules to indicate the charging time of the delayed skill release through the display format; then responds to the release operation for the delayed skill, and controls the delayed skill to be released in the scene area indicated by the skill indicator. In this way, when the delayed skill is triggered, the scene area affected by the delayed skill and the charging time of the release are integrated and displayed in the game scene through the skill indicator, so that the player can check whether the charging time of the release reaches the extended release time while checking the scene area affected by the delayed skill, avoiding the player's line of sight constantly switching between the affected range and the charging time when releasing the delayed skill, reducing the player's operating difficulty and psychological burden, and improving the player's gaming experience.
[0086] The skill release module 82 is also used to: respond to the release operation of the delayed skill, control the combat props corresponding to the delayed skill to be thrown to the scene area indicated by the skill indicator mark, and when the charging time reaches the delayed release time of the delayed skill, control the delayed skill to be released in the scene area indicated by the skill indicator mark.
[0087] In a specific implementation, the above-mentioned device also includes an automatic release module, which is used to: before receiving a release operation for a delayed skill, respond to the charging time reaching the delayed release time of the delayed skill, and control the delayed skill to be released at the current position of the virtual character.
[0088] Specifically, the display control module 81 is used to control the skill indicator to indicate the charging time of the delayed skill release through the progress change of the progress bar.
[0089] Furthermore, the skill indicator is a circular progress bar; the display control module 81 is also used to: display the progress changes of the progress bar in a circular style that starts from a radius of zero and expands with the center of the circle of the skill indicator as the center, so as to indicate the charging time of the delayed skill; wherein, the radius of the progress bar when it is full is equal to the radius of the skill indicator, and the full value of the progress bar is equal to the delayed release time of the delayed skill.
[0090] In a specific implementation, the device further includes a target speed determination module, which is used to: obtain the radius of the skill indicator and the delayed release duration of the delayed skill; and obtain the target speed according to the ratio of the radius of the skill indicator to the delayed release duration. The display control module 81 is also used to: start from a radius of zero and continuously expand the radius of the circular pattern at a target speed to display the progress change of the progress bar.
[0091] In a specific implementation, the skill indicator mark is a circle; the display control module 81 is also used to: use a sector formed by the center of the skill indicator mark and a specified arc on the outline of the skill indicator mark as a progress bar; starting from the center of the circle, the internal area of the sector is continuously filled in a target style to indicate the charging time of the delayed skill; wherein the full value of the progress bar is equal to the delayed release time of the delayed skill.
[0092] Furthermore, the display control module 81 is also used to use the outline of the skill indicator as a progress bar, and display the progress changes starting from a specified point on the outline of the skill indicator to indicate the charging time of the delayed skill release.
[0093] In a specific implementation, the above-mentioned device also includes a change speed determination module, which is used to obtain the change speed of the progress change through the ratio of the perimeter of the outline of the skill indication mark and the delayed release duration of the delayed skill.
[0094] In practical applications, the display control module 81 is also used to control the skill indicator to change the number to indicate the charging time of the delayed skill release.
[0095] Furthermore, the display control module 81 is also used to control the skill indicator to change color to indicate the charging time of the delayed skill release.
[0096] In a specific implementation, the above-mentioned device also includes a cancel display module, which is used to control the delayed skill to be released in the scene area indicated by the skill indicator mark in response to the release operation of the delayed skill. The above-mentioned method also includes: canceling the display of the skill indicator mark in the graphical user interface.
[0097] The display control device for gaming skills provided in the embodiment of the present invention has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for matters not mentioned in the device embodiment, reference may be made to the corresponding contents in the aforementioned method embodiment.
[0098] The embodiment of the present invention further provides an electronic device, such as Fig. 9 As shown, the electronic device includes a processor and a memory, the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the display control method of the above-mentioned game skills.
[0099] Specifically, a graphical user interface is provided through a terminal device; the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device; the method includes: responding to a trigger operation for a delayed skill, and displaying a skill indicator mark of the delayed skill in the game scene; wherein the skill indicator mark is used to: indicate the scene area affected by the delayed skill after the delayed skill is released; control the display format of the skill indicator mark to change according to a preset rule, so as to indicate the charging time of the delayed skill release through the display format; responding to a release operation for the delayed skill, and controlling the delayed skill to be released in the scene area indicated by the skill indicator mark.
[0100] In the above-mentioned display control method of game skills, when a delayed skill is triggered, the scene area affected by the delayed skill and the released charging time are integrated and displayed in the game scene through the skill indicator mark, so that the player can check the scene area affected by the delayed skill while checking whether the released charging time reaches the extended release time, avoiding the player's line of sight constantly switching between the affected range and the charging time when releasing the delayed skill, reducing the player's operating difficulty and psychological burden, and improving the player's gaming experience.
[0101] In an optional embodiment, the above-mentioned step of responding to the release operation of the delayed skill and controlling the release of the delayed skill in the scene area indicated by the skill indication mark includes: responding to the release operation of the delayed skill, controlling the combat prop corresponding to the delayed skill to be thrown to the scene area indicated by the skill indication mark, and when the charging time reaches the delayed release time of the delayed skill, controlling the delayed skill to be released in the scene area indicated by the skill indication mark.
[0102] In an optional embodiment, before receiving a release operation for a delayed skill, the method further includes: in response to the charging time reaching the delayed release time of the delayed skill, controlling the delayed skill to be released at the current position of the virtual character.
[0103] In an optional embodiment, the display format of the above-mentioned control skill indicator mark changes according to preset rules, and the step of indicating the charging time of the delayed skill release through the display format includes: the control skill indicator mark indicates the charging time of the delayed skill release with the progress changes of the progress bar.
[0104] In an optional embodiment, the skill indicator is a circular progress bar; the step of controlling the skill indicator to indicate the charging time of the delayed skill release with the progress changes of the progress bar includes: displaying the progress changes of the progress bar in a circular style with the center of the skill indicator as the center and the radius continuously expanding from zero to indicate the charging time of the delayed skill; wherein the radius of the progress bar when it is full is equal to the radius of the skill indicator, and the full value of the progress bar is equal to the delayed release time of the delayed skill.
[0105] In an optional embodiment, the above method also includes: obtaining the radius of the skill indicator mark and the delayed release duration of the delayed skill; obtaining the target speed according to the ratio of the radius of the skill indicator mark to the delayed release duration; the above step of displaying the progress changes of the progress bar in a circular style that continuously expands from a radius of zero includes: starting from a radius of zero, continuously expanding the radius of the circular style at the target speed to display the progress changes of the progress bar.
[0106] In an optional embodiment, the skill indicator mark is a circle; the step of controlling the skill indicator mark to indicate the charging time of the delayed skill release with the progress change of the progress bar includes: a sector formed by the center of the skill indicator mark and a specified arc on the outline of the skill indicator mark as a progress bar; starting from the center of the circle, the internal area of the sector is continuously filled in a target style to indicate the charging time of the delayed skill; wherein the full value of the progress bar is equal to the delayed release time of the delayed skill.
[0107] In an optional embodiment, the step of controlling the skill indicator to indicate the charging time of the delayed skill release with the progress changes of the progress bar includes: using the outline of the skill indicator as a progress bar, and displaying the progress changes starting from a specified point on the outline of the skill indicator to indicate the charging time of the delayed skill release.
[0108] In an optional implementation, the method further includes: obtaining a speed of change of the progress change by a ratio of a perimeter of a contour of the skill indicator mark to a delayed release duration of the delayed skill.
[0109] In an optional embodiment, the display format of the above-mentioned control skill indicator mark changes according to preset rules, and the step of indicating the charging time of the delayed skill release through the display format includes: the control skill indicator mark changes in numbers to indicate the charging time of the delayed skill release.
[0110] In an optional embodiment, the display format of the above-mentioned control skill indicator mark changes according to preset rules, and the step of indicating the charging time of the delayed skill release through the display format includes: the control skill indicator mark indicates the charging time of the delayed skill release by changing color.
[0111] In an optional embodiment, after the above-mentioned response to the release operation of the delayed skill and the step of controlling the release of the delayed skill in the scene area indicated by the skill indication mark, the above-mentioned method also includes: canceling the display of the skill indication mark in the graphical user interface.
[0112] Further, Fig. 9 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 101 , the communication interface 103 and the memory 100 are connected via the bus 102 .
[0113] The memory 100 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig. 9 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0114] The processor 101 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit in the processor 101 or the instruction in the form of software. The above processor 101 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100 and completes the steps of the method of the above embodiment in combination with its hardware.
[0115] An embodiment of the present invention also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the display control method of the above-mentioned game skills. The specific implementation can be found in the method embodiment, which will not be repeated here.
[0116] A graphical user interface is provided through a terminal device; the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device; the method includes: responding to a trigger operation for a delayed skill, and displaying a skill indicator mark of the delayed skill in the game scene; wherein the skill indicator mark is used to: indicate the scene area affected by the delayed skill after the delayed skill is released; control the display format of the skill indicator mark to change according to a preset rule, so as to indicate the charging time of the delayed skill release through the display format; responding to a release operation for the delayed skill, and controlling the delayed skill to be released in the scene area indicated by the skill indicator mark.
[0117] In the above-mentioned display control method of game skills, when a delayed skill is triggered, the scene area affected by the delayed skill and the released charging time are integrated and displayed in the game scene through the skill indicator mark, so that the player can check the scene area affected by the delayed skill while checking whether the released charging time reaches the extended release time, avoiding the player's line of sight constantly switching between the affected range and the charging time when releasing the delayed skill, reducing the player's operating difficulty and psychological burden, and improving the player's gaming experience.
[0118] In an optional embodiment, the above-mentioned step of responding to the release operation of the delayed skill and controlling the release of the delayed skill in the scene area indicated by the skill indication mark includes: responding to the release operation of the delayed skill, controlling the combat prop corresponding to the delayed skill to be thrown to the scene area indicated by the skill indication mark, and when the charging time reaches the delayed release time of the delayed skill, controlling the delayed skill to be released in the scene area indicated by the skill indication mark.
[0119] In an optional embodiment, before receiving a release operation for a delayed skill, the method further includes: in response to the charging time reaching the delayed release time of the delayed skill, controlling the delayed skill to be released at the current position of the virtual character.
[0120] In an optional embodiment, the display format of the above-mentioned control skill indicator mark changes according to preset rules, and the step of indicating the charging time of the delayed skill release through the display format includes: the control skill indicator mark indicates the charging time of the delayed skill release with the progress changes of the progress bar.
[0121] In an optional embodiment, the skill indicator is a circular progress bar; the step of controlling the skill indicator to indicate the charging time of the delayed skill release with the progress changes of the progress bar includes: displaying the progress changes of the progress bar in a circular style with the center of the skill indicator as the center and the radius continuously expanding from zero to indicate the charging time of the delayed skill; wherein the radius of the progress bar when it is full is equal to the radius of the skill indicator, and the full value of the progress bar is equal to the delayed release time of the delayed skill.
[0122] In an optional embodiment, the above method also includes: obtaining the radius of the skill indicator mark and the delayed release duration of the delayed skill; obtaining the target speed according to the ratio of the radius of the skill indicator mark to the delayed release duration; the above step of displaying the progress changes of the progress bar in a circular style that continuously expands from a radius of zero includes: starting from a radius of zero, continuously expanding the radius of the circular style at the target speed to display the progress changes of the progress bar.
[0123] In an optional embodiment, the skill indicator mark is a circle; the step of controlling the skill indicator mark to indicate the charging time of the delayed skill release with the progress change of the progress bar includes: a sector formed by the center of the skill indicator mark and a specified arc on the outline of the skill indicator mark as a progress bar; starting from the center of the circle, the internal area of the sector is continuously filled in a target style to indicate the charging time of the delayed skill; wherein the full value of the progress bar is equal to the delayed release time of the delayed skill.
[0124] In an optional embodiment, the step of controlling the skill indicator to indicate the charging time of the delayed skill release with the progress changes of the progress bar includes: using the outline of the skill indicator as a progress bar, and displaying the progress changes starting from a specified point on the outline of the skill indicator to indicate the charging time of the delayed skill release.
[0125] In an optional implementation, the method further includes: obtaining a speed of change of the progress change by a ratio of a perimeter of a contour of the skill indicator mark to a delayed release duration of the delayed skill.
[0126] In an optional embodiment, the display format of the above-mentioned control skill indicator mark changes according to preset rules, and the step of indicating the charging time of the delayed skill release through the display format includes: the control skill indicator mark changes in numbers to indicate the charging time of the delayed skill release.
[0127] In an optional embodiment, the display format of the above-mentioned control skill indicator mark changes according to preset rules, and the step of indicating the charging time of the delayed skill release through the display format includes: the control skill indicator mark indicates the charging time of the delayed skill release by changing color.
[0128] In an optional embodiment, after the above-mentioned response to the release operation of the delayed skill and the step of controlling the release of the delayed skill in the scene area indicated by the skill indication mark, the above-mentioned method also includes: canceling the display of the skill indication mark in the graphical user interface.
[0129] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a terminal device, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program codes.
[0130] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0131] Finally, it should be noted that the above-described embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.
Claims
1. A method for controlling the display of game skills, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface includes at least a portion of a game scene, and the game scene includes a virtual character controlled by the terminal device; the method includes: In response to a triggering operation for a delayed skill, a skill indication mark of the delayed skill is displayed in the game scene; wherein the skill indication mark is used to: indicate the scene area affected by the delayed skill after the delayed skill is released; Controlling the display format of the skill indication mark to change according to a preset rule, so as to indicate the charging time of the delayed skill release through the display format; In response to a release operation for the delayed skill, the delayed skill is controlled to be released in the scene area indicated by the skill indication mark.
2. The method according to claim 1, characterized in that The step of responding to the release operation of the delayed skill and controlling the delayed skill to be released in the scene area indicated by the skill indication mark comprises: In response to the release operation of the delayed skill, the combat prop corresponding to the delayed skill is controlled to be thrown to the scene area indicated by the skill indication mark; when the charging time reaches the delayed release time of the delayed skill, the delayed skill is controlled to be released in the scene area indicated by the skill indication mark.
3. The method according to claim 1, characterized in that: Before receiving a release operation for the delayed skill, the method further includes: In response to the charging time reaching the delayed release time of the delayed skill, the delayed skill is controlled to be released at the current position of the virtual character.
4. The method according to claim 1, characterized in that: The step of controlling the display format of the skill indication mark to change according to a preset rule so as to indicate the charging time of the delayed skill release through the display format includes: controlling the skill indication mark to indicate the charging time of the delayed skill release through the progress change of a progress bar.
5. The method according to claim 4, characterized in that The skill indicator is a circular progress bar; The step of controlling the skill indication mark to indicate the charging time of the delayed skill release by the progress change of the progress bar includes: The progress of the progress bar is displayed in a circular style that expands from a radius of zero, with the center of the circle of the skill indicator as the center, to indicate the charging time of the delayed skill; Among them, the radius of the progress bar when it is full is equal to the radius of the skill indication mark, and the full value of the progress bar is equal to the delayed release duration of the delayed skill.
6. The method according to claim 5, characterized in that The method further comprises: Obtaining the radius of the skill indicator and the delayed release duration of the delayed skill; Obtaining a target speed according to a ratio of a radius of the skill indication mark to the delayed release duration; The step of displaying the progress change of the progress bar in a circular style that continuously expands from a radius of zero includes: Starting from a radius of zero, the radius of the circular pattern is continuously expanded at the target speed to show the progress change of the progress bar.
7. The method according to claim 4, characterized in that The skill indicator is a circle; The step of controlling the skill indication mark to indicate the charging time of the delayed skill release by the progress change of the progress bar includes: A sector formed by the center of the skill indication mark and a specified arc on the outline of the skill indication mark is used as a progress bar; Starting from the center of the circle, the inner area of the fan-shaped area is continuously filled in a target pattern to indicate the charging duration of the delayed skill; Among them, the full value of the progress bar is equal to the delayed release duration of the delayed skill.
8. The method according to claim 4, characterized in that The step of controlling the skill indication mark to indicate the charging time of the delayed skill release by the progress change of the progress bar includes: The outline of the skill indicator mark is used as a progress bar, and the progress changes are displayed starting from a specified point on the outline of the skill indicator mark to indicate the charging time of the delayed skill release.
9. The method according to claim 8, characterized in that The method further comprises: The speed of change of the progress change is obtained by the ratio of the perimeter of the outline of the skill indication mark to the delayed release duration of the delayed skill.
10. The method according to claim 1, characterized in that The step of controlling the display format of the skill indication mark to change according to a preset rule so as to indicate the charging time of the delayed skill release through the display format includes: The skill indicator mark is controlled to change digitally to indicate the charging time of the delayed skill release.
11. The method according to claim 1, characterized in that: The step of controlling the display format of the skill indication mark to change according to a preset rule so as to indicate the charging time of the delayed skill release through the display format includes: The skill indicator mark is controlled to change color to indicate the charging time of the delayed skill release.
12. The method according to claim 1, characterized in that After the step of responding to the release operation of the delayed skill and controlling the delayed skill to be released in the scene area indicated by the skill indication mark, the method further includes: The skill indication mark is canceled from being displayed in the graphical user interface.
13. A display control device for game skills, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device; the apparatus includes: An identification display module, used to respond to a triggering operation for a delayed skill and display a skill indication identification of the delayed skill in the game scene; wherein the skill indication identification is used to: indicate the scene area affected by the delayed skill after the delayed skill is released; A display control module, used to control the display format of the skill indication mark to change according to a preset rule, so as to indicate the charging time of the delayed skill release through the display format; The skill release module is used to respond to the release operation of the delayed skill and control the delayed skill to be released in the scene area indicated by the skill indication mark.
14. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the display control method of the game skill according to any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by the processor, the computer-executable instructions prompt the processor to implement the display control method of the game skill described in any one of claims 1 to 12.
