Control Method, Device and Electronic Device for Virtual Projectile

By displaying the throwable scene area and damage range of throwing objects in the graphical user interface of shooting games, the problem of blurred operation guidance of throwing weapons is solved, achieving a higher hit probability and a better gaming experience.

CN115487492BActive Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210946219.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-08
Publication Date
2025-07-29
Estimated Expiration
2042-08-08

AI Technical Summary

Technical Problem

In shooting games, the operation and guidance methods of throwing weapons are vague, resulting in a low probability of players hitting the target, which is prone to accidental damage or invalid attacks, affecting the game experience.

Method used

By displaying the throwable scene area and damage range of the thrown object in the graphical user interface, players are allowed to select the target damage range, control the thrown object to move to the throwing position and release skills.

Benefits of technology

Increases the probability of players hitting targets, avoids accidental damage or invalid attacks, and improves the game experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115487492B_ABST
    Figure CN115487492B_ABST
Patent Text Reader

Abstract

The present invention provides a control method, device and electronic device for virtual projectiles. Among them, the method includes: in response to a selection operation of a first projectile, displaying a throwing control for the first projectile in a graphical user interface; in response to a trigger operation of the throwing control, displaying a partial scene map of the game scene in the graphical user interface; wherein, the partial scene map includes: a scene map corresponding to the throwable scene area of the first projectile; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and / or the attributes of the first projectile; in response to a damage range selection operation on the partial scene map, based on the selected target damage range, determining the throwing position of the first projectile in the game scene, controlling the first projectile to move to the throwing position, so that the first projectile releases a skill at the throwing position and generates skill damage within the target damage range. This way improves the probability of the player hitting the target and enhances the player's gaming experience.
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Description

Technical Field

[0001] The present invention relates to the technical field of games, and in particular, to a control method, device, and electronic device for virtual projectiles. Background Art

[0002] In shooting games, throwing weapons are widely used. For example, fragmentation grenades, smoke bombs, stun grenades, molotov cocktails, etc. In related technologies, during the operation guidance process of throwing weapons, after the weapon is triggered, the throwing path of the weapon is usually displayed in the game scene; when the player adjusts the position of the control, the throwing path changes accordingly in the game scene. This operation guidance method provides relatively vague guidance information, and the probability of the player hitting the target is low, which easily leads to accidental injury or ineffective attacks, affecting the player's gaming experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a control method, device, and electronic device for virtual projectiles to improve the probability of the player hitting the target with the thrown weapon and enhance the player's gaming experience.

[0004] In a first aspect, an embodiment of the present invention provides a control method for a virtual projectile. A graphical user interface is provided through a terminal device; the graphical user interface includes a first scene picture of the game scene. The method includes: in response to a selection operation of a first projectile, displaying a throwing control for the first projectile in the graphical user interface; in response to a trigger operation of the throwing control, displaying a partial scene map of the game scene in the graphical user interface; where the partial scene map includes: a scene map corresponding to the throwable scene area of the first projectile; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and / or the attributes of the first projectile; in response to a damage range selection operation acting on the partial scene map, determining the throwing position of the first projectile in the game scene based on the selected target damage range, and controlling the first projectile to move to the throwing position so that the first projectile releases a skill at the throwing position and generates skill damage within the target damage range.

[0005] The above-mentioned graphical user interface further includes a throwing item identifier of an alternative projectile and a normal attack control; the step of displaying a throwing control for the first projectile in the graphical user interface in response to a selection operation of the first projectile includes: in response to a trigger operation of the throwing item identifier of the first projectile among the alternative projectiles, selecting the first projectile; displaying a throwing identifier of the first projectile on the normal attack control; where the throwing identifier is used to indicate that the normal attack control serves as the throwing control for the first projectile.

[0006] The steps of displaying a partial scene map of the game scene in the graphical user interface in response to the triggering operation of the throwing control include: in response to the triggering operation of the throwing control, determining the object position of the controlled virtual object in the game scene; based on the attributes of the first projectile, determining the throwable scene area of the first projectile with the object position as the center; wherein, the attributes of the first projectile at least include: the maximum throwing distance of the first projectile; displaying the partial scene map corresponding to the throwable scene area in the graphical user interface.

[0007] The steps of displaying a partial scene map including the throwable scene area in the graphical user interface include: displaying a regional map of the throwable scene area in the graphical user interface; an object identifier of the controlled virtual object is displayed at the center position of the regional map; or, displaying a second scene image obtained by a virtual camera looking down on the throwable scene area in the graphical user interface.

[0008] The steps of displaying a partial scene map of the game scene in the graphical user interface in response to the triggering operation of the throwing control include: in response to the triggering operation of the throwing control, providing a pop-up window at a specified position relative to the throwing control, and displaying the partial scene map of the game scene in the pop-up window; wherein, the pop-up window is displayed above the first scene image; the distance between the pop-up window and the throwing control is less than a preset distance.

[0009] The steps of determining the throwing position of the first projectile in the game scene and controlling the first projectile to move to the throwing position based on the selected target damage range in response to the damage range selection operation acting on the partial scene map include: in response to a sliding operation starting from the throwing control and the contact position of the sliding operation entering the above partial scene map, displaying a damage range identifier at the contact position; wherein, the damage range identifier is used to: indicate the damage range of the above first projectile; in response to the sliding release operation within the partial scene map, determining the area indicated by the damage range identifier when the sliding release operation is triggered as the target damage range; based on the target damage range, determining the throwing position of the first projectile in the game scene and controlling the first projectile to move to the throwing position.

[0010] The steps of displaying a damage range identifier at the contact position in response to a sliding operation starting from the throwing control and the contact position of the sliding operation entering the partial scene map include: in response to a sliding operation starting from the throwing control, controlling the throwing control to move following the contact position of the sliding operation; in response to the contact position moving into the partial scene map, determining the throwing control as the damage range identifier; wherein, the throwing control has a preset display shape and display area.

[0011] The steps of determining the throwing position of the first projectile in the game scene based on the target damage range and controlling the first projectile to move to the throwing position include: determining the central position of the scene area corresponding to the target damage range in the game scene, and determining the central position as the throwing position of the first projectile; controlling the controlled virtual object to throw the first projectile to control the first projectile to move to the throwing position.

[0012] The above method further includes: in response to a sliding operation starting from the throwing control, displaying an indication of the throwing path of the first projectile in the game scene; wherein, the starting point of the throwing path indication is the position where the controlled virtual object is located, and the ending point of the throwing path indication is determined based on the contact position of the sliding operation.

[0013] The above method further includes: in response to a slide release operation on the local scene map, canceling the display of the local scene map.

[0014] The step of displaying a local scene map of the game scene in the graphical user interface in response to a trigger operation on the throwing control includes: in response to a long press operation on the throwing control, displaying a local scene map of the game scene in the graphical user interface; the above method further includes: in response to a sliding operation starting from the throwing control and the sliding contact of the sliding operation does not enter the local scene map within a preset duration, canceling the display of the local scene map.

[0015] The above method further includes: in response to the trigger operation on the throwing control, displaying a timing control in the graphical user interface; wherein, the timing control is used to indicate the time interval between the current time and the time when the first projectile releases the skill.

[0016] In a second aspect, an embodiment of the present invention further provides a control device for a virtual projectile, which provides a graphical user interface through a terminal device; the graphical user interface includes a first scene screen of the game scene, and the device includes: a first display module, configured to display a throwing control of the first projectile in the graphical user interface in response to a selection operation of the first projectile; a second display module, configured to display a local scene map of the game scene in the graphical user interface in response to a trigger operation on the throwing control; wherein, the local scene map includes: a scene map corresponding to the throwable scene area of the first projectile; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and / or the attributes of the first projectile; a skill release module, configured to, in response to a damage range selection operation on the local scene map, determine the throwing position of the first projectile in the game scene based on the selected target damage range, control the first projectile to move to the throwing position, so that the first projectile releases the skill at the throwing position and generates skill damage within the target damage range.

[0017] In a third aspect, an embodiment of the present invention provides an electronic device, including 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 above virtual projectile control method.

[0018] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium storing machine-executable instructions, which, when called and executed by a processor, cause the processor to implement the above virtual projectile control method.

[0019] The embodiments of the present invention bring the following beneficial effects:

[0020] The above virtual projectile control method, device, and electronic device provide a graphical user interface through a terminal device; the graphical user interface includes a first scene image of a game scene, and the method includes: in response to a selection operation of a first projectile, displaying a throwing control for the first projectile in the graphical user interface; in response to a trigger operation of the throwing control, displaying a partial scene image of the game scene in the graphical user interface; wherein the partial scene image includes: a scene image corresponding to the throwable scene area of the first projectile; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and / or the attributes of the first projectile; in response to a damage range selection operation acting on the partial scene image, determining a throwing position of the first projectile in the game scene based on the selected target damage range, controlling the first projectile to move to the throwing position, so that the first projectile releases a skill at the throwing position and generates skill damage within the target damage range. In this way, when the throwing control is triggered, a partial scene image corresponding to the throwable area of the projectile is displayed, and the damage range is selected through the partial scene image. In this way, the player can select the damage range of the projectile through the partial scene image, so as to clearly know the damage range after the projectile is released, providing accurate guiding information for the player to throw weapons, increasing the probability of the player hitting the target, avoiding accidental injury or ineffective attacks, and enhancing the player's gaming experience.

[0021] Other features and advantages of the present invention will be described in the following specification, and some will become obvious from the specification, or be understood by implementing the present invention. The objectives and other advantages of the present invention are achieved and obtained by the structures specifically pointed out in the specification, claims, and drawings.

[0022] To make the above objectives, features, and advantages of the present invention more obvious and understandable, the following preferred embodiments are specifically given, and in conjunction with the accompanying drawings, the detailed description is as follows. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present invention. For those skilled in the art, without creative efforts, other drawings can also be obtained based on these drawings.

[0024] Figure 1 A schematic diagram of throwing a virtual projectile provided by an embodiment of the present invention;

[0025] Figure 2 A flowchart of a control method for a virtual projectile provided by an embodiment of the present invention;

[0026] Figure 3 Another schematic diagram of throwing a virtual projectile provided by an embodiment of the present invention;

[0027] Figure 4 A schematic structural diagram of a control device for a virtual projectile provided by an embodiment of the present invention;

[0028] Figure 5 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. Specific Embodiments

[0029] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the following will clearly and completely describe the technical solutions of the present invention with reference to the accompanying drawings. Obviously, the described embodiments are some, but not all, of the embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative efforts fall within the scope of protection of the present invention.

[0030] In shooting games, to facilitate players to remotely attack enemy objects in the distance, throwing weapons with strong attack power, long attack distance, and large attack range are usually provided, such as fragmentation grenades, smoke bombs, stun grenades, molotov cocktails, etc. Players control the virtual object to throw the weapon at a certain location within the field of view, thereby releasing the weapon skill within the selected range of the player. However, in most games, in the operation guidance of throwing weapons, only the special effect trajectory curve for previewing the throwing path is designed to be displayed on the graphical interface. It is difficult for players to clearly know the damage range of the weapon after it moves along this trajectory to the landing point, resulting in players possibly accidentally injuring teammate objects or failing to attack enemy objects. For novice players, they may spend a lot of time repeatedly adjusting the special effect trajectory curve, resulting in accidentally injuring themselves because they fail to throw the weapon before the countdown ends.

[0031] Such as Figure 1As shown in the figure, in the related art, the operation process of a player controlling a virtual object to throw a weapon can be achieved through the following steps:

[0032] 1) Click on the throwable identifier, and this throwable identifier replaces the weapon icon on the normal attack control;

[0033] 2) Long-press and drag the normal attack control, and adjust the throwing path according to the preview throwing trajectory curve shown in the game scene;

[0034] 3) Display the usage countdown UI during the process of adjusting the throwing path; there may be no countdown set for some throwables;

[0035] 4) Release the normal attack button to complete the operation function of throwing the item.

[0036] In this way, since the damage range of the weapon cannot be predicted, it is very easy for players to accidentally hurt others due to incorrect prediction. Coupled with the fact that the time cost of adjusting the throwing path curve is too high, it is very easy for players to feel a strong sense of frustration and an unsmooth interaction experience.

[0037] The inventor found during the research process that in FPS (First Personal Shooting Game) and TPS (Third Personal Shooting Game), players are relatively vague about the judgment of the front-back distance. If the damage range of the throwable landing point is displayed in the game scene, players cannot accurately judge whether the target point is within the damage range of the throwable, resulting in ineffective attacks.

[0038] Based on this, an embodiment of the present invention provides a control method, device, and electronic device for a virtual throwable. This technology can be applied in games or other virtual scenarios, especially in shooting games.

[0039] The control method for the virtual throwable in one embodiment of the present invention can run on a local terminal device or a server. When the control method for the virtual throwable runs on the server, this method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0040] In an alternative embodiment, various cloud applications can run under a cloud interaction system, such as cloud games. 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 running entity of the game program and the entity presenting the game screen are separated. The storage and operation of the control method of the virtual projectile are completed on the cloud game server, and the role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a personal digital assistant, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a 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 data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.

[0041] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The way the local terminal device provides the graphical user interface to the player can include various methods. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes the game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0042] In a possible embodiment, the embodiment of the present invention provides a control method for a virtual projectile. A graphical user interface is provided through a terminal device, where the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. By providing a graphical user interface through the terminal device, the interface content can be displayed on the graphical user interface according to the type of the launched application program. For example, a game scene screen, a communication interaction window, etc. In this embodiment, by providing a graphical user interface through the terminal device, the graphical user interface includes a first scene screen of the game scene. Here, the first scene screen can be the scene screen of the game scene where the controlled virtual object is located after the player enters the game session, and can be the scene screen of observing the game scene from the first game perspective or the third game perspective. In addition to the scene screen, various controls can also be displayed on the graphical user interface, such as an attack control, a movement control, a movement posture control, a weapon selection control, etc.

[0043] To facilitate the understanding of this embodiment, a control method for a virtual projectile disclosed in an embodiment of the present invention will be introduced in detail first. As Figure 2 shown, a graphical user interface is provided through a terminal device; the graphical user interface includes a first scene image of a game scene, and the control method for the virtual projectile includes the following steps:

[0044] Step S202, in response to the selection operation of the first projectile, display the throwing control of the first projectile in the graphical user interface;

[0045] The above-mentioned first projectile is a prop to be thrown selected by the player, and may include, for example, throwing weapons such as fragmentation grenades, smoke bombs, stun grenades, and Molotov cocktails, which have characteristics such as area damage, long-range attacks, and detecting vision; here, it can be selected by touching the control containing the projectile identifier in the graphical user interface. For example, the identifiers of various projectiles are displayed in the graphical user interface, and the above selection operation can be a single-click operation, double-click operation, drag operation, etc. on the projectile identifier.

[0046] When the player enters the game session, controls or elements used in the game can be displayed in the graphical user interface, such as a normal attack control, the projectile identifier of the alternative projectile, a timing control, a map control, etc. The throwing control of the above-mentioned first projectile is a trigger control for controlling the virtual object to throw the first projectile. When a trigger operation on the throwing control is received, the terminal controls the controlled virtual object to throw the first projectile.

[0047] Here, the first projectile can be selected by clicking or dragging the control containing the corresponding throwing identifier. In response to the selection operation of the first projectile, the throwing control of the first projectile is displayed in the graphical user interface. The throwing control can be a control that already exists in the graphical user interface before the selection operation, or a control newly added to the graphical user interface after the selection operation, or a control obtained by converting the function of other function controls.

[0048] Step S204, in response to the trigger operation of the throwing control, display a partial scene image of the game scene in the graphical user interface; wherein, the partial scene image includes: a scene image corresponding to the throwable scene area of the first projectile; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and / or the attributes of the first projectile;

[0049] The above-mentioned triggering operation is usually an operation by the player on the throwing control through the touch screen of the terminal device, such as a long press, a drag, etc. After the throwing control is triggered, a partial scene map of the game scene is displayed in the graphical user interface. The partial scene map includes a scene map corresponding to the throwable scene area of the first throwable object. This scene map can be a regional map of the throwable scene area of the first throwable object, or a scene image obtained by a virtual camera looking down on the throwable scene area and shooting.

[0050] It should be noted that the throwable scene area can be understood as that any position in this area can be used as the throwing landing position of the first throwable object, providing a visual display for the throwable scene area of the first throwable object. Here, the throwable scene area is not only related to the position of the controlled virtual object in the game scene, but may also be related to attributes such as the farthest throwing distance and the nearest throwing distance of the first throwable object. Specifically, the throwable scene area can be determined according to the position of the controlled virtual object in the game scene and the attributes of the first throwable object, or can be determined only according to one of the position of the controlled virtual object in the game scene or the attributes of the first throwable object. It can be understood that when the controlled virtual object throws a weapon at the same position, the farthest throwing distance and the nearest throwing distance corresponding to the throwable object are different, and the throwing scene area of the throwable object is also different.

[0051] In this step, in response to the triggering operation of the throwing control, a partial scene map of the game scene is displayed in the graphical user interface, providing a visual display for the throwing scene area of the throwable object.

[0052] Step S206: Respond to the damage range selection operation on the partial scene map. Based on the selected target damage range, determine the throwing position of the first throwable object in the game scene, control the first throwable object to move to the throwing position, so that the first throwable object releases a skill at the throwing position and generates skill damage within the target damage range.

[0053] The damage range is the damage area after the first throwable object lands. Among them, all or part of the area corresponding to the damage range is located inside the scene area corresponding to the partial scene map. Here, the damage range can be indicated by displaying a damage range identifier in the partial scene map. The damage range selection operation can be a click operation, a slide operation, etc. on the partial scene map. During the execution of the damage range selection operation, a range indication identifier can be displayed on the partial scene map to determine the damage range corresponding to the current operation. After the operation is released, the target damage range can be determined.

[0054] Exemplarily, a touch-operated throwing control can be used to perform a sliding operation starting from the throwing control, and the contact position of the sliding operation is controlled to enter the local scene graph. A damage range identifier is displayed at the contact position to indicate the damage range, and different damage ranges can be selected by changing the contact position. Further, after the target damage range is selected, the throwing position of the first projectile can be determined in the game scene according to the selected target damage range, and the first projectile is controlled to move to the throwing position so that the first projectile releases a skill at the throwing position and generates skill damage within the target damage range.

[0055] In this step, with the assistance of the local scene graph, the damage range of the projectile is accurately indicated, and then the throwing position of the projectile is determined, which improves the probability of the player hitting the target, avoids accidental injury or ineffective attacks, and enhances the player's gaming experience and optimizes the kill experience of the game.

[0056] The above method for controlling a virtual projectile provides a graphical user interface through a terminal device; the graphical user interface includes a first scene screen of the game scene, and the method includes: in response to a selection operation of the first projectile, displaying a throwing control of the first projectile in the graphical user interface; in response to a trigger operation of the throwing control, displaying a local scene graph of the game scene in the graphical user interface; wherein, the local scene graph includes: a scene graph corresponding to the throwable scene area of the first projectile; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and / or the attributes of the first projectile; in response to a damage range selection operation acting on the local scene graph, based on the selected target damage range, determining the throwing position of the first projectile in the game scene, and controlling the first projectile to move to the throwing position so that the first projectile releases a skill at the throwing position and generates skill damage within the target damage range. In this way, when the throwing control is triggered, the local scene graph corresponding to the throwable area of the projectile is displayed, and the damage range is selected through the local scene graph. In this way, the player can select the damage range of the projectile through the local scene graph, so as to clearly define the damage range after the projectile is released, provide accurate guiding information for the player to throw weapons, improve the probability of the player hitting the target, avoid accidental injury or ineffective attacks, and enhance the player's gaming experience.

[0057] The following embodiments provide a specific implementation manner for displaying the throwing control of the first projectile.

[0058] The graphical user interface further includes a throwing identifier of an alternative projectile and a normal attack control; in response to a trigger operation of the throwing identifier of the first projectile among the alternative projectiles, the first projectile is selected; a throwing identifier of the first projectile is displayed on the normal attack control; wherein, the throwing identifier is used to indicate that the normal attack control serves as the throwing control of the first projectile.

[0059] The above-mentioned normal attack control is used to control the controlled virtual object to perform a normal attack on the enemy object. A normal attack identifier is usually displayed on the normal attack control. The above-mentioned projectile identifier is a projectile item control displayed in the graphical user interface, and a projectile identifier corresponding to the projectile is displayed on this type of control. The control containing the first projectile's projectile identifier can be selected from the optional projectile identifiers by clicking or dragging the corresponding projectile identifier. In response to the triggering operation of the first projectile's projectile identifier, the first projectile is selected, the projectile identifier of the first projectile is displayed on the normal attack control, and the normal attack control is used as the throwing control for the first projectile, and the first projectile is thrown by operating the normal attack control.

[0060] For example, after the player clicks the projectile identifier of the first projectile, the first projectile is selected. Then, the normal attack identifier on the normal attack control is replaced with the projectile identifier of the first projectile. In other ways, a throwing method identifier can also be displayed on the normal attack control. For example, the throwing methods can include high throw and low throw. By clicking the normal attack control, the throwing method for the first projectile can be switched.

[0061] In the above method, the first projectile is selected by triggering the projectile identifier, and at the same time, the projectile identifier of the first projectile is displayed on the normal attack control, determining the normal attack control as the throwing control for the first projectile, which is used to control the controlled virtual object to throw the first projectile.

[0062] The following embodiments provide specific implementation methods for displaying a partial scene map of the game scene.

[0063] In response to the triggering operation of the throwing control, determine the object position of the controlled virtual object in the game scene; based on the attributes of the first projectile, determine the throwable scene area of the first projectile with the object position as the center; wherein, the attributes of the first projectile at least include: the farthest throwing distance of the first projectile; display the partial scene map corresponding to the throwable scene area in the graphical user interface.

[0064] Here, the throwing control can be touched by long pressing, dragging, etc. In response to the triggering operation of the throwing control, determine the object position coordinates of the controlled virtual object in the game scene. Further, according to the attributes such as the nearest and farthest throwing distances of the first projectile, determine the throwable scene area of the first projectile with the object position as the center, and display the partial scene map corresponding to the throwable scene area in the graphical user interface.

[0065] In one way, an area map of the throwable scene area is displayed in the graphical user interface, and an object identifier of the controlled virtual object is displayed at the center position of the area map to prompt the player of their position in the current area map. The object identifier can be an object avatar or other symbols. Additionally, according to the game requirements, navigation information can also be displayed in this area map. For example, a navigation route from the current position to the center circle is displayed in the area map of the throwable scene area. In another way, a second scene image obtained by the virtual camera looking down on the throwable scene area is displayed in the graphical user interface, that is, a scene image where the virtual camera observes the throwable scene area of the throwable object from a top-down perspective. Since the controlled virtual object is located within the throwable scene area, the captured scene image includes the controlled virtual object at this time.

[0066] To improve the convenience of player operations, the local scene map can also be presented in the following way:

[0067] In response to the triggering operation of the throwing control, a pop-up window is provided at a specified position relative to the throwing control, and a local scene map of the game scene is displayed in the pop-up window; wherein, the pop-up window is displayed above the first scene image, and the distance between the pop-up window and the throwing control is less than a preset distance.

[0068] That is to say, after touching the throwing control by means such as long pressing or dragging, the display of the local scene map can be triggered. Specifically, a pop-up window is provided at a specified position relative to the throwing control, and a local scene map of the game scene is displayed in the pop-up window. The pop-up window is displayed above the first scene image where the current controlled virtual object is located, and the distance between the pop-up window and the throwing control is less than a preset distance. For example: After long pressing the normal attack control for 0.5 seconds, a pop-up window is displayed beside the normal attack control, and a local scene map of the game scene is displayed in the window.

[0069] As an example, after the throwing control is triggered, a pop-up window is displayed in the left area of the throwing control, and the pop-up window is adjacent to the throwing control. The shape of the pop-up window matches the shape of the local scene map, for example, circular.

[0070] The above method of displaying the local scene map of the game scene determines the object position of the controlled virtual object in the game scene, determines the throwable scene area of the first throwable object centered on the object position, and displays the corresponding local scene map of the throwable scene area in the form of a pop-up window above the first scene image. It cleverly presents the throwable scene area information to the player. At the same time, the player's position and the information of the local scene map displayed in the pop-up window are associated and displayed in real time, optimizing the game experience.

[0071] Furthermore, with the assistance of the local scene map, the damage range of the throwable object in the scene map is determined to provide precise guiding information for the player to throw weapons.

[0072] Specifically, in response to a sliding operation starting from the throwing control and the contact position of the sliding operation entering the local scene graph, a damage range identifier is displayed at the contact position; wherein, the damage range identifier is used to: indicate the damage range of the first projectile; in response to a sliding release operation acting within the local scene graph, determine the area indicated by the damage range identifier at the time of the sliding release operation as the target damage range; based on the target damage range, determine the throwing position of the first projectile in the game scene, and control the first projectile to move to the throwing position.

[0073] The above damage range identifier is used to indicate the damage range of the first projectile. Here, the player can perform a sliding operation starting from the throwing control by touching the throwing control, and the contact position of the sliding operation enters the local scene graph. A damage range identifier is displayed in real time at the contact position to indicate the damage range of the first projectile. When the sliding release operation is triggered, the area indicated by the damage range identifier is determined as the target damage range. The damage range identifier can be circular, and the area covered by the circle is the damage range; the damage range identifier can also be annular, and the area surrounded by the annulus is the damage range. In other ways, if the damage range of the first projectile has a specific shape, the damage range identifier is also displayed in a matching shape.

[0074] In a specific way, the throwing control has a preset display shape and display area. In response to a sliding operation starting from the throwing control, control the throwing control to move following the contact position of the sliding operation. When the contact position moves into the local scene graph, determine the throwing control as the damage range identifier. For example, Figure 3 as shown, drag the circular-ring-style throwing control with a finger, and the throwing control slides into the local scene graph following the contact position of the sliding operation. When the contact position moves into the local scene graph, determine the throwing control as the damage range identifier, and the area covered by the throwing control in the local scene graph is determined as the damage range area of the first projectile. The player can continue to slide the control to adjust the position of the damage range identifier. When the finger releases the contact, the area where the damage range identifier is located is determined as the target damage range.

[0075] In addition, if the area covered by the throwing control in the local scene graph is larger than the damage range of the first projectile, then after the throwing control enters the local scene graph, reduce the size of the throwing control so that the size of the throwing control matches the damage range of the first projectile; similarly, if the area covered by the throwing control in the local scene graph is smaller than the damage range of the first projectile, then after the throwing control enters the local scene graph, enlarge the size of the throwing control so that the size of the throwing control matches the damage range of the first projectile.

[0076] Further, according to the target damage range, determine the throwing position of the first projectile in the game scene, and control the first projectile to move to the throwing position. Specifically, determine the center position of the scene area corresponding to the target damage range in the game scene, and determine the center position as the throwing position of the first projectile; control the controlled virtual object to throw the first projectile to control the first projectile to move to the throwing position.

[0077] That is to say, after determining the target damage range, determine the center position of the scene area corresponding to the target damage range as the throwing position of the first projectile. The player controls the controlled virtual object to throw the first projectile through the terminal device and controls the first projectile to move to the throwing position.

[0078] In the above method, through the sliding operation starting from the throwing control, control the throwing control to select the damage range within the local scene map, determine the throwing position of the projectile according to the damage range, and complete the throwing operation. This operation ensures the accuracy of the attack range of the throwing weapon and greatly improves the player's killing experience and the timeliness of information feedback.

[0079] In other feasible implementation methods, in the first scene screen, in response to the sliding operation starting from the throwing control, display the throwing path identifier of the first projectile in the game scene; wherein, the starting point of the throwing path identifier is the position where the controlled virtual object is located, and the end point of the throwing path identifier is determined based on the contact position of the sliding operation.

[0080] That is to say, when the player performs a sliding operation starting from the throwing control, display the throwing path identifier of the first projectile in the game scene. The throwing path identifier is used to display the throwing path of the first projectile under the current operation. Therefore, the throwing path identifier is real-time associated with the damage range. The starting point of the throwing path identifier is the position where the controlled virtual object is located and is updated according to the virtual object position. The end point of the throwing path identifier is determined based on the contact position of the sliding operation during the selection process of the damage range. As Figure 3 shown, the throwing path identifier is a special effect curve, and the state of the special effect curve changes in real time following the contact position of the sliding operation within the local scene map.

[0081] Specifically, after the player performs a sliding operation starting from the throwing control, the graphical user interface displays the local scene map and also displays the throwing path identifier in the scene; when the sliding contact moves in the local scene map, the damage range identifier changes following the sliding contact, and at the same time, the throwing path identifier in the game scene also changes following the sliding contact. Thus, it is realized that the throwing control can select both the damage range and the throwing path at the same time.

[0082] It can be understood that the damage range and the throwing path are related. That is, after the damage range is determined, the throwing position is determined, and the throwing path from the controlled virtual object to the throwing position is also determined accordingly. Therefore, when the player operates the throwing control, the player can control the changes of both the damage range identifier and the throwing path identifier simultaneously.

[0083] In addition, during the process of triggering the above-mentioned sliding operation, the player can also control the movement of the controlled virtual object in the game scene through the movement control. Since the local scene graph is determined based on the position of the controlled virtual object, when the controlled virtual object moves, the local scene graph will change, and at the same time, the throwing path will also change.

[0084] Furthermore, in response to the sliding release operation within the local scene graph, the display of the local scene graph is cancelled. During the sliding operation, when the player's finger presses on the touch screen and then lifts off the touch screen, it can be considered that the above-mentioned sliding release operation is executed. At this time, when the sliding release operation is executed, it can be considered that the player has selected the damage range, and the local scene graph is no longer displayed in the graphical user interface.

[0085] In the above manner, the damage range adjusted based on the contact position of the sliding operation is displayed in real-time association with the throwing path identifier information shown in the game scene, optimizing the kill experience of the game.

[0086] In addition, the display of the local scene graph can be controlled by setting the fade-in and fade-out function of the window. In one case, after the sliding operation by the player within the local scene graph is released, the display of the local scene graph is cancelled.

[0087] In another case, in response to a long press operation on the throwing control, the local scene graph of the game scene is displayed in the graphical user interface; in response to a sliding operation starting from the throwing control, and when the sliding contact point of the sliding operation does not enter the local scene graph within a preset duration, the display of the local scene graph is cancelled.

[0088] That is to say, the local scene graph of the game scene can be displayed in the graphical user interface through a long press operation on the throwing control. When the sliding contact point of the sliding operation starting from the throwing control does not enter the local scene graph within a preset duration, it can be understood that the player does not want to select the damage range through the local scene graph and only needs to determine the throwing position through the throwing path identifier in the game scene. At this time, there is no need to display the local scene graph, so the display of the local scene graph is automatically cancelled.

[0089] The above method controls the display of the local scene graph by setting the fade-in and fade-out function of the window, improving the player's game experience.

[0090] In addition, when the throwing weapon enters the explosion countdown state, relevant prompts will also be displayed on the game interface. Specifically, in response to the triggering operation of the throwing control, a timing control is displayed in the graphical user interface; wherein, the timing control is used to indicate the time interval between the current time and the time when the first throwing object releases the skill.

[0091] As mentioned above Figure 3 As shown, when the throwing control is triggered, a timing control is displayed in the graphical user interface for prompting. Among them, the time interval between the current time and the time when the first throwing object releases the skill can be displayed by showing numbers in the timing control.

[0092] In one embodiment, taking the throwing weapon in a shooting game as an example, the throwing control process of the virtual throwing object is introduced in detail.

[0093] 1) The player selects a throwing object, and the selected throwing object identifier replaces the weapon icon on the normal attack button

[0094] 2) The player long-presses the normal attack button for 0.5 seconds to trigger a pop-up window. The position of the pop-up window is next to the normal attack button, and a top-down plan view of the weapon damage range centered on the player is displayed. Dragging the normal attack button into the pop-up window can select the damage range of the throwing object, and at the same time, a countdown UI (User Interface) control starts to be displayed. When the player selects the damage range in the game, the throwing path special effect curve in the game interface scene is updated in real time based on the position of the normal attack button.

[0095] 3) Release the normal attack button to complete the throwing object operation, and the pop-up window disappears.

[0096] This method uses the assistance of a top-down view for the throwing operation in a shooting game to help players accurately attack the target, reduce the game difficulty, increase the user audience, and optimize the game's killing experience.

[0097] Corresponding to the above method embodiment, refer to Figure 4 As shown in the schematic diagram of a control device for a virtual throwing object, a graphical user interface is provided through a terminal device; the graphical user interface includes a first scene picture of the game scene, and the device includes:

[0098] A first display module 402, configured to display a throwing control of a first throwing object in the graphical user interface in response to a selection operation of the first throwing object;

[0099] A second display module 404, configured to display a partial scene graph of the game scene in the graphical user interface in response to a triggering operation of the throwing control; wherein, the partial scene graph includes: a scene graph corresponding to the throwable scene area of the first throwing object; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and / or the attributes of the first throwing object;

[0100] The skill release module 406 is configured to respond to a damage range selection operation on the local scene graph, determine the throwing position of the first projectile in the game scene based on the selected target damage range, control the first projectile to move to the throwing position, so that the first projectile releases a skill at the throwing position and generates skill damage within the target damage range.

[0101] The above control device for the virtual projectile provides precise guiding information for the player to throw weapons by displaying the scene graph corresponding to the throwable scene area of the projectile and the damage range of the projectile in the scene graph in the graphical user interface, increases the probability of the player hitting the target, avoids accidental injury or ineffective attacks, and enhances the player's gaming experience.

[0102] The above graphical user interface further includes a projectile identifier of an alternative projectile and a normal attack control; the above first display module is further configured to select the first projectile in response to a trigger operation on the projectile identifier of the first projectile among the alternative projectiles; and display the throwing identifier of the first projectile on the normal attack control; wherein the throwing identifier is used to indicate that the normal attack control serves as the throwing control for the first projectile.

[0103] The above second display module is further configured to determine the object position of the controlled virtual object in the game scene in response to a trigger operation on the throwing control; determine the throwable scene area of the first projectile centered on the object position based on the attributes of the first projectile; wherein the attributes of the first projectile at least include the maximum throwing distance of the first projectile; and display the local scene graph corresponding to the throwable scene area in the graphical user interface.

[0104] The above device further includes a third display module for displaying the area map of the throwable scene area in the graphical user interface; the object identifier of the controlled virtual object is displayed at the center position of the area map; or, display the second scene image obtained by the virtual camera looking down on the throwable scene area in the graphical user interface.

[0105] The above second display module is further configured to provide a pop-up window at a specified position relative to the throwing control in response to a trigger operation on the throwing control, and display the local scene graph of the game scene in the pop-up window; wherein the pop-up window is displayed above the first scene image; and the distance between the pop-up window and the throwing control is less than a preset distance.

[0106] The above skill release module is further configured to, in response to a sliding operation starting from the throwing control, and when the contact position of the sliding operation enters the above local scene map, display a damage range identifier at the contact position; wherein, the damage range identifier is used to: indicate the damage range of the above first projectile; in response to a sliding release operation acting on the local scene map, determine the area indicated by the damage range identifier at the time of triggering the sliding release operation as the target damage range; based on the target damage range, determine the throwing position of the first projectile in the game scene, and control the first projectile to move to the throwing position.

[0107] The above device further includes a fourth display module, configured to: in response to a sliding operation starting from the throwing control, control the throwing control to move following the contact position of the sliding operation; in response to the contact position moving into the local scene map, determine the throwing control as the damage range identifier; wherein, the throwing control has a preset display shape and display area.

[0108] The above fourth display module is further configured to determine the center position of the scene area corresponding to the target damage range in the game scene, determine the center position as the throwing position of the first projectile; control the controlled virtual object to throw the first projectile to control the first projectile to move to the throwing position.

[0109] The above device further includes a fifth display module, configured to, in response to a sliding operation starting from the throwing control, display the throwing path identifier of the above first projectile in the game scene; wherein, the starting point of the throwing path identifier is the position where the controlled virtual object is located, and the end point of the throwing path identifier is determined based on the contact position of the sliding operation.

[0110] The above device further includes a cancellation display module, configured to, in response to a sliding release operation acting on the above local scene map, cancel the display of the local scene map.

[0111] The above second display module is further configured to, in response to a long press operation acting on the throwing control, display a local scene map of the game scene in the graphical user interface; the above method further includes: in response to a sliding operation starting from the throwing control, and when the sliding contact of the sliding operation does not enter the local scene map within a preset duration, cancel the display of the local scene map.

[0112] The above device further includes a sixth display module, configured to, in response to the triggering operation of the above throwing control, display a timing control in the above graphical user interface; wherein, the timing control is used to indicate: the time interval between the current time and the time when the above first projectile releases the skill.

[0113] This embodiment also provides an electronic device, including 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 above control method for virtual projectiles. The electronic device can be a server or a terminal device.

[0114] See Figure 5 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100, and the processor 100 executes the machine-executable instructions to implement the above control method for virtual projectiles.

[0115] Furthermore, Figure 5 the electronic device shown also includes a bus 102 and a communication interface 103. The processor 100, the communication interface 103, and the memory 101 are connected through the bus 102. Among them, the memory 101 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 103 (which can be wired or wireless), a communication connection is achieved between this system network element and at least one other network element, and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 102 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the convenience of representation, Figure 5It is represented only by a two-way arrow, but it does not mean that there is only one bus or one type of bus. The processor 100 may be an integrated circuit chip with the ability to process signals. In the implementation process, each step of the above method can be completed by the integrated logic circuit of the hardware in the processor 100 or the instructions in the form of software. The above-mentioned processor 100 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field-programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present invention can be directly embodied as being executed and completed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module may be located in a mature storage medium 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. This storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and combines its hardware to complete the steps of the method in the foregoing embodiments.

[0116] The processor in the above electronic device can implement the following operations of the above virtual projectile control method by executing machine-executable instructions: providing a graphical user interface through a terminal device; the graphical user interface includes a first scene picture of a game scene, and the method includes: in response to a selection operation of a first projectile, displaying a throwing control for the first projectile in the graphical user interface; in response to a triggering operation of the throwing control, displaying a partial scene diagram of the game scene in the graphical user interface; wherein, the partial scene diagram includes: a scene diagram corresponding to the throwable scene area of the first projectile; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and / or the attributes of the first projectile; in response to a damage range selection operation acting on the partial scene diagram, based on the selected target damage range, determining the throwing position of the first projectile in the game scene, controlling the first projectile to move to the throwing position, so that the first projectile releases a skill at the throwing position and generates skill damage within the target damage range.

[0117] In this way, by displaying the scene map corresponding to the throwable scene area of the throwable object and the damage range of the throwable object in the scene map in the graphical user interface, precise guiding information is provided for the player to throw weapons, increasing the probability of the player hitting the target, avoiding accidental injury or ineffective attacks, and enhancing the player's gaming experience.

[0118] The above-mentioned graphical user interface also includes the throwable object identifier of the alternative throwable object and the normal attack control. The processor in the above-mentioned electronic device can, by executing machine-executable instructions, implement the following operations of the above-mentioned control method for virtual throwable objects: in response to the trigger operation of the throwable object identifier of the first throwable object in the alternative throwable objects, select the first throwable object; display the throw identifier of the first throwable object on the normal attack control; wherein, the throw identifier is used to indicate that the normal attack control is the throw control of the first throwable object.

[0119] The processor in the above-mentioned electronic device can, by executing machine-executable instructions, implement the following operations of the above-mentioned control method for virtual throwable objects: in response to the trigger operation of the throw control, determine the object position of the controlled virtual object in the game scene; based on the attributes of the first throwable object, determine the throwable scene area of the first throwable object with the object position as the center; wherein, the attributes of the first throwable object at least include: the maximum throw distance of the first throwable object; display the local scene map corresponding to the throwable scene area in the graphical user interface.

[0120] The processor in the above-mentioned electronic device can, by executing machine-executable instructions, implement the following operations of the above-mentioned control method for virtual throwable objects: display the area map of the throwable scene area in the graphical user interface; the object identifier of the controlled virtual object is displayed at the center position of the area map; or, display the second scene picture obtained by the virtual camera looking down on the throwable scene area in the graphical user interface.

[0121] The processor in the above-mentioned electronic device can, by executing machine-executable instructions, implement the following operations of the above-mentioned control method for virtual throwable objects: in response to the trigger operation of the throw control, provide a pop-up window at a specified position relative to the throw control, and display the local scene map of the game scene in the pop-up window; wherein, the pop-up window is displayed above the first scene picture; the distance between the pop-up window and the throw control is less than the preset distance.

[0122] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned control method for virtual projectiles by executing machine-executable instructions: In response to a sliding operation starting from the throwing control, and when the contact position of the sliding operation enters the above-mentioned local scene map, a damage range identifier is displayed at the contact position; wherein, the damage range identifier is used to: indicate the damage range of the above-mentioned first projectile; In response to a sliding release operation within the local scene map, the area indicated by the damage range identifier when the sliding release operation is triggered is determined as the target damage range; Based on the target damage range, the throwing position of the first projectile is determined in the game scene, and the first projectile is controlled to move to the throwing position.

[0123] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned control method for virtual projectiles by executing machine-executable instructions: In response to a sliding operation starting from the throwing control, the throwing control is controlled to move following the contact position of the sliding operation; In response to the contact position moving into the local scene map, the throwing control is determined as the damage range identifier; wherein, the throwing control has a preset display shape and display area.

[0124] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned control method for virtual projectiles by executing machine-executable instructions: The central position of the area of the scene area corresponding to the target damage range is determined in the game scene, and the central position is determined as the throwing position of the first projectile; The controlled virtual object is controlled to throw the first projectile to control the first projectile to move to the throwing position.

[0125] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned control method for virtual projectiles by executing machine-executable instructions: In response to a sliding operation starting from the throwing control, a throwing path identifier of the above-mentioned first projectile is displayed in the game scene; wherein, the starting point of the throwing path identifier is the position where the controlled virtual object is located, and the ending point of the throwing path identifier is determined based on the contact position of the sliding operation.

[0126] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned control method for virtual projectiles by executing machine-executable instructions: In response to a sliding release operation within the above-mentioned local scene map, the display of the local scene map is cancelled.

[0127] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned control method for virtual projectiles by executing machine-executable instructions: In response to a long press operation on the throwing control, a local scene map of the game scene is displayed in the graphical user interface; The above operations further include: In response to a sliding operation starting from the throwing control, and when the sliding contact of the sliding operation does not enter the local scene map within a preset duration, the display of the local scene map is cancelled.

[0128] The processor in the above-mentioned electronic device can implement the following operations of the above-mentioned virtual projectile control method by executing machine-executable instructions: in response to the triggering operation of the above-mentioned throwing control, a timing control is displayed in the above-mentioned graphical user interface; wherein, the timing control is used to indicate: the time interval between the current time and the time when the above-mentioned first projectile releases its skill.

[0129] This embodiment also provides a machine-readable storage medium storing machine-executable instructions, which, when called and executed by a processor, cause the processor to implement the above-mentioned virtual projectile control method.

[0130] The machine-executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations of the above-mentioned virtual projectile control method by executing the machine-executable instructions: provide a graphical user interface through a terminal device; the graphical user interface includes a first scene image of a game scene, and the method includes: in response to the selection operation of the first projectile, a throwing control of the first projectile is displayed in the graphical user interface; in response to the triggering operation of the throwing control, a partial scene image of the game scene is displayed in the graphical user interface; wherein, the partial scene image includes: a scene image corresponding to the throwable scene area of the first projectile; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and / or the attributes of the first projectile; in response to the damage range selection operation acting on the partial scene image, based on the selected target damage range, the throwing position of the first projectile is determined in the game scene, and the first projectile is controlled to move to the throwing position so that the first projectile releases its skill at the throwing position and generates skill damage within the target damage range.

[0131] In this way, by displaying the scene image corresponding to the throwable scene area of the projectile and the damage range of the projectile in the scene image in the graphical user interface, precise guiding information is provided for the player to throw the weapon, which increases the probability of the player hitting the target, avoids accidental injury or ineffective attacks, and improves the player's gaming experience.

[0132] The above-mentioned graphical user interface also includes a projectile identifier of an alternative projectile and a normal attack control; the machine-executable instructions stored in the above-mentioned machine-readable storage medium can implement the following operations of the above-mentioned virtual projectile control method by executing the machine-executable instructions: in response to the triggering operation of the projectile identifier of the first projectile in the alternative projectiles, select the first projectile; display the throwing identifier of the first projectile on the normal attack control; wherein, the throwing identifier is used to indicate: the normal attack control serves as the throwing control of the first projectile.

[0133] The machine-executable instructions stored in the above-mentioned machine-readable storage medium, when executed, can implement the following operations in the above-mentioned control method of the virtual projectile: in response to a trigger operation of a throwing control, determine the object position of the controlled virtual object in the game scene; based on the attributes of the first projectile, determine the throwable scene area of the first projectile with the object position as the center; wherein, the attributes of the first projectile at least include: the maximum throwing distance of the first projectile; display a partial scene map corresponding to the throwable scene area in the graphical user interface.

[0134] The machine-executable instructions stored in the above-mentioned machine-readable storage medium, when executed, can implement the following operations in the above-mentioned control method of the virtual projectile: display an area map of the throwable scene area in the graphical user interface; an object identifier of the controlled virtual object is displayed at the center position of the area map; or, display a second scene image obtained by the virtual camera looking down on the throwable scene area in the graphical user interface.

[0135] The machine-executable instructions stored in the above-mentioned machine-readable storage medium, when executed, can implement the following operations in the above-mentioned control method of the virtual projectile: in response to a trigger operation of a throwing control, provide a pop-up window at a specified position relative to the throwing control, and display a partial scene map of the game scene in the pop-up window; wherein, the pop-up window is displayed above the first scene image; the distance between the pop-up window and the throwing control is less than a preset distance.

[0136] The machine-executable instructions stored in the above-mentioned machine-readable storage medium, when executed, can implement the following operations in the above-mentioned control method of the virtual projectile: in response to a sliding operation starting from the throwing control and the contact position of the sliding operation enters the above-mentioned partial scene map, display a damage range identifier at the contact position; wherein, the damage range identifier is used to: indicate the damage range of the above-mentioned first projectile; in response to a sliding release operation acting within the partial scene map, determine the area indicated by the damage range identifier at the time of the sliding release operation as the target damage range; based on the target damage range, determine the throwing position of the first projectile in the game scene, and control the first projectile to move to the throwing position.

[0137] The machine-executable instructions stored in the above-mentioned machine-readable storage medium, when executed, can implement the following operations in the above-mentioned control method of the virtual projectile: in response to a sliding operation starting from the throwing control, control the throwing control to move following the contact position of the sliding operation; in response to the contact position moving into the partial scene map, determine the throwing control as the damage range identifier; wherein, the throwing control has a preset display shape and display area.

[0138] The machine-executable instructions stored in the above-mentioned machine-readable storage medium, when executed, can implement the following operations in the above-mentioned control method of the virtual projectile: determining the central position of the scene area corresponding to the target damage range in the game scene, and determining the central position as the throwing position of the first projectile; controlling the controlled virtual object to throw the first projectile to control the first projectile to move to the throwing position.

[0139] The machine-executable instructions stored in the above-mentioned machine-readable storage medium, when executed, can implement the following operations in the above-mentioned control method of the virtual projectile: in response to a sliding operation starting from the throwing control, displaying a throwing path identifier of the first projectile in the game scene; wherein, the starting point of the throwing path identifier is the position where the controlled virtual object is located, and the ending point of the throwing path identifier is determined based on the contact position of the sliding operation.

[0140] The machine-executable instructions stored in the above-mentioned machine-readable storage medium, when executed, can implement the following operations in the above-mentioned control method of the virtual projectile: in response to a sliding release operation acting on the local scene graph, canceling the display of the local scene graph.

[0141] The machine-executable instructions stored in the above-mentioned machine-readable storage medium, when executed, can implement the following operations in the above-mentioned control method of the virtual projectile: in response to a long-press operation acting on the throwing control, displaying a local scene graph of the game scene in the graphical user interface; the above operation further includes: in response to a sliding operation starting from the throwing control and the sliding contact of the sliding operation does not enter the local scene graph within a preset duration, canceling the display of the local scene graph.

[0142] The machine-executable instructions stored in the above-mentioned machine-readable storage medium, when executed, can implement the following operations in the above-mentioned control method of the virtual projectile: in response to a triggering operation of the above-mentioned throwing control, displaying a timing control in the above-mentioned graphical user interface; wherein, the timing control is used to indicate the time interval between the current time and the time when the first projectile releases the skill.

[0143] The computer program product of the control method, device, electronic device and storage medium of the virtual projectile provided by the embodiments of the present invention includes a computer-readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the methods described in the foregoing method embodiments. For specific implementation, reference can be made to the method embodiments, which will not be elaborated here.

[0144] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the foregoing method embodiments, which will not be elaborated here.

[0145] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installation", "connection", and "coupling" should be understood in a broad sense. For example, it may be a fixed connection, a detachable connection, or an integral connection; it may be a mechanical connection or an electrical connection; it may be directly connected or indirectly connected through an intermediate medium, and it may be the communication inside two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific situations.

[0146] If the above-mentioned function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes: USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs, etc., which can store program codes.

[0147] In the description of the present invention, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is 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. Therefore, it should not be construed as a limitation of the present invention. In addition, the terms "first", "second", and "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.

[0148] Finally, it should be noted that the above embodiments are only specific embodiments of the present invention, used to illustrate the technical solutions of the present invention, rather than limiting it. The protection scope of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the technical field can still modify the technical solutions described in the foregoing embodiments, or easily conceive of changes, or perform equivalent replacements for some of the technical features; 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 all be covered by 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 control method for a virtual projectile, characterized in that Provide a graphical user interface through a terminal device; The graphical user interface includes a first scene image of a game scene, and the method includes: In response to a selection operation of a first projectile, display a throwing control for the first projectile in the graphical user interface; In response to a trigger operation of the throwing control, display a partial scene diagram of the game scene in the graphical user interface; wherein, the partial scene diagram includes: a scene diagram corresponding to a throwable scene area of the first projectile; the throwable scene area is determined based on the position of a controlled virtual object in the game scene and / or the attributes of the first projectile; the throwing landing position of the first projectile is any position in the throwable scene area; In response to a damage range selection operation on the partial scene diagram, based on the selected target damage range, determine the throwing position of the first projectile in the game scene, and control the first projectile to move to the throwing position, so that the first projectile releases a skill at the throwing position and generates skill damage within the target damage range.

2. The method according to claim 1, characterized in that, The graphical user interface further includes a projectile identifier of an alternative projectile and a normal attack control; The step of, in response to a selection operation of a first projectile, displaying a throwing control for the first projectile in the graphical user interface includes: In response to a trigger operation of the projectile identifier of the first projectile among the alternative projectiles, select the first projectile; Display a throwing identifier of the first projectile on the normal attack control; wherein, the throwing identifier is used to indicate that the normal attack control serves as the throwing control for the first projectile.

3. The method according to claim 1, characterized in that, The step of, in response to a trigger operation of the throwing control, displaying a partial scene diagram of the game scene in the graphical user interface includes: In response to a trigger operation of the throwing control, determine the object position of the controlled virtual object in the game scene; Based on the attributes of the first projectile, determine the throwable scene area of the first projectile with the object position as the center; wherein, the attributes of the first projectile at least include: the maximum throwing distance of the first projectile; Display the partial scene diagram corresponding to the throwable scene area in the graphical user interface.

4. The method according to claim 3, characterized in that, The step of displaying a partial scene diagram including the throwable scene area in the graphical user interface includes: Display an area map of the throwable scene area in the graphical user interface; an object identifier of the controlled virtual object is displayed at the center position of the area map; Or, display a second scene image obtained by a virtual camera looking down on the throwable scene area in the graphical user interface.

5. The method according to claim 1, characterized in that The step of, in response to a trigger operation of the throwing control, displaying a partial scene diagram of the game scene in the graphical user interface includes: In response to a triggering operation of the throwing control, a pop-up window is provided at a specified position relative to the throwing control, and a partial scene graph of the game scene is displayed in the pop-up window; wherein, the pop-up window is displayed above the first scene screen; and the distance between the pop-up window and the throwing control is less than a preset distance.

6. The method according to claim 1, characterized in that, The steps of determining the throwing position of the first projectile in the game scene and controlling the first projectile to move to the throwing position based on the selected target damage range in response to a damage range selection operation on the partial scene graph include: In response to a sliding operation starting from the throwing control and the contact position of the sliding operation entering the partial scene graph, a damage range identifier is displayed at the contact position; wherein, the damage range identifier is used to: indicate the damage range of the first projectile; In response to a sliding release operation within the partial scene graph, the area indicated by the damage range identifier when the sliding release operation is triggered is determined as the target damage range; Based on the target damage range, the throwing position of the first projectile is determined in the game scene, and the first projectile is controlled to move to the throwing position.

7. The method according to claim 6, characterized in that The steps of displaying a damage range identifier at the contact position in response to a sliding operation starting from the throwing control and the contact position of the sliding operation entering the partial scene graph include: In response to a sliding operation starting from the throwing control, the throwing control is controlled to move following the contact position of the sliding operation; In response to the contact position moving into the partial scene graph, the throwing control is determined as the damage range identifier; wherein, the throwing control has a preset display shape and display area.

8. The method according to claim 6, wherein The steps of determining the throwing position of the first projectile in the game scene and controlling the first projectile to move to the throwing position based on the target damage range include: In the game scene, the central position of the scene area corresponding to the target damage range is determined, and the central position is determined as the throwing position of the first projectile; Controlling the controlled virtual object to throw the first projectile to control the first projectile to move to the throwing position.

9. The method according to claim 6, wherein The method further includes: In response to a sliding operation starting from the throwing control, a throwing path identifier of the first projectile is displayed in the game scene; wherein, the starting point of the throwing path identifier is the position where the controlled virtual object is located, and the ending point of the throwing path identifier is determined based on the contact position of the sliding operation.

10. The method according to claim 6, characterized in that, The method further includes: in response to a sliding release operation within the partial scene graph, canceling the display of the partial scene graph.

11. The method according to claim 1, characterized in that, The steps of displaying a partial scene graph of the game scene in the graphical user interface in response to a triggering operation of the throwing control include: in response to a long-press operation on the throwing control, displaying a partial scene graph of the game scene in the graphical user interface; The method further includes: in response to a sliding operation starting from the throwing control, and when the sliding contact of the sliding operation does not enter the local scene graph within a preset time period, canceling the display of the local scene graph.

12. The method according to claim 1, characterized in that, The method further includes: in response to a triggering operation of the throwing control, displaying a timing control in the graphical user interface; wherein, the timing control is used to indicate: the time interval between the current time and the time when the first projectile releases the skill.

13. A control device for a virtual projectile, characterized in that, providing a graphical user interface through a terminal device; the graphical user interface includes a first scene image of a game scene, and the device includes: a first display module, configured to, in response to a selection operation of a first projectile, display a throwing control of the first projectile in the graphical user interface; a second display module, configured to, in response to a triggering operation of the throwing control, display a local scene graph of the game scene in the graphical user interface; wherein, the local scene graph includes: a scene graph corresponding to the throwable scene area of the first projectile; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and / or the attributes of the first projectile; the throwing landing position of the first projectile is any position in the throwable scene area; a skill release module, configured to, in response to a damage range selection operation on the local scene graph, determine a throwing position of the first projectile in the game scene based on the selected target damage range, control the first projectile to move to the throwing position, so that the first projectile releases a skill at the throwing position, and generates skill damage within the target damage range.

14. An electronic device, characterized in that, comprising 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 control method of the virtual projectile according to any one of claims 1-12.

15. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the control method of the virtual projectile according to any one of claims 1-12.

Citation Information

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