Methods, devices, electronic devices, and storage media for game control

Displaying skill indicators and prompt signs through terminal devices solves the problem of failed release of virtual skills and improves the gaming experience.

CN115487499BActive Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210943304.6
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 virtual game scenarios, the release of virtual skills failed due to obstacles, and it is difficult to expect success or failure of the skill release.

Method used

The terminal device displays the skill indicator logo, determines that the obstacles within the release range, displays the prompt indicator indicator to indicate that the skill cannot be released, and adjusts the release position to avoid obstacles.

Benefits of technology

Improves players' skill release control in fast-paced games and improves the game experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention provides a method, device, electronic device and storage medium for game control; wherein, the method includes: responding to a touch operation on a skill control to display a skill indication mark of a target skill in a game scene; wherein, the skill indication mark is used to: indicate the release range and skill release direction of the target skill; in response to the presence of an obstacle within the release range in the skill release direction, determining whether the target release position corresponding to the skill release direction is within the scene area occupied by the obstacle; if so, displaying a prompt mark; wherein, the prompt mark is used to: indicate that the target skill cannot be released to the target release position. In this way, by determining whether the skill release position is within the scene area occupied by the obstacle, it is determined whether to display a prompt mark indicating that the target skill cannot be released to the release position, enabling players to better control the timing of skill release and improving the game experience of players.
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Description

Technical Field

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

[0002] In most virtual game scenarios, the virtual characters controlled by players usually have certain virtual skills. For example, in MOBA (Multiplayer Online Battle Arena) games, the movement skills, attack skills, etc. of virtual characters. Generally, virtual skills have a certain range of effect. If the skill is successfully released within the range of effect, corresponding skill effects can be achieved, such as setting the player's position as the skill release position, or causing damage to the targets within the range of effect.

[0003] When there are obstacles within the range of effect of a virtual skill, it may cause the skill release to fail, and players can only rely on game experience to judge whether the skill can be released successfully. In fast-paced virtual games, this unpredictable game control method will bring a poor gaming experience to players. Summary of the Invention

[0004] In view of this, an object of the present invention is to provide a method, device, electronic device, and storage medium for game control to improve the gaming experience.

[0005] In a first aspect, an embodiment of the present invention provides a method for game control. A graphical user interface is displayed through a terminal device. The graphical user interface includes a scene picture of a game scene and a skill control. A controlled virtual object is located in the game scene and is controlled through the terminal device. The skill control is used to release a target skill. The method includes: responding to a touch operation on the skill control, and displaying a skill indication identifier of the target skill in the game scene; wherein, the skill indication identifier is used to: indicate the release range and skill release direction of the target skill; in response to an obstacle existing within the release range in the skill release direction, determining whether a target release position corresponding to the skill release direction is within a scene area occupied by the obstacle; determining that the target release position is within the scene area occupied by the obstacle, and displaying a prompt identifier; wherein, the prompt identifier is used to: indicate that the target skill cannot be released to the target release position.

[0006] Determining whether the target release position corresponding to the skill release direction is within the scene area occupied by the obstacle includes: judging whether the target release position is within the scene area occupied by the obstacle according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object.

[0007] The method further includes: obtaining the nearest position and the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object, and determining the thickness of the obstacle according to the nearest position and the farthest position.

[0008] The method further includes: determining the center position of the obstacle according to the nearest position and the farthest position; and determining the distance between the obstacle and the controlled virtual object according to the center position.

[0009] Judging whether the target release position is within the scene area occupied by the obstacle according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object includes: determining the radius of the obstacle according to the thickness of the obstacle and the center position of the obstacle; and judging whether the target release position is within the scene area occupied by the obstacle according to the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle.

[0010] Judging whether the target release position is within the scene area occupied by the obstacle according to the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle includes: subtracting the radius of the obstacle from the skill release distance threshold to obtain a first difference; and judging whether the distance between the center position of the obstacle and the controlled virtual object is less than the first difference to judge whether the target release position is within the scene area occupied by the obstacle.

[0011] Determining that the target release position is within the scene area occupied by the obstacle and displaying a prompt identifier includes: if it is determined that the target release position is within the scene area occupied by the obstacle, then performing an edge highlighting on the obstacle to display the prompt identifier.

[0012] After determining that the target release position is within the scene area occupied by the obstacle and displaying a prompt identifier, it further includes: displaying a release position identifier; wherein, the release position identifier is used to: indicate a release position within the release range and outside the target release position.

[0013] When it is determined that the target release position is within the scene area occupied by the obstacle, the method further includes: in response to a release operation on the skill control, releasing the target skill at an updated position within the release range, where the updated position is a position other than the target release position.

[0014] The updated position is the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object.

[0015] The method further includes: when it is determined that the target release position is outside the scene area occupied by the obstacle, in response to the release operation on the skill control, controlling the target skill to be released at the target release position.

[0016] The touch operation is a long - press operation, and the release operation is an end operation for the long - press operation.

[0017] The target skill is a flash skill.

[0018] In a second aspect, an embodiment of the present invention provides a game control device that displays a graphical user interface through a terminal device. The graphical user interface includes a scene screen of a game scene and a skill control; a controlled virtual object is located in the game scene, and the controlled virtual object is controlled through the terminal device; the skill control is used to release a target skill; the device includes:

[0019] A response module, configured to respond to a touch operation on the skill control and display a skill indication identifier of the target skill in the game scene; wherein, the skill indication identifier is used to: indicate the release range and skill release direction of the target skill;

[0020] A determination module, configured to determine whether the target release position corresponding to the skill release direction is within the scene area occupied by the obstacle in response to the presence of an obstacle within the release range in the skill release direction;

[0021] A display module, configured to display a prompt identifier when it is determined that the target release position is within the scene area occupied by the obstacle; wherein, the prompt identifier is used to: indicate that the target skill cannot be released to the target release position.

[0022] 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 - mentioned game control method.

[0023] Fourthly, 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-mentioned method for game control.

[0024] The embodiments of the present invention bring the following beneficial effects:

[0025] For the above-mentioned method, device, electronic device, and storage medium for game control, a graphical user interface is displayed on a terminal device, the graphical user interface including a scene image of a game scene and a skill control; a controlled virtual object is located in the game scene and is controlled by the terminal device; the skill control is used to release a target skill; the method includes: in response to a touch operation on the skill control, displaying a skill indication identifier of the target skill in the game scene; wherein, the skill indication identifier is used to: indicate the release range and skill release direction of the target skill; in response to an obstacle existing in the release range in the skill release direction, determining whether a target release position corresponding to the skill release direction is within a scene area occupied by the obstacle; determining that the target release position is within the scene area occupied by the obstacle, and displaying a prompt identifier; wherein, the prompt identifier is used to: indicate that the target skill cannot be released to the target release position. In this way, through a touch operation on the skill control, the release range and release direction of the target skill can be displayed in the game scene. When there is an obstacle in the release range, by determining whether the release position is within the scene area occupied by the obstacle, it is determined whether to display a prompt identifier indicating that the target skill cannot be released to the release position. Through this prompt identifier, players can be intuitively prompted whether the skill can be successfully released without having to judge by themselves. Even in a fast-paced game, players can better control the timing of skill release, thereby improving the game experience of players.

[0026] Other features and advantages of the present invention will be described in the following description, and some of them will become obvious from the description, 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 description, claims, and drawings.

[0027] To make the above objectives, features, and advantages of the present invention more obvious and understandable, the following preferred embodiments are specifically described in conjunction with the accompanying drawings as follows. BRIEF DESCRIPTION OF THE DRAWINGS

[0028] 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 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.

[0029] Figure 1 The flowchart of a method for game control provided by an embodiment of the present invention;

[0030] Figure 2 The interaction schematic diagram of a method for game control provided by an embodiment of the present invention;

[0031] Figure 3 The interaction schematic diagram of another method for game control provided by an embodiment of the present invention;

[0032] Figure 4 The schematic diagram of a device for game control provided by an embodiment of the present invention;

[0033] Figure 5 The schematic diagram of an electronic device provided by an embodiment of the present invention. Specific Embodiments

[0034] 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 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 protection scope of the present invention.

[0035] First, the terms related to this application are introduced:

[0036] (1) Game scene

[0037] The game scene can be understood as a virtual scene, which is the virtual scene displayed (or provided) when the application program runs on the terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is the scene for the user to control virtual objects such as complete game logic.

[0038] (2) Virtual object

[0039] A virtual object refers to a dynamic object that appears in a virtual scene, which is an active image of a person or object that can interact. This virtual object can move within the scene image of the game scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. For example, it can be a person, an animal, a plant, a building, a wall, etc. displayed in the virtual scene. Each virtual object has its own shape and volume in the virtual scene and occupies a part of the scene area in the virtual scene. A controlled virtual object refers to a virtual object controlled by a user, such as a virtual object that a user can control through operations on a terminal device.

[0040] (3) Virtual Skill

[0041] A virtual skill is a special function that a virtual object in a game scene possesses, such as a movement skill, an attack skill, etc. Among them, the movement skill can enable the virtual object to achieve position transformation functions such as running, jumping, walking, flying, etc. in the game scene, such as a flash skill. The attack skill can enable the virtual object to produce an attack effect on other virtual objects, such as reducing the health value or energy value of the attacked virtual object, or preventing the virtual skill of the attacked virtual object from being released.

[0042] For ease of understanding, first, a method for game control disclosed in an embodiment of the present invention will be introduced in detail. This method displays a graphical user interface through a terminal device. The graphical user interface includes a scene image of the game scene and a skill control. The controlled virtual object is located in the game scene and is controlled through the terminal device. The skill control is used to release a target skill. As Figure 1 shown, the method for game control includes the following steps:

[0043] Step S10: Respond to a touch operation on the skill control, and display a skill indication identifier of the target skill in the game scene. Among them, the skill indication identifier is used to: indicate the release range and skill release direction of the target skill;

[0044] It should be noted that the skill control in the game scene and the scene image in the game scene may be located in different layers. For example, the layer where the scene image is located is used to display the real-time image in the game scene, while the layer where the skill control is located is used to provide (or display) various controls that the user can operate, such as a direction control, a map control, a skill control, etc. The terminal device responds to the user's touch operation on the skill control in the game scene and displays a skill indication identifier of the target skill in the game scene. Among them, the skill control is used to trigger and release the target skill. The touch operation can be a skill trigger operation such as a single click, a double click, a slide, a long press, etc. After the skill control is triggered, a skill indication identifier of the target skill is displayed in the game scene, where the skill indication identifier is used to indicate the release range and skill release position of the target skill.

[0045] It can be understood that the target skill is a virtual skill. For different virtual skills, their release ranges may vary. Through the skill control, the release range and the skill release direction of the target skill can be adjusted. Among them, the release range is used to indicate the farthest release distance of the target skill, and the skill release direction is used to indicate the orientation of the controlled virtual object. In one implementation, the release range indicated by the skill indication identifier is a release range identifier in the form of a circle or an arc, and the skill release direction indicated by the skill indication identifier is a directed line segment from the center of the circle or arc to any point on the circle.

[0046] Step S20: In response to the presence of an obstacle within the release range in the skill release direction, determine whether the target release position corresponding to the skill release direction is within the scene area occupied by the obstacle;

[0047] In this implementation, the obstacle can be any virtual object or virtual body in the game scene that hinders the movement or skill release of the controlled virtual object, such as virtual objects or virtual bodies like buildings, characters, walls, stones, plants, animals, etc. in the game scene.

[0048] It can be understood that the presence of an obstacle within the release range in the skill release direction means that part or all of the scene area occupied by the obstacle is within the release range. As Figure 2 shown, part of the scene area occupied by the obstacle is within the release range. It should be noted that the scene area occupied by the obstacle can be a regular area or an irregular area, specifically depending on the shape of the obstacle. Additionally, the obstacle can be a 2D virtual object or a 3D virtual object. In one implementation, the scene area occupied by the obstacle is a planar area to facilitate determining whether the target release position is within the scene area occupied by the obstacle.

[0049] It can be understood that if there is an obstacle within the release range in the skill release direction, it may cause the player to be unable to accurately see the release position of the skill, and further cause the target skill to not be released to the target release position corresponding to the skill release direction. Therefore, to determine whether the obstacle located within the release range in the skill release direction will affect the release of the target skill, it is necessary to determine whether the target release position corresponding to the skill release direction is within the scene area occupied by the obstacle. Among them, the target release position corresponding to the skill release direction refers to the farthest position within the release range in the skill release direction relative to the controlled virtual object. This target release position is the release position expected by the player, and the final position where the target skill can be successfully released can be the same as or different from the target release position, specifically depending on whether the obstacle will affect the release of the target skill.

[0050] It should be noted that the target release position is within the release range. AsFigure 2 As shown, the target release position is on the edge of the circular release range. The release range is a circle centered on the position of the controlled virtual character with the skill release distance threshold as the radius. The target release position is any point on this circle. Figure 2 By way of example and not limitation, the target release position in the figure is within the scene area occupied by the obstacle.

[0051] Step S30: Determine that the target release position is within the scene area occupied by the obstacle, and display a prompt identifier; wherein, the prompt identifier is used to indicate that the target skill cannot be released to the target release position.

[0052] In this step, when it is determined that the target release position is within the scene area occupied by the obstacle, it means that the obstacle has an obstructive effect on the target skill, which may cause the release result of the target skill to be different from the player's expectation. The release results different from the expectation may be: the target skill cannot be successfully released to the target release position, the target skill cannot be released, the target skill is released to a position other than the target release position, etc. Therefore, in order to more intuitively and quickly prompt the player of the possible release results of the target skill, when it is determined that the target release position is within the scene area occupied by the obstacle, a prompt identifier is displayed in the scene picture to indicate that the target skill cannot be released to the target release position, so that the player can cancel the release of the skill or change the target release position, so that the target skill can be successfully released to the target release position, so as to improve the coincidence degree between the skill release result and the player's expectation, thereby improving the player's game experience.

[0053] In one implementation, when it is determined that the target release position is within the scene area occupied by the obstacle, a prompt identifier is displayed at the target release position, such as a special symbol such as a cross symbol or a prohibited symbol is displayed at the target release position, which is used to indicate that the target skill cannot be released to the target release position.

[0054] The game control method provided by the above implementation can display the release range and release direction of the target skill in the game scene through the touch operation on the skill control. When there is an obstacle within the release range, by judging whether the release position is within the scene area occupied by the obstacle, it is determined whether to display a prompt identifier indicating that the target skill cannot be released to the release position. Through this prompt identifier, the player can be intuitively prompted whether the skill can be released successfully without the player having to judge by himself. Even in a fast-paced game, the player can better control the timing of skill release, thereby improving the player's game experience.

[0055] In the above step S20, for the step of determining whether the target release position is within the scene area occupied by the obstacle, a possible implementation manner is as follows: according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object, determine whether the target release position is within the scene area occupied by the obstacle.

[0056] In this implementation manner, according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object, it can be determined whether the farthest release position that the target skill can reach is within the scene area occupied by the obstacle, so as to determine whether the target release position is within the scene area occupied by the obstacle. Among them, there are various ways to determine whether the farthest release position that the target skill can reach is within the scene area occupied by the obstacle. By way of example and not limitation, according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object, it can be determined whether the target release position is within the scene area occupied by the obstacle by calculating the distance between the farthest release position that the target skill can reach and the scene area occupied by the obstacle, or it can also be determined whether the target release position is within the scene area occupied by the obstacle by judging whether the first distance between the farthest release position that the target skill can reach and the controlled virtual object is greater than or equal to the second distance between the scene area occupied by the obstacle and the controlled virtual object. It can also be determined whether the target release position is within the scene area occupied by the obstacle by comparing the coordinate relationship between the nearest position of the obstacle from the controlled virtual object and the target release position. It can be seen that there are various ways to determine whether the target release position is within the scene area occupied by the obstacle, and the fastest and most convenient way can be flexibly selected in combination with the actual game scene to improve the player's gaming experience.

[0057] In one implementation manner, the thickness of the obstacle can be determined by the scene area occupied by the obstacle. Since the scene area occupied by the obstacle can be an irregular area, therefore, in order to determine whether the thickness of the obstacle in the skill release direction will hinder the release of the target skill, the thickness of the obstacle is determined according to the skill release direction and the scene area occupied by the obstacle. For example Figure 3As shown, the line connecting the controlled virtual object and the target release position A forms the skill release direction in the figure. The length between the intersection points N and M between the skill release direction line and the scene area occupied by the obstacle can be used to indicate the thickness of the obstacle, enabling an irregular obstacle to quickly determine whether it will hinder the release of the target skill, thereby enhancing the player's gaming experience. In a specific implementation, the nearest position and the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object are obtained, and the thickness of the obstacle is determined based on the nearest position and the farthest position. In this implementation, the thickness of the obstacle is determined by the nearest position and the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object. For example Figure 3 As shown, the nearest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object is the position of point N, and the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object is the position of point M. Then, based on the positions of point N and point M, the thickness of the obstacle, that is, the length of the NM segment, can be calculated.

[0058] In one implementation, the distance between the obstacle and the controlled virtual object can be the distance between the controlled virtual object and the nearest point of the scene area occupied by the obstacle. For example Figure 3 point N as shown, or the distance between the controlled virtual object and the farthest point of the scene area occupied by the obstacle. For example Figure 3 point M as shown, or the distance between the controlled virtual object and the center point of the obstacle. For example Figure 3 the midpoint of the NM segment as shown. In a possible implementation, the distance between the controlled virtual object and the nearest point of the scene area occupied by the obstacle is calculated to obtain the distance between the obstacle and the controlled virtual object, and the distance between the obstacle and the controlled virtual object is superimposed on the thickness of the obstacle to obtain a first distance. For example Figure 3 the length of the OM segment as shown, and then it is determined whether the distance between the controlled virtual object and the target release position (for example Figure 3 the length of the OA segment as shown) is less than the first distance. If the distance between the controlled virtual object and the target release position is less than the first distance, it is determined that the target release position is within the scene area occupied by the obstacle, indicating that the target skill cannot be released to the target release position. If the distance between the controlled virtual object and the target release position is greater than or equal to the first distance, it is determined that the target release position is outside the scene area occupied by the obstacle, indicating that the target skill can be released to the target release position. In another possible implementation, the center position of the obstacle is determined based on the nearest position and the farthest position; the distance between the obstacle and the controlled virtual object is determined based on the center position. In this implementation, the distance between the obstacle and the controlled virtual object is determined based on the center position of the obstacle, such asFigure 3 As shown, point N is the nearest position and point M is the farthest position. Then, the midpoint of segment NM is the center position B of the obstacle. Based on the center position and the position of the controlled virtual object, the distance BO between the obstacle and the controlled virtual object can be determined.

[0059] Based on the above, a possible implementation of the method for determining whether the target release position is within the scene area occupied by the obstacle is as follows: judging whether the target release position is within the scene area occupied by the obstacle according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object, includes: determining the radius of the obstacle according to the thickness of the obstacle and the center position of the obstacle; judging whether the target release position is within the scene area occupied by the obstacle according to the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle. In this implementation, the radius of the obstacle can be calculated through the thickness of the obstacle and the center position of the obstacle. For example Figure 3 As shown, segments MB and NB are the radii of the illustrated obstacle. After obtaining the radius of the obstacle, the center position of the obstacle, and the distance between the obstacle and the controlled virtual object, calculate the sum of the two to obtain a second distance. For example Figure 3 As shown, after adding segment OB and segment MB, the second distance is obtained, that is Figure 3 the length of segment OM in Figure 3 As shown. Then, by judging whether the distance between the target release position and the controlled virtual object (such as

[0060] Further, after determining the distance between the center position of the obstacle and the controlled virtual object, the distance between the target release position and the controlled virtual object, and the radius of the obstacle, there are other ways to determine whether the target release position is within the scene area occupied by the obstacle. The above method of determining whether the target release position is within the scene area occupied by the obstacle according to the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle includes: subtracting the radius of the obstacle from the skill release distance threshold to obtain a first difference; determining whether the distance between the center position of the obstacle and the controlled virtual object is less than the first difference to determine whether the target release position is within the scene area occupied by the obstacle. In this embodiment, subtracting the radius of the obstacle from the distance between the target release position and the controlled virtual object to obtain a first difference, as Figure 3 shown by subtracting the length of segment OA from the length of segment NB or BM to obtain the first difference, and then determining whether the distance between the center position of the obstacle and the controlled virtual object (such as Figure 3 the length of segment OB shown) is less than the first difference to determine whether the target release position is within the scene area occupied by the obstacle. If the distance between the center position of the obstacle and the controlled virtual object is less than the first difference, it is determined that the target release position is within the scene area occupied by the obstacle. If the distance between the center position of the obstacle and the controlled virtual object is greater than or equal to the first difference, it is determined that the target release position is outside the scene area occupied by the obstacle.

[0061] In the above step S30, the prompt identifier can be any form of iconic identifier used to indicate that the target skill cannot be released to the target release position. A possible implementation of the step of displaying the prompt identifier when it is determined that the target release position is within the scene area occupied by the obstacle: if it is determined that the target release position is within the scene area occupied by the obstacle, the obstacle is outlined and highlighted to display the prompt identifier. In this embodiment, in order to more intuitively display the prompt identifier indicating that the target skill cannot be released to the target release position and avoid conflicts with other prompt identifiers, after it is determined that the target release position is within the scene area occupied by the obstacle, the obstacle is outlined and highlighted to achieve the effect of highlighting the obstacle and display the prompt identifier. In addition to outlining and highlighting, other forms of prompt identifiers with the effect of highlighting the obstacle can also be included, such as color outlining the edge of the obstacle, adding a shadow effect, etc., which are not specifically limited here.

[0062] The situation where the target skill cannot be released to the target release position is further described below. In one embodiment, after the above step S30, a release position identifier can also be displayed; specifically, display the release position identifier; where the release position identifier is used to: indicate a release position within the release range and outside the target release position.

[0063] Since only displaying a prompt identifier indicating that the target skill cannot be released to the target release position can only tell the player that the skill cannot be released to the target release position, but the player does not know where the target skill will be released if the target skill is continued to be released in this case. Therefore, by displaying a release position identifier indicating a release position within the release range and outside the target release range, it can more intuitively and directly tell the player that the target skill cannot be released to the target release position, but can be released to the position indicated by the release position identifier, so as to facilitate the player to make a decision to continue releasing the skill or cancel releasing the skill in a timely manner, thereby improving the player's gaming experience. Among them, the release position identifier can be a positioning icon, a controlled virtual object with a certain transparency, etc., which are used to mark the release position.

[0064] In one implementation, when it is determined that the target release position is within the scene area occupied by the obstacle, the method further includes: in response to a release operation on the skill control, releasing the target skill at an updated position within the release range, where the updated position is a position other than the target release position. In this implementation, when it is determined that the target release position is within the scene area occupied by the obstacle, that is, it is determined that the target skill cannot be released to the target release position. In this case, if the player still releases the skill, then in response to the player's release operation on the skill control, the target skill is released to a position other than the target release position, that is, the updated position within the release range, so that the target skill can still be successfully released, only the release position is different from the target release position. The updated position can provide a release position identifier for the updated position for the player in the above-mentioned way of displaying the release position identifier, or the release position identifier of the updated position can not be displayed. It can be understood that when the target skill is a flash skill, releasing the target skill at the updated position within the release range means controlling the controlled virtual object to quickly move to the updated position. The updated position is the skill release position that best meets the player's expectations except for the target release position. When the target skill is an attack skill, the updated position can be the nearest enemy virtual object in the skill release direction within the release range. When the target skill is a flash skill, the updated position can be the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object, so that the flash skill can be released to the farthest position except the target release position, which is more in line with the player's expectations.

[0065] In one embodiment, when it is determined that the target release position is outside the scene area occupied by the obstacle, in response to the release operation on the skill control, the target skill is controlled to be released at the target release position. In this embodiment, the target release position is outside the scene area occupied by the obstacle, that is, the target skill can be released to the target release position. When the target skill is a flash skill, controlling the target skill to be released at the target release position means controlling the controlled virtual object to quickly move to the updated position to achieve the effect of the flash skill passing through the obstacle. Based on the above, the touch operation is a long - press operation, and the release operation is the end operation of the long - press operation.

[0066] Corresponding to the above - mentioned method embodiment, refer to Figure 4 The schematic diagram of a game control device shown in the figure. A graphical user interface is displayed through a terminal device. The graphical user interface includes a scene picture of a game scene and a skill control. The controlled virtual object is located in the game scene and is controlled through the terminal device. The skill control is used to release a target skill. The device includes: a response module 40, configured to respond to a touch operation on the skill control and display a skill indication identifier of the target skill in the game scene. Wherein, the skill indication identifier is used to: indicate the release range and skill release direction of the target skill; a determination module 42, configured to determine whether the target release position corresponding to the skill release direction is within the scene area occupied by the obstacle in response to the presence of an obstacle within the release range in the skill release direction; a display module 44, configured to display a prompt identifier when it is determined that the target release position is within the scene area occupied by the obstacle. Wherein, the prompt identifier is used to: indicate that the target skill cannot be released to the target release position.

[0067] For the above - mentioned game control device, in response to the touch operation on the skill control, through the touch operation on the skill control, the release range and release direction of the target skill can be displayed in the game scene. When there is an obstacle within the release range, by determining whether the release position is within the scene area occupied by the obstacle, it is determined whether to display a prompt identifier indicating that the target skill cannot be released to the release position. Through this prompt identifier, players can be intuitively prompted whether the skill can be released successfully without the need for players to judge by themselves. Even in a fast - paced game, players can better control the timing of skill release, thus improving the game experience of players.

[0068] The above - mentioned determination module is further configured to: judge whether the target release position is within the scene area occupied by the obstacle according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object.

[0069] The above-mentioned device further includes: a first determination module, configured to: obtain the nearest position and the farthest position of the scene area occupied by the obstacle relative to the controlled virtual object in the skill release direction, and determine the thickness of the obstacle according to the nearest position and the farthest position.

[0070] The above-mentioned device further includes: a second determination module, configured to: determine the central position of the obstacle according to the nearest position and the farthest position; and determine the distance between the obstacle and the controlled virtual object according to the central position.

[0071] The above-mentioned determination module is further configured to: determine the radius of the obstacle according to the thickness of the obstacle and the central position of the obstacle; and judge whether the target release position is within the scene area occupied by the obstacle according to the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle.

[0072] The above-mentioned determination module is further configured to: subtract the radius of the obstacle from the skill release distance threshold to obtain a first difference; and judge whether the distance between the central position of the obstacle and the controlled virtual object is less than the first difference to judge whether the target release position is within the scene area occupied by the obstacle.

[0073] The above-mentioned display module is further configured to: if it is determined that the target release position is within the scene area occupied by the obstacle, perform an edge highlighting on the obstacle to display the prompt identifier.

[0074] The above-mentioned display module is further configured to: display a release position identifier; wherein, the release position identifier is used to: indicate a release position within the release range and outside the target release position.

[0075] When it is determined that the target release position is within the scene area occupied by the obstacle, the above-mentioned device further includes: a first release module, configured to: in response to a release operation on the skill control, release the target skill at an updated position within the release range, where the updated position is a position outside the target release position.

[0076] The updated position is the farthest position of the scene area occupied by the obstacle relative to the controlled virtual object in the skill release direction.

[0077] The above-mentioned device further includes: a second release module, configured to: when it is determined that the target release position is outside the scene area occupied by the obstacle, in response to the release operation on the skill control, control the target skill to be released at the target release position.

[0078] The touch operation is a long - press operation, and the release operation is an end operation for the long - press operation.

[0079] The target skill is a flash skill.

[0080] 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 - mentioned game control method. This electronic device can be a server or a terminal device.

[0081] See Figure 5 As shown, this 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 - mentioned game control method.

[0082] Furthermore, Figure 5 The shown electronic device further 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.

[0083] 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. The Internet, wide - area network, local 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 sake of representation, Figure 5 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.

[0084] 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 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 executed and completed 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. For example:

[0085] A graphical user interface is displayed through a terminal device, and the graphical user interface includes a scene picture of a game scene and a skill control; a controlled virtual object is located in the game scene, and the controlled virtual object is controlled through the terminal device; the skill control is used to release a target skill; the method includes: in response to a touch operation on the skill control, displaying a skill indication identifier of the target skill in the game scene; wherein, the skill indication identifier is used to: indicate the release range and the skill release direction of the target skill; in response to the existence of an obstacle within the release range in the skill release direction, determining whether a target release position corresponding to the skill release direction is within a scene area occupied by the obstacle; determining that the target release position is within the scene area occupied by the obstacle, and displaying a prompt identifier; wherein, the prompt identifier is used to: indicate that the target skill cannot be released to the target release position.

[0086] The above-mentioned electronic device for game control can display the release range and release direction of a target skill in a game scene through a touch operation on a skill control. When there is an obstacle within the release range, by determining whether the release position is within the scene area occupied by the obstacle, it is determined whether to display a prompt identifier indicating that the target skill cannot be released to the release position. Through this prompt identifier, players can be intuitively prompted whether the skill can be released successfully without having to judge by themselves. Even in a fast-paced game, players can better control the timing of skill release, thereby improving the players' gaming experience.

[0087] Determining whether the target release position corresponding to the skill release direction is within the scene area occupied by the obstacle includes: judging whether the target release position is within the scene area occupied by the obstacle according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object.

[0088] The method further includes: obtaining the nearest position and the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object, and determining the thickness of the obstacle according to the nearest position and the farthest position.

[0089] The method further includes: determining the center position of the obstacle according to the nearest position and the farthest position; determining the distance between the obstacle and the controlled virtual object according to the center position.

[0090] Judging whether the target release position is within the scene area occupied by the obstacle according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object includes: determining the radius of the obstacle according to the thickness of the obstacle and the center position of the obstacle; judging whether the target release position is within the scene area occupied by the obstacle according to the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle.

[0091] Judging whether the target release position is within the scene area occupied by the obstacle according to the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle includes: subtracting the radius of the obstacle from the skill release distance threshold to obtain a first difference; judging whether the distance between the center position of the obstacle and the controlled virtual object is less than the first difference to judge whether the target release position is within the scene area occupied by the obstacle.

[0092] Determining that the target release position is within the scene area occupied by the obstacle and displaying a prompt identifier includes: If it is determined that the target release position is within the scene area occupied by the obstacle, then outline the obstacle to highlight it, so as to display the prompt identifier.

[0093] After determining that the target release position is within the scene area occupied by the obstacle and displaying the prompt identifier, it further includes: Displaying a release position identifier; wherein, the release position identifier is used to: indicate a release position within the release range and outside the target release position.

[0094] When it is determined that the target release position is within the scene area occupied by the obstacle, the method further includes: Responding to a release operation on the skill control, releasing the target skill at an updated position within the release range, where the updated position is a position outside the target release position.

[0095] The updated position is the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object.

[0096] The method further includes: When it is determined that the target release position is outside the scene area occupied by the obstacle, responding to the release operation on the skill control, and controlling the target skill to be released at the target release position.

[0097] The touch operation is a long-press operation, and the release operation is an end operation for the long-press operation.

[0098] The target skill is a flash skill.

[0099] This embodiment further provides a machine-readable storage medium. The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above game control method, for example:

[0100] A graphical user interface is displayed through a terminal device. The graphical user interface includes a scene image of a game scene and a skill control. A controlled virtual object is located in the game scene and is controlled through the terminal device. The skill control is used to release a target skill. The method includes: in response to a touch operation on the skill control, displaying a skill indication identifier of the target skill in the game scene; wherein, the skill indication identifier is used to: indicate the release range and the skill release direction of the target skill; in response to an obstacle existing within the release range in the skill release direction, determining whether a target release position corresponding to the skill release direction is within a scene area occupied by the obstacle; determining that the target release position is within the scene area occupied by the obstacle, and displaying a prompt identifier; wherein, the prompt identifier is used to: indicate that the target skill cannot be released to the target release position.

[0101] In the above game control storage medium, through a touch operation on the skill control, the release range and the release direction of the target skill can be displayed in the game scene. When there is an obstacle within the release range, by determining whether the release position is within the scene area occupied by the obstacle, it is determined whether to display a prompt identifier indicating that the target skill cannot be released to the release position. Through this prompt identifier, players can be intuitively prompted whether the skill can be released successfully without having to judge by themselves. Even in a fast-paced game, players can better control the timing of skill release, thus improving the game experience of players.

[0102] Determining whether a target release position corresponding to the skill release direction is within a scene area occupied by the obstacle includes: judging whether the target release position is within the scene area occupied by the obstacle according to the thickness of the obstacle, a skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object.

[0103] The method further includes: obtaining a nearest position and a farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object, and determining the thickness of the obstacle according to the nearest position and the farthest position.

[0104] The method further includes: determining a center position of the obstacle according to the nearest position and the farthest position; and determining the distance between the obstacle and the controlled virtual object according to the center position.

[0105] Determining whether the target release position is within the scene area occupied by the obstacle according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object includes: determining the radius of the obstacle according to the thickness of the obstacle and the central position of the obstacle; judging whether the target release position is within the scene area occupied by the obstacle according to the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle.

[0106] Judging whether the target release position is within the scene area occupied by the obstacle according to the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle includes: subtracting the radius of the obstacle from the skill release distance threshold to obtain a first difference; judging whether the distance between the central position of the obstacle and the controlled virtual object is less than the first difference to judge whether the target release position is within the scene area occupied by the obstacle.

[0107] Determining that the target release position is within the scene area occupied by the obstacle and displaying a prompt identifier includes: determining that the target release position is within the scene area occupied by the obstacle, then performing an edge highlighting on the obstacle to display the prompt identifier.

[0108] After determining that the target release position is within the scene area occupied by the obstacle and displaying the prompt identifier, it further includes: displaying a release position identifier; wherein, the release position identifier is used to: indicate a release position within the release range and outside the target release position.

[0109] When it is determined that the target release position is within the scene area occupied by the obstacle, the method further includes: responding to a release operation on the skill control, and releasing the target skill at an updated position within the release range, wherein the updated position is a position outside the target release position.

[0110] The updated position is the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object.

[0111] The method further includes: when it is determined that the target release position is outside the scene area occupied by the obstacle, responding to the release operation on the skill control, and controlling the target skill to be released at the target release position.

[0112] The touch operation is a long-press operation, and the release operation is an end operation for the long-press operation.

[0113] The target skill is the flash skill.

[0114] The computer program product of the method, device, electronic device and storage medium for game control provided by the embodiments of the present invention includes a computer-readable storage medium storing program codes. 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 and will not be elaborated herein.

[0115] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein.

[0116] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installation", "connection", and "connection" should be understood in a broad sense. For example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be directly connected, or indirectly connected through an intermediate medium, and it can be the communication inside two elements. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific situations.

[0117] If the above functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, 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 can 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 embodiments of the present invention. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.

[0118] 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, and therefore cannot be understood as a limitation to 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.

[0119] Finally, it should be noted that the above embodiments are only specific implementation manners 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 art within the technical scope disclosed by the present invention can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on 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 within the protection scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims

1. A method for game control, characterized in that, A graphical user interface is displayed through a terminal device. The graphical user interface includes a scene screen of a game scene and a skill control. A controlled virtual object is located in the game scene and is controlled through the terminal device. The skill control is used to release a target skill. The method includes: In response to a touch operation on the skill control, a skill indication identifier of the target skill is displayed in the game scene. Wherein, the skill indication identifier is used to: indicate the release range and skill release direction of the target skill, and the release range is used to indicate the farthest release distance of the target skill; In response to the presence of an obstacle within the release range in the skill release direction, determine whether the target release position corresponding to the skill release direction is within the scene area occupied by the obstacle; Determine that the target release position is within the scene area occupied by the obstacle, and display a prompt identifier. Wherein, the prompt identifier is used to: indicate that the target skill cannot be released to the target release position; The determining whether the target release position corresponding to the skill release direction is within the scene area occupied by the obstacle includes: Based on the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object, determine whether the target release position is within the scene area occupied by the obstacle; The determining whether the target release position is within the scene area occupied by the obstacle based on the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object includes: Based on the thickness of the obstacle and the central position of the obstacle, determine the radius of the obstacle; Based on the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle, determine whether the target release position is within the scene area occupied by the obstacle; The determining whether the target release position is within the scene area occupied by the obstacle based on the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle includes: Subtract the radius of the obstacle from the skill release distance threshold to obtain a first difference; Determine whether the distance between the central position of the obstacle and the controlled virtual object is less than the first difference to determine whether the target release position is within the scene area occupied by the obstacle.

2. The method according to claim 1, wherein The method further includes: Obtain the nearest position and the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object, and determine the thickness of the obstacle based on the nearest position and the farthest position.

3. The method according to claim 2, wherein The method further includes: Determine the central position of the obstacle based on the nearest position and the farthest position; Determine the distance between the obstacle and the controlled virtual object based on the central position.

4. The method according to claim 1, wherein Determining that the target release position is within the scene area occupied by the obstacle and displaying a prompt identifier includes: If it is determined that the target release position is within the scene area occupied by the obstacle, the obstacle is outlined and highlighted to display the prompt identifier.

5. The method according to claim 1, characterized in that After determining that the target release position is within the scene area occupied by the obstacle and displaying the prompt identifier, it further includes: Displaying a release position identifier; wherein, the release position identifier is used to indicate a release position within the release range and outside the target release position.

6. The method according to claim 1, wherein When it is determined that the target release position is within the scene area occupied by the obstacle, the method further includes: Responding to a release operation on the skill control, and releasing the target skill at an updated position within the release range, where the updated position is a position outside the target release position.

7. The method according to claim 6, characterized in that, The updated position is the farthest position of the scene area occupied by the obstacle in the skill release direction relative to the controlled virtual object.

8. The method according to claim 1, characterized in that, The method further includes: When it is determined that the target release position is outside the scene area occupied by the obstacle, responding to the release operation on the skill control and controlling the target skill to be released at the target release position.

9. The method according to claim 6 or 8, characterized in that, The touch operation is a long - press operation, and the release operation is an end operation for the long - press operation.

10. The method according to claim 1, characterized in that, The target skill is a flash skill.

11. A game control device, characterized in that, A graphical user interface is displayed through a terminal device, and the graphical user interface includes a scene picture of a game scene and a skill control; a controlled virtual object is located in the game scene, and the controlled virtual object is controlled through the terminal device; the skill control is used to release a target skill; The device includes: A response module, configured to respond to a touch operation on the skill control and display a skill indication identifier of the target skill in the game scene; wherein, the skill indication identifier is used to indicate the release range and the skill release direction of the target skill, and the release range is used to indicate the farthest release distance of the target skill; A determination module, configured to determine whether the target release position corresponding to the skill release direction is within the scene area occupied by the obstacle in response to the presence of an obstacle within the release range in the skill release direction; A display module, configured to display a prompt identifier when it is determined that the target release position is within the scene area occupied by the obstacle; wherein, the prompt identifier is used to indicate that the target skill cannot be released to the target release position; The determination module is further configured to: judge whether the target release position is within the scene area occupied by the obstacle according to the thickness of the obstacle, the skill release distance threshold corresponding to the target skill, and the distance between the obstacle and the controlled virtual object; The determining module is further configured to: determine the radius of the obstacle according to the thickness and the central position of the obstacle; determine whether the target release position is within the scene area occupied by the obstacle according to the distance between the obstacle and the controlled virtual object, the skill release distance threshold corresponding to the target skill, and the radius of the obstacle. The determining module is further configured to: subtract the radius of the obstacle from the skill release distance threshold to obtain a first difference; determine whether the distance between the central position of the obstacle and the controlled virtual object is less than the first difference, so as to determine whether the target release position is within the scene area occupied by the obstacle.

12. An electronic device, characterized in that, It includes a processor and a memory, and the memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the game control method according to any one of claims 1-10.

13. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the game control method according to any one of claims 1-10.

Citation Information

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