Methods, devices, equipment, and storage media for skill release
By using touchscreen key point and path matching technology to collect swipe operations in MMO games, the problems of interface congestion and misoperation caused by too many controls have been solved, thus improving the gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-10-17
- Publication Date
- 2026-05-26
AI Technical Summary
In MMO games, as skills increase, the number of control buttons also increases, leading to screen clutter and increasing the possibility of accidental operation, thus reducing the gaming experience.
By capturing the sliding operations of skill controls through the touch screen of the terminal device, multiple touch key points are determined. The target critical path is generated based on the coordinates of these points and matched with the critical path of the preset skill to release the corresponding skill.
The number of interface controls has been reduced, lowering the possibility of accidental operation and improving the game operation experience.
Smart Images

Figure CN115738274B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a method, apparatus, device, and storage medium for releasing skills. Background Technology
[0002] In MMO (Massively Multiplayer Online) games, as game features and skills continue to increase, a player character typically possesses a variety of attack moves (skills), including not only normal attacks but also many special moves.
[0003] Currently, most mobile games distribute attack skills in a fan-shaped area, concentrated in the corners of the screen. As the number of skills increases, so does the number of corresponding control buttons, requiring players to memorize the locations of each skill. This also obstructs the screen to some extent, affecting the viewing experience or causing accidental touches. Furthermore, as the player character progresses, they learn more and more different moves. Because the compass slots are limited, players must choose which moves to carry, and change move combinations for different targets or combat scenarios, which is cumbersome and significantly reduces the user's gaming experience. Summary of the Invention
[0004] In view of this, the purpose of the present invention is to provide a method, apparatus, device and storage medium for releasing skills, so as to solve the problem that in the prior art, skill release is triggered by buttons, which cannot accommodate too many buttons on a limited interface, thereby affecting the user's game operation and reducing the game experience.
[0005] In a first aspect, embodiments of the present invention provide a method for releasing a skill, which displays a graphical user interface on a touchscreen of a terminal device. The graphical user interface includes a game scene and skill controls. The game scene includes a virtual character controlled by the terminal device. The method includes:
[0006] In response to a sliding operation on the skill control, multiple touch key points are determined based on the sliding operation;
[0007] The target critical path corresponding to the sliding operation is determined based on the coordinates of the plurality of touch key points;
[0008] Identify the target skill that matches the target critical path from multiple preset skills;
[0009] Upon completion of the sliding operation, the target skill is released.
[0010] Secondly, embodiments of the present invention provide a skill release device that displays a graphical user interface via a touchscreen of a terminal device. The graphical user interface includes a game scene and skill controls. The game scene includes a virtual character controlled by the terminal device. The device includes:
[0011] The acquisition module is used to respond to the sliding operation of the skill control and determine multiple touch key points based on the sliding operation;
[0012] The determination module determines the target critical path corresponding to the sliding operation based on the coordinates corresponding to the plurality of touch key points;
[0013] The matching module is used to determine the target skill that matches the target critical path from a plurality of preset skills;
[0014] The release module is used to release the target skill in response to the end of the sliding operation.
[0015] Thirdly, embodiments of the present invention provide a user terminal device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned skill release method.
[0016] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned skill release method.
[0017] The embodiments of the present invention bring the following beneficial effects:
[0018] The skill release method described above is applied to a user terminal device. In response to a sliding operation on a skill control, the method determines multiple touch keypoints based on the sliding operation; determines the target critical path corresponding to the sliding operation based on the coordinates of the multiple touch keypoints; determines a target skill matching the target critical path from multiple preset skills; and releases the target skill upon the end of the sliding operation. Compared to existing technologies, this application, by setting skill selection through critical path, can achieve more skill releases with fewer skill controls. This not only reduces the number of controls on the interface but also reduces the possibility of player misoperation. It solves the problems in existing technologies where too many controls make it difficult to determine the location of the control corresponding to the skill, and also obstruct the game screen, affecting game operation and user experience.
[0019] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0020] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0021] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0022] Figure 1 A schematic diagram of an embodiment of the skill release method provided by the present invention;
[0023] Figure 2 A schematic diagram of another embodiment of the skill release method provided by the present invention;
[0024] Figure 3 A schematic diagram of an existing graphical user interface;
[0025] Figure 4 A schematic diagram of the critical paths of different skills provided in embodiments of the present invention;
[0026] Figure 5 A schematic diagram of the three-dimensional path of skill D provided in an embodiment of the present invention;
[0027] Figure 6 A schematic diagram of the graphical user interface for triggering skill D provided in an embodiment of the present invention;
[0028] Figure 7 A schematic diagram illustrating the calculation principle of key points provided in this embodiment of the invention;
[0029] Figure 8 A schematic diagram of a skill release device provided in an embodiment of the present invention;
[0030] Figure 9 This is a schematic diagram of a user terminal device provided in an embodiment of the present invention. Detailed Implementation
[0031] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0032] This application uses an MMO game as an example. In MMO games, users selectively set different skill controls for different game characters based on their own operating habits. They can also adjust these controls according to the real-time situation of the game. However, regardless of the settings, multiple skill controls will appear on the game interface. In mobile games, the display size is limited, and setting multiple skill controls can obscure the game scene or result in overly dense controls, leading to misoperations. To solve this problem, this application sets a critical path for skills. When a user operates on a skill control, the coordinates of the touch key points are collected, the target critical path is determined based on the coordinates, and then compared with the preset skill critical path to select the corresponding skill for release.
[0033] Based on the above, embodiments of the present invention provide a method, equipment, device, and storage medium for releasing skills.
[0034] In one embodiment of the present invention, the skill release method can run on a terminal device or a server. The terminal device can be a local terminal device. When the skill release method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0035] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of virtual equipment processing methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0036] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's touch screen or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the touch screen.
[0037] In one possible implementation, embodiments of the present invention provide a method for releasing skills, wherein the terminal device may be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.
[0038] See Figure 1 The diagram illustrates an embodiment of a skill release method, which includes the following steps:
[0039] Step S101: Respond to the sliding operation for the skill control and determine multiple touch key points based on the sliding operation.
[0040] In this embodiment, the skill control is a button displayed on the terminal device that controls the controlled virtual character to release skills or moves to attack the enemy virtual character. Specifically, it is obtained through the graphical user interface of the game displayed on the terminal device.
[0041] First, the user runs the game app on their terminal device to log in to their account and enter the game interface. This displays a game interface containing virtual game objects and skill controls on the terminal device. Each skill control includes at least one element; preferably, one element is used as an example. Figure 3 As shown.
[0042] The game interface includes a user interface (UI) for player interaction and a game scene. In an optional implementation, the UI mainly includes a game control area and an information display area. The game control area includes skill controls (such as level 1, 2, and 3 skill controls and normal attack controls), movement controls (such as a roulette wheel), and function controls. The information display area includes the map, number of kills, and match time, and the settings also include game settings controls (such as system settings, shop, gold coins, etc.).
[0043] The game scene mainly includes virtual characters such as game characters (user player characters), NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene.
[0044] In this embodiment, the user logs into the game app with their account to access the game screen, which displays the user's virtual character and the virtual characters of other players. The user controls their virtual character to release corresponding skills to target objects by triggering skill controls, such as moving, attacking, or killing.
[0045] In this embodiment, the terminal device includes at least a processor and a display screen. The display screen is also equipped with a touch detection unit, which is a touch screen. The touch screen and the display screen together constitute the screen of the terminal device.
[0046] During gameplay, users tap skill controls on the screen and then slide them across the screen. The touchscreen detects whether the user's tapping action on the skill control meets the trigger conditions. If it does, a response action is issued. Based on this response action, the user drags the skill control across the screen, forming a movement trajectory. The touch key points corresponding to the sliding action are then determined from the movement trajectory.
[0047] In this embodiment, the multiple touch key points for determining the swipe operation can be obtained by parsing gesture information. Here, gesture information can be understood as the user's initial swipe trajectory on the screen, while the critical path is the final operation trajectory determined based on the touch key points selected in the initial swipe trajectory. Therefore, by responding to the swipe operation for the skill control, the gesture information controlling the skill control is determined, wherein the gesture information includes at least one touch key point; then, multiple touch key points for the swipe operation are selected based on the determination conditions of the touch key points based on the gesture information.
[0048] Specifically, determining multiple touch key points based on the sliding operation includes: acquiring the sliding trajectory of the sliding operation; and determining multiple touch key points based on the radius of curvature of the touch points in the sliding trajectory.
[0049] In practical applications, the pressure sensor on the touch screen collects the position points traversed by the sliding operation. Based on the collected position points, a sliding trajectory and the coordinate sequence of the position points corresponding to the sliding trajectory are constructed, and the radius of curvature of the touch points in the sequence is calculated. Touch key points are selected based on the radius of curvature. For example, if the vectors of the radius of curvature of two consecutive touch points are opposite, then one of them is determined as a touch key point. The touch key point includes the start point and end point of the sliding operation.
[0050] The touch key points (i.e., the key points below) in the gesture information are extracted, and the corresponding three-dimensional coordinate information is calculated based on each key point. The three-dimensional coordinates are determined according to the two-dimensional coordinates of the touch operation on the touch screen and the pressure value of the touch operation on the touch screen.
[0051] Furthermore, when collecting location points, pressure sensors detect pressure at each location point, which is then identified as a trajectory point and the operational force at the trajectory point is recorded. Then, the trajectory points are filtered according to the preset effective trigger conditions for skill operations, invalid trajectory points are removed, and the sliding trajectory is obtained.
[0052] Furthermore, key points are extracted from the sliding trajectory. These key points can be understood as turning points in the sliding trajectory, that is, trajectory points where the direction of movement is reversed. These key points are connected in sequence to obtain gesture information.
[0053] After obtaining the gesture information, the coordinate sequence is filtered based on the key points in the gesture information to obtain the three-dimensional coordinate information corresponding to the key points, thus obtaining the key point coordinate sequence corresponding to the gesture information.
[0054] Step S102: Determine the target critical path corresponding to the sliding operation based on the coordinates of the multiple touch key points.
[0055] In this embodiment, the key touch points are connected based on their coordinates to obtain the target key path. The coordinates are three-dimensional coordinates, which are specifically obtained by combining the two-dimensional coordinates of the key touch points on the display screen with the pressure value.
[0056] Furthermore, this pressure value can also be used to filter out effective touch key points from multiple touch key points, and then determine the target critical path based on the three-dimensional coordinates of the effective touch key points.
[0057] Step S103: Determine the target skill that matches the target critical path from multiple preset skills.
[0058] In this step, a correspondence table of various critical paths corresponding to different skills is pre-set on the terminal device. After determining the target critical path of the user's operation on the skill control on the display screen, the target critical path is compared with the critical path in the correspondence table to obtain the comparison result, thereby determining the target skill. Specifically, the target critical path is compared with the critical paths corresponding to the multiple preset skills respectively, and the target skill is determined from the multiple preset skills based on the comparison result.
[0059] In this embodiment, comparing the target critical path with the critical paths corresponding to the plurality of preset skills can be achieved by determining a first vector corresponding to an adjacent key point based on the coordinates of adjacent touch key points in the target critical path; determining a second vector corresponding to an adjacent point based on the coordinates of adjacent points in the critical path corresponding to the preset skills; and comparing the first vector with the second vector to obtain a comparison result. Specifically, comparing the first vector with the second vector to obtain a comparison result includes: obtaining a preset tolerance value for each coordinate dimension; and obtaining a comparison result indicating whether the first vector matches the second vector based on the second vector and the tolerance value.
[0060] Step S104: In response to the end of the sliding operation, release the target skill.
[0061] It is applied to user-end devices. The user-end device matches the target skill in the target critical path and releases it to surrounding target objects.
[0062] Specifically, it can also determine the shape of the operation trajectory of the skill control based on key points in the gesture information. Based on the shape, it matches similar or identical gesture information from preset skill control data and selects the control data of the corresponding skill. Then, it compares the three-dimensional coordinate information of each key point with the three-dimensional coordinate information of the key points in the matched skill control data one by one to obtain the comparison result, thereby determining the corresponding skill.
[0063] Finally, based on the player character's position, target objects are selected from the surrounding characters, and the determined skills are released towards the target objects.
[0064] The aforementioned skill release method, by setting the critical path of the skill, collects the target critical path of the user's operation on the skill control when the user interacts with it, and then compares it with the preset critical paths of the skills to select the corresponding skill for release. This allows for the release of more skills with fewer skill controls, reducing not only the number of controls on the interface but also the possibility of player misoperation. It solves the problems of existing technologies where too many controls make it difficult to determine the location of the corresponding skill, and also obstruct the game screen, affecting gameplay and the overall experience.
[0065] See Figure 2 The diagram illustrates another embodiment of a skill release method, which includes the following steps:
[0066] The user-end devices include a user client and a user VR device. The user client can be a mobile terminal (e.g., a mobile phone), a television, a computer (e.g., a personal computer), and a handheld computer, etc. For ease of explanation and understanding, the user client in this embodiment of the invention is described as a user mobile phone, not a limitation.
[0067] In step S201, the terminal device displays a graphical user interface, which includes a game scene and skill controls. The game scene contains a virtual character controlled by the terminal device.
[0068] In this step, when displaying skill controls, it can be achieved by switching the interface operation mode. That is, different working modes are set for the graphical user interface, such as normal mode and concise mode. By operating the graphical user interface, it is switched to concise mode, in which all skill controls are merged into one for display and the gesture triggering process of the skill controls is initiated.
[0069] In this embodiment, in the simplified mode, the user sets different gesture information based on different skills, and sets the trigger conditions for key points in the gesture information, such as setting the pressure.
[0070] like Figure 4 As shown, different skills have different gesture information and pressure levels. The figure shows the operation and trigger settings for moves A, B, and C. For example, move A has three key points, and each key point has a pressure trigger strength. The figure uses different shades of color to represent the pressure value; the lighter the color, the less pressure is required.
[0071] Furthermore, in response to a sliding operation on the skill control, gesture information controlling the skill control is determined, wherein the gesture information includes at least one key point; the key points in the gesture information are extracted, and the corresponding three-dimensional coordinate information is calculated based on each key point.
[0072] In practical applications, the sliding trajectory of the sliding operation is obtained; multiple key touch points are determined based on the radius of curvature of the touch points in the sliding trajectory.
[0073] Step S202: In response to a sliding operation on the skill control, determine the curve trajectory of the skill control based on the sliding operation.
[0074] It is applied to user-end devices. Data is collected through sensors in the touchscreen of the terminal device. Specifically, the sensors detect clicks on skill controls. After confirming a valid click, the path traversed by the user dragging the skill control is collected, starting from its location. Pressure data at each point along the path is also collected. Based on this pressure data, valid touch points are determined. These valid touch points are then connected in series to obtain a curved trajectory.
[0075] Step S203: Extract key points on the curve trajectory and determine the gesture information of the skill control based on the key points.
[0076] In this step, the gesture information based on the curved trajectory can be determined in two ways:
[0077] One approach is to identify the peaks and troughs in the curve trajectory to extract key points and then construct gesture information;
[0078] Specifically, extract the peaks and troughs from the curve trajectory;
[0079] Based on the peaks and troughs, key points for controlling the skill control are determined, and corresponding gesture information is generated based on each key point.
[0080] Another approach is to extract key points based on the radius of curvature of each point in the curve trajectory, and then construct gesture information.
[0081] Specifically, the radius of curvature of each touch point on the curve trajectory is calculated;
[0082] The radii of curvature of each touch point are compared to obtain the comparison results;
[0083] If the comparison result indicates that the radius of curvature of the touch point has been flipped, then the previous touch point is determined to be a key point;
[0084] Construct the critical path for releasing the skill by identifying all the key points, and obtain the gesture information of the skill control.
[0085] In practical applications, each touch point in the curve trajectory is extracted, and the radius of curvature of each touch point is calculated; the radius of curvature of two adjacent touch points is compared to obtain a comparison result; if the comparison result is that the radius of curvature of two adjacent touch points is flipped, then the two adjacent touch points are determined as key points, wherein the flipping means that the direction of the radius of curvature of the preceding touch point is opposite to the direction of the radius of curvature of the following touch point; all the determined key points are used to construct the gesture information corresponding to the skill control.
[0086] The step of determining key points for two adjacent touch points if the comparison result shows that the radii of curvature of two adjacent touch points have flipped includes:
[0087] If the comparison result shows that the curvature radii of two adjacent touch points are flipped, the three-dimensional coordinate information of the two adjacent touch points is extracted based on the comparison result.
[0088] The average value is calculated based on the three-dimensional coordinate information of two adjacent touch points, and the key points are determined based on the average value.
[0089] Step S204: Obtain the two-dimensional coordinate information of each key point.
[0090] In this embodiment, after key points are detected, the longitudinal and transverse coordinates of each key point are calculated based on the coordinate system of the terminal device's display screen to obtain two-dimensional coordinate information.
[0091] Step S205: Obtain the pressure intensity of each key point and calculate the depth information based on the pressure intensity.
[0092] This step involves determining the key points, then using the pressure data from the key point locations to calculate the pressure value of the key point based on the pressure calculation principle of the pressure sensor. The pressure value is then converted into the pressure amplitude to obtain depth information.
[0093] Step S206: Generate the three-dimensional coordinate information of the corresponding key points based on the two-dimensional coordinate information and depth information.
[0094] Specifically, based on the three-dimensional coordinate format, the two-dimensional coordinate information is used as the vertical and horizontal coordinate values, and the depth information is used as the Z-axis coordinate value to obtain the three-dimensional coordinate information of each key point.
[0095] Specifically, the two-dimensional coordinate information and pressure intensity of at least one of the key points are obtained;
[0096] Depth information is calculated based on the pressure applied, and valid key points are determined from at least one of the key points based on the depth information.
[0097] Based on the two-dimensional coordinate information and depth information corresponding to the effective key points, generate the three-dimensional coordinate information of the effective key points.
[0098] Step S207: Based on the three-dimensional coordinate information, calculate the vector between two adjacent key points in the gesture information to obtain a vector sequence.
[0099] Step S208: Compare the vector sequence with the preset skill vector sequences.
[0100] Specifically, based on a preset vector error range, the vector range of each vector in the vector sequence is calculated;
[0101] Based on the vector range, construct the corresponding error vector sequence matrix;
[0102] Calculate the difference between the vector sequence and the preset skill vector sequences, and determine whether the difference is located in the error vector sequence matrix.
[0103] Step S209: Determine the corresponding skill based on the comparison results and release it.
[0104] The following example illustrates the implementation principle of this method by setting up a skill control on a graphical user interface. The triggering of skill D is pre-set as follows: Figure 5 The gesture information and the pressure applied at each key point are shown.
[0105] During gameplay, the on-screen sensors detect clicks within the range of skill controls, collect click data to determine if it's a valid click, and if so, collect the user's input on the screen. Figure 5 The path generated by the trajectory movement and the pressing data of each point on the path are used to construct a three-dimensional path.
[0106] Specifically, XYZ axis information coordinates are established on the screen. The XY axis is a planar coordinate, which detects gesture information and corresponds to the planar position during swiping; the Z axis is a force coordinate, which detects the force of the player's press on the screen and corresponds to the depth when pressure is applied.
[0107] Every input a player makes at any given moment has a three-dimensional coordinate. The sequence of multiple three-dimensional coordinates generated when the player's finger moves can form a specific three-dimensional path.
[0108] like Figure 6 As shown, the user drags the attack button on the screen, generating... Figure 6 The three-dimensional path in the image represents gesture information and three-dimensional coordinate information.
[0109] Of course, in practical applications, when the attack key has a small number of three-dimensional paths, all three-dimensional paths can be displayed on the screen. The user moves the attack key to the corresponding key point according to the displayed three-dimensional path and presses it to draw the corresponding three-dimensional path, thereby selecting the corresponding skill to release.
[0110] In this embodiment, the trajectory generated by the user dragging the attack key is collected, and key points in the trajectory are extracted to generate gesture information and coordinate sequence. Based on the gesture information, it is matched with a preset skill library to obtain candidate skill data. Furthermore, the pressing data of each key point in the candidate skill data is matched to obtain the corresponding skill and release it.
[0111] Furthermore, after the trajectory is collected, key points in the trajectory are selected based on the two-dimensional coordinate system. These key points are nodes where the direction of travel changes significantly in the XOY plane. The combination of several key point coordinates [x, y, z] constitutes the key path for releasing a specific move.
[0112] For example: [0, 0, 0] → [-3, 1, 2] → [-1, 2, 1] → [-2, 3, 2].
[0113] The principle for selecting key points involves calculating the radius of curvature of each point on the trajectory, comparing the radii of curvature, selecting two points, and then calculating the average value. Figure 7 As shown, for example, a user's operation path might be a curved trajectory similar to the one shown below, where the radius of curvature at each point on the curve continuously changes. When the initial radius of curvature is greater than R, but at a certain point the radius of curvature equals R, this point is recorded as Ai. The radius of curvature then continues to decrease until it reaches its minimum at a certain point, then begins to increase again. When the radius of curvature equals R again, this point is recorded as Ao. The midpoint between Ai and Ao on the curve is taken as Am, and Am is a key point in the path. In addition, the start and end points of the operation are also considered key points.
[0114] Furthermore, after selecting key points, the trajectory shape and three-dimensional coordinate information formed by the key points are matched to obtain the corresponding skills. Specifically, the matching can be achieved through relative judgment and fuzzy judgment.
[0115] The relative judgment involves comparing nodes in the critical path with preset skills. If the vector between the critical points matches a specific skill, the skill is triggered. For example, if the current player's critical path is [1, 1, 0] → [2, 4, 2] → [5, 3, 1], and skill A's critical path is [0, 0, 0] → [1, 3, 2] → [4, 2, 1], then the vector between the first and second points in both critical paths is (1, 3, 2), and the vector between the second and third points is (3, -1, -1). Therefore, these two critical paths are considered identical.
[0116] Furthermore, each vector in the preset path can be divided by the modulus of the first vector, and then compared with each vector in the actual operation path divided by the modulus of the first vector to select the move.
[0117] For fuzzy judgments, an error range is set based on relative judgments. This allows for a certain tolerance; the values do not need to be exactly equal to be considered consistent. Assuming the tolerances in the X, Y, and Z directions are ΔX, ΔY, and ΔZ respectively, and the critical path vectors for move A are (1, 3, 2) and (3, -1, -1), then in actual gameplay, the player's critical path vector only needs to be within the ranges of (1±ΔX, 3±ΔY, 2±ΔZ) and (3±ΔX, -1±ΔY, -1±ΔZ) to trigger move A.
[0118] In this embodiment, after the step of determining the gesture information for controlling the skill control in response to a sliding operation of the skill control, the method further includes:
[0119] Determine whether the duration of the sliding operation is greater than a preset time value, where the preset time value is the maximum time to complete a sliding operation for a single skill;
[0120] If so, the key points in the gesture information are segmented to obtain multiple gesture sub-information;
[0121] Furthermore, the step of extracting key points from the gesture information and calculating the corresponding three-dimensional coordinate information based on each key point includes:
[0122] Key points are extracted from the gesture sub-information, and the corresponding three-dimensional coordinate information is calculated based on each key point.
[0123] This means the gesture information can also be skill combination information, that is, trajectory information containing at least two skills. Players can also perform combos by continuously sliding their fingers and applying varying pressure while holding down the attack button. For example, the system can determine the time the user's finger stays on a key point; if it exceeds N seconds, the key point is considered the dividing point of a combo.
[0124] Based on this move release method, combos can be performed without lifting the finger from the screen. This eliminates the need for numerous button areas and removes the limit on the number of moves that can be carried. Players can also customize various easy-to-remember and convenient gesture + pressure combinations.
[0125] The aforementioned skill release method utilizes the combination of skill and target key path to achieve skill matching and triggering. It enables players to release a specific move by dragging and sliding the button on different paths within the game interface, using only one attack button and varying the pressure applied to the screen during the sliding process. This solves the problem in existing technologies where skill release is triggered by buttons, which cannot accommodate too many buttons on a limited screen, thus affecting user operation and reducing the gaming experience.
[0126] Corresponding to the above method embodiments, applied to user terminal devices, see [link to relevant documentation]. Figure 8 The diagram shows a skill release device with a game user interface displaying operation controls; the device includes:
[0127] The acquisition module 801 is used to respond to the sliding operation of the skill control and determine multiple touch key points based on the sliding operation;
[0128] The determination module 802 determines the target critical path corresponding to the sliding operation based on the coordinates corresponding to the plurality of touch key points;
[0129] Matching module 803 is used to determine the target skill that matches the target critical path from a plurality of preset skills;
[0130] Release module 804 is used to release the target skill in response to the end of the sliding operation.
[0131] The coordinates corresponding to the above-mentioned multiple touch key points are three-dimensional coordinates, which are determined based on the two-dimensional coordinates of the touch operation on the touch screen and the pressure value of the touch operation on the touch screen.
[0132] The matching module 803 mentioned above is specifically used for:
[0133] The target critical path is compared with the critical paths corresponding to the plurality of preset skills, and the target skill is determined from the plurality of preset skills based on the comparison results.
[0134] The matching module 803 mentioned above is specifically used for:
[0135] Determine the first vector corresponding to the adjacent key points based on the coordinates of the adjacent key points in the target critical path;
[0136] The second vector corresponding to the adjacent point is determined based on the coordinates of the adjacent points in the critical path corresponding to the preset skill.
[0137] The first vector is compared with the second vector to obtain the comparison result.
[0138] The matching module 803 mentioned above is specifically used for:
[0139] Obtain the preset tolerance value for each coordinate dimension;
[0140] Based on the second vector and the tolerance value, a comparison result is obtained to determine whether the first vector matches the second vector.
[0141] The aforementioned acquisition module 801 is specifically used for:
[0142] Obtain the sliding trajectory of the sliding operation;
[0143] Multiple key touch points are determined based on the radius of curvature of the touch points in the sliding trajectory.
[0144] The aforementioned key touch points include the start and end points of the sliding operation.
[0145] In this embodiment, the target critical path of the skill control is determined by acquiring the user's sliding operation on the skill control during the game. The target critical path is then compared with the preset critical path of each skill to select the corresponding skill. Compared with the prior art, this application can achieve more skill releases with fewer skill controls. This not only reduces the number of controls on the interface but also reduces the possibility of player misoperation. It solves the problem in the prior art that too many controls make it difficult to determine the location of the control corresponding to the skill and obstruct the game screen, affecting the game operation and experience.
[0146] This embodiment also provides a user terminal 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 aforementioned skill release method. This user terminal device can be a server or a terminal device.
[0147] See Figure 9 As shown, the user terminal device includes a processor 900 and a memory 901. The memory 901 stores machine-executable instructions that can be executed by the processor 900, which executes the machine-executable instructions to implement the aforementioned skill release method.
[0148] Furthermore, Figure 9 The user terminal device shown also includes a bus 902 and a communication interface 903. The processor 900, the communication interface 903, and the memory 901 are connected via the bus 902.
[0149] The memory 901 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 903 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 902 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0150] The processor 900 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 900 or by instructions in software form. The processor 900 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the field, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 901. The processor 900 reads information from memory 901 and, in conjunction with its hardware, completes the following steps:
[0151] A graphical user interface is displayed on the touch screen of a terminal device. The graphical user interface includes a game scene and skill controls. The game scene contains a virtual character controlled by the terminal device.
[0152] In response to a sliding operation on the skill control, multiple touch key points are determined based on the sliding operation;
[0153] The target critical path corresponding to the sliding operation is determined based on the coordinates of the plurality of touch key points;
[0154] Identify the target skill that matches the target critical path from multiple preset skills;
[0155] Upon completion of the sliding operation, the target skill is released.
[0156] The coordinates corresponding to the above-mentioned multiple touch key points are three-dimensional coordinates, which are determined based on the two-dimensional coordinates of the touch operation on the touch screen and the pressure value of the touch operation on the touch screen.
[0157] The above-mentioned method of determining the target skill that matches the target critical path from multiple preset skills includes:
[0158] The target critical path is compared with the critical paths corresponding to the plurality of preset skills, and the target skill is determined from the plurality of preset skills based on the comparison results.
[0159] The above comparison of the target critical path with the critical paths corresponding to the plurality of preset skills includes:
[0160] Determine the first vector corresponding to the adjacent key points based on the coordinates of the adjacent key points in the target critical path;
[0161] The second vector corresponding to the adjacent point is determined based on the coordinates of the adjacent points in the critical path corresponding to the preset skill.
[0162] The first vector is compared with the second vector to obtain the comparison result.
[0163] The above comparison of the first vector and the second vector to obtain the comparison result includes:
[0164] Obtain the preset tolerance value for each coordinate dimension;
[0165] Based on the second vector and the tolerance value, a comparison result is obtained to determine whether the first vector matches the second vector.
[0166] The above-mentioned determination of multiple touch key points based on the sliding operation includes:
[0167] Obtain the sliding trajectory of the sliding operation;
[0168] Multiple key touch points are determined based on the radius of curvature of the touch points in the sliding trajectory.
[0169] The aforementioned key touch points include the start and end points of the sliding operation.
[0170] Based on the implementation of the device provided above, in response to a sliding operation on a skill control, multiple touch key points are determined according to the sliding operation; a target key path corresponding to the sliding operation is determined according to the coordinates corresponding to the multiple touch key points; a target skill matching the target key path is determined from multiple preset skills; and the target skill is released in response to the end of the sliding operation. Compared with the prior art, this application can release more skills with fewer skill controls, which not only reduces the number of controls on the interface, but also reduces the possibility of player misoperation. It solves the problem in the prior art that too many controls make it difficult to determine the location of the control corresponding to the skill, and also obstruct the game screen, affecting the game operation and experience.
[0171] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to perform the following steps:
[0172] A graphical user interface is displayed on the touch screen of a terminal device. The graphical user interface includes a game scene and skill controls. The game scene contains a virtual character controlled by the terminal device.
[0173] In response to a sliding operation on the skill control, multiple touch key points are determined based on the sliding operation;
[0174] The target critical path corresponding to the sliding operation is determined based on the coordinates of the plurality of touch key points;
[0175] Identify the target skill that matches the target critical path from multiple preset skills;
[0176] Upon completion of the sliding operation, the target skill is released.
[0177] The coordinates corresponding to the above-mentioned multiple touch key points are three-dimensional coordinates, which are determined based on the two-dimensional coordinates of the touch operation on the touch screen and the pressure value of the touch operation on the touch screen.
[0178] The above-mentioned method of determining the target skill that matches the target critical path from multiple preset skills includes:
[0179] The target critical path is compared with the critical paths corresponding to the plurality of preset skills, and the target skill is determined from the plurality of preset skills based on the comparison results.
[0180] The above comparison of the target critical path with the critical paths corresponding to the plurality of preset skills includes:
[0181] Determine the first vector corresponding to the adjacent key points based on the coordinates of the adjacent key points in the target critical path;
[0182] The second vector corresponding to the adjacent point is determined based on the coordinates of the adjacent points in the critical path corresponding to the preset skill.
[0183] The first vector is compared with the second vector to obtain the comparison result.
[0184] The above comparison of the first vector and the second vector to obtain the comparison result includes:
[0185] Obtain the preset tolerance value for each coordinate dimension;
[0186] Based on the second vector and the tolerance value, a comparison result is obtained to determine whether the first vector matches the second vector.
[0187] The above-mentioned determination of multiple touch key points based on the sliding operation includes:
[0188] Obtain the sliding trajectory of the sliding operation;
[0189] Multiple key touch points are determined based on the radius of curvature of the touch points in the sliding trajectory.
[0190] The aforementioned key touch points include the start and end points of the sliding operation.
[0191] Based on the implementation of the device provided above, in response to a sliding operation on a skill control, multiple touch key points are determined according to the sliding operation; a target key path corresponding to the sliding operation is determined according to the coordinates corresponding to the multiple touch key points; a target skill matching the target key path is determined from multiple preset skills; and the target skill is released in response to the end of the sliding operation. Compared with the prior art, this application can release more skills with fewer skill controls, which not only reduces the number of controls on the interface, but also reduces the possibility of player misoperation. It solves the problem in the prior art that too many controls make it difficult to determine the location of the control corresponding to the skill, and also obstruct the game screen, affecting the game operation and experience.
[0192] The computer program product of the skill release method and related device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0193] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0194] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0195] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the 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 to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0196] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0197] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection 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 can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for releasing a skill, characterized in that, The method involves displaying a graphical user interface (GUI) via a touchscreen on a terminal device. The GUI includes a game scene and skill controls. The game scene contains a virtual character controlled by the terminal device. In response to a sliding operation on the skill control, multiple touch key points are determined based on the sliding operation; The target critical path corresponding to the sliding operation is determined based on the coordinates of the plurality of touch key points; Identify the target skill that matches the target critical path from multiple preset skills; Upon completion of the sliding operation, the target skill is released; The coordinates corresponding to the plurality of touch key points are three-dimensional coordinates, which are determined based on the two-dimensional coordinates of the touch key points on the touch screen and the pressure value of the touch key points on the touch screen.
2. The method according to claim 1, characterized in that, The step of determining the target skill that matches the target critical path from a plurality of preset skills includes: The target critical path is compared with the critical paths corresponding to the plurality of preset skills, and the target skill is determined from the plurality of preset skills based on the comparison results.
3. The method according to claim 2, characterized in that, The step of comparing the target critical path with the critical paths corresponding to the plurality of preset skills includes: The first vector corresponding to the adjacent touch key points is determined based on the coordinates of the adjacent touch key points in the target critical path; The second vector corresponding to the adjacent point is determined based on the coordinates of the adjacent points in the critical path corresponding to the preset skill. The first vector is compared with the second vector to obtain the comparison result.
4. The method according to claim 3, characterized in that, The step of comparing the first vector with the second vector to obtain a comparison result includes: Obtain the preset tolerance value for each coordinate dimension; Based on the second vector and the tolerance value, a comparison result is obtained to determine whether the first vector matches the second vector.
5. The method according to claim 1, characterized in that, The determination of multiple touch key points based on the sliding operation includes: Obtain the sliding trajectory of the sliding operation; Multiple key touch points are determined based on the radius of curvature of the touch points in the sliding trajectory.
6. The method according to claim 1, characterized in that, The key touch points include the start and end points of the swipe operation.
7. A device for releasing a skill, characterized in that, A graphical user interface is displayed on the touchscreen of a terminal device. The graphical user interface includes a game scene and skill controls. The game scene contains a virtual character controlled by the terminal device. The device includes: The acquisition module is used to respond to the sliding operation of the skill control and determine multiple touch key points based on the sliding operation; The determination module determines the target critical path corresponding to the sliding operation based on the coordinates corresponding to the plurality of touch key points; The matching module is used to determine the target skill that matches the target critical path from a plurality of preset skills; A release module is used to release the target skill in response to the end of the sliding operation; The coordinates corresponding to the plurality of touch key points are three-dimensional coordinates, which are determined based on the two-dimensional coordinates of the touch key points on the touch screen and the pressure value of the touch key points on the touch screen.
8. A user terminal device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the skill release method according to any one of claims 1-6.
9. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the skill release method according to any one of claims 1-6.