An interactive control method, device, computer equipment, and storage medium
By dynamically adjusting the release range and effect of target skills in a virtual scene, the problem of poor interactivity caused by fixed skill release in games is solved, achieving higher controllability and interactivity.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-09-08
- Publication Date
- 2026-03-13
AI Technical Summary
In existing technologies, the skill release range and effects of virtual objects in games are fixed, resulting in poor interactivity and players being unable to adjust the skill release method according to the actual situation.
By determining the target location of a second virtual object in a virtual scene and dynamically adjusting the release range and effect information of the target skill based on the distance between the first and second virtual objects, players are allowed to control the skill release method independently.
The game enhances interactivity during skill activation, allowing players to adjust the skill range and effects according to their needs, thus increasing the game's controllability.
Smart Images

Figure CN115837160B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of gaming, and more specifically, to an interactive control method, apparatus, computer device, and storage medium. Background Technology
[0002] Currently, many scenarios involve frequent interactions between users and virtual objects within a virtual environment. For example, in games, players need to trigger virtual objects to release different skills using control buttons. However, when skills are released, their effects and effective ranges are usually quite fixed, resulting in poor interactivity. Summary of the Invention
[0003] This disclosure provides at least one interactive control method, apparatus, computer device, and storage medium.
[0004] In a first aspect, embodiments of this disclosure provide an interactive control method for displaying a virtual scene and skill controls on a display interface of a terminal device; the virtual scene includes a first virtual object and a second virtual object that is associated with the first virtual object.
[0005] In response to a trigger operation on the skill control, the target position of the second virtual object in the virtual scene is determined;
[0006] Based on the distance between the target location and the first virtual object in the virtual scene, the skill release area of the target skill corresponding to the skill control and the skill effect information on the third virtual object located within the skill release area are determined; wherein, the size of the release range is positively correlated with the distance, and the size of the effect value indicated by the skill effect information is negatively correlated with the distance;
[0007] In response to the release operation of the skill control, the second virtual object is controlled to move to the target position, and the target skill is released based on the skill release area and the skill effect information.
[0008] In one optional implementation, determining the target position of the second virtual object in the virtual scene in response to triggering the skill control includes:
[0009] In response to a sliding operation on the skill control, the mapped position of the sliding operation in the virtual scene is determined; wherein the mapped position changes as the sliding position of the sliding operation changes;
[0010] The target position of the second virtual object in the virtual scene is determined based on the mapped position.
[0011] In one optional implementation, determining the skill release area of the target skill corresponding to the skill control and the skill effect information on the third virtual object located within the corresponding skill release area based on the distance between the target location and the first virtual object in the virtual scene includes: determining the skill release area corresponding to the target skill corresponding to the skill control in multiple skill release stages and the skill effect information on the third virtual object located within the corresponding skill release area in each of the multiple skill release stages, based on the distance between the target location and the first virtual object in the virtual scene.
[0012] In one optional implementation, determining the skill release area corresponding to the target skill of the control button in multiple skill release stages based on the distance between the target location and the first virtual object in the virtual scene includes:
[0013] Based on the distance between the target location and the first virtual object in the virtual scene, the skill release area corresponding to the initial skill release stage of the target skill in multiple skill release stages is determined;
[0014] Furthermore, based on the correspondence between the multiple skill release stages, the skill release area corresponding to the target skill in other skill release stages is determined.
[0015] In one optional implementation, determining the skill release area corresponding to the target skill in other skill release stages based on the correspondence between multiple skill release stages includes:
[0016] Based on the correspondence between the multiple skill release stages, the size of the skill release area corresponding to the target skill in the other skill release stages is determined;
[0017] In addition, determine the anchor point position of the skill release area corresponding to the target skill in the other skill release phase;
[0018] The skill release area corresponding to the other skill release phase is determined based on the size of the skill release area corresponding to the other skill release phase and the anchor point position.
[0019] In an optional implementation, when releasing the target skill based on the skill release area and the skill effect information, the method further includes:
[0020] Based on the skill release areas corresponding to the multiple skill release stages, the third virtual object is controlled to move in the virtual scene so that the third virtual object is located within the corresponding skill release area in each of the multiple skill release stages.
[0021] In one optional implementation, the skill effect information includes: the number of times the target skill damages the third virtual object, and the damage value of each damage.
[0022] In one optional implementation, the duration of each of the multiple skill release phases decreases in the order of their release.
[0023] Secondly, embodiments of this disclosure also provide an interactive control device, including:
[0024] The display module is used to display virtual scenes and skill controls on the display interface of a terminal device; the virtual scene includes a first virtual object and a second virtual object that is associated with the first virtual object.
[0025] The first determining module is used to determine the target position of the second virtual object in the virtual scene in response to the triggering operation of the skill control;
[0026] The second determining module is used to determine, based on the distance between the target location and the first virtual object in the virtual scene, the skill release area of the target skill corresponding to the skill control, and the skill effect information on the third virtual object located within the skill release area; wherein, the size of the release range is positively correlated with the distance, and the size of the effect value indicated by the skill effect information is negatively correlated with the distance;
[0027] The operation execution module is used to control the second virtual object to move to the target position in response to the release operation of the skill control, and release the target skill based on the skill release area and the skill effect information.
[0028] In an optional implementation, when the first determining module determines the target position of the second virtual object in the virtual scene in response to the triggering of the skill control, it is further configured to:
[0029] In response to a sliding operation on the skill control, the mapped position of the sliding operation in the virtual scene is determined; wherein the mapped position changes as the sliding position of the sliding operation changes;
[0030] The target position of the second virtual object in the virtual scene is determined based on the mapped position.
[0031] In an optional implementation, when the second determining module determines the skill release area of the target skill corresponding to the skill control and the skill effect information on the third virtual object located within the corresponding skill release area based on the distance between the target location and the first virtual object in the virtual scene, it is further configured to:
[0032] Based on the distance between the target location and the first virtual object in the virtual scene, the skill release area corresponding to the target skill of the skill control in multiple skill release stages is determined, as well as the skill effect information on the third virtual object located in the corresponding skill release area in each of the multiple skill release stages.
[0033] In an optional implementation, when the second determining module determines the skill release area corresponding to the target skill of the control button in multiple skill release stages based on the distance between the target position and the first virtual object in the virtual scene, it is further configured to:
[0034] Based on the distance between the target location and the first virtual object in the virtual scene, the skill release area corresponding to the initial skill release stage of the target skill in multiple skill release stages is determined;
[0035] Furthermore, based on the correspondence between the multiple skill release stages, the skill release area corresponding to the target skill in other skill release stages is determined.
[0036] In an optional implementation, when the second determining module determines the skill release area corresponding to the target skill in other skill release stages based on the correspondence between multiple skill release stages, it is further configured to:
[0037] Based on the correspondence between the multiple skill release stages, the size of the skill release area corresponding to the target skill in the other skill release stages is determined;
[0038] In addition, determine the anchor point position of the skill release area corresponding to the target skill in the other skill release phase;
[0039] The skill release area corresponding to the other skill release phase is determined based on the size of the skill release area corresponding to the other skill release phase and the anchor point position.
[0040] In an optional implementation, when the operation execution module releases the target skill based on the skill release area and the skill effect information, it is used to:
[0041] Based on the skill release areas corresponding to the multiple skill release stages, the third virtual object is controlled to move in the virtual scene so that the third virtual object is located within the corresponding skill release area in each of the multiple skill release stages.
[0042] Thirdly, an optional implementation of this disclosure also provides a computer device, a processor, and a memory, wherein the memory stores machine-readable instructions executable by the processor, and the processor is configured to execute the machine-readable instructions stored in the memory. When the machine-readable instructions are executed by the processor, the steps of the first aspect above, or any possible implementation of the first aspect, are performed.
[0043] Fourthly, an optional implementation of this disclosure also provides a computer-readable storage medium storing a computer program that, when run, performs the steps of the first aspect or any possible implementation of the first aspect.
[0044] The interactive control method provided in this disclosure includes a first virtual object controlled by the player and a second virtual object associated with the first virtual object in a virtual scene. When the player triggers a skill control, the target position of the second virtual object is determined in the virtual scene, and the release range and skill effect information of the target skill are determined based on the distance between the first and second virtual objects. Since the size of the target skill's release range is positively correlated with the distance, and the magnitude of the effect value indicated by the skill effect information is negatively correlated with the distance, the user can autonomously adjust the distance between the first and second virtual objects to control the release range and skill effect information of the target skill according to actual game needs when releasing the target skill. This provides the user with more ways to release skills and enhances the interactivity of the skill release process.
[0045] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0046] To more clearly illustrate the technical solutions of the embodiments of this disclosure, the accompanying drawings used in the embodiments will be briefly described below. These drawings are incorporated in and constitute a part of this specification. They illustrate embodiments conforming to this disclosure and, together with the specification, serve to explain the technical solutions of this disclosure. It should be understood that the following drawings only show some embodiments of this disclosure and should not be considered as limiting the scope. Those skilled in the art can obtain other related drawings based on these drawings without creative effort.
[0047] Figure 1 A flowchart of an interactive control method provided in some embodiments of this disclosure is shown;
[0048] Figure 2Example diagrams illustrating the determination of a target location for a second virtual object provided by some embodiments of this disclosure are shown;
[0049] Figure 3 Example diagrams illustrating multiple skill release stages provided by some embodiments of this disclosure are shown;
[0050] Figure 4a The illustration shows example diagrams of determining the location of a target in a virtual scene according to some embodiments of this disclosure;
[0051] Figure 4b An example diagram illustrating the first stage of the target skill provided by some embodiments of this disclosure is shown.
[0052] Figure 4c An example diagram is shown illustrating the contraction of the target skill from the first stage to the second stage, as provided in some embodiments of this disclosure.
[0053] Figure 4d An example diagram of the second phase of the target skill provided by some embodiments of this disclosure is shown;
[0054] Figure 4e Example diagrams of the third stage of the target skill provided by some embodiments of this disclosure are shown;
[0055] Figure 5 A schematic diagram of an interactive control device provided in some embodiments of this disclosure is shown;
[0056] Figure 6 A schematic diagram of a computer device provided in some embodiments of the present disclosure is shown. Detailed Implementation
[0057] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this disclosure, and not all of them. The components of the embodiments of this disclosure described and shown herein can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this disclosure is not intended to limit the scope of the claimed disclosure, but merely represents selected embodiments of this disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of this disclosure without inventive effort are within the scope of protection of this disclosure.
[0058] Research has found that in scenarios where users interact with virtual objects within a virtual environment, such as games, players can interact with these objects using operation buttons on the display interface. For example, these operation buttons might include a skill release button, allowing players to control virtual objects in the game to unleash skills. When triggering a skill release, players typically slide their finger across the device's display after clicking the skill button to determine the skill's location, and then the virtual object releases the corresponding skill based on that location. This method of skill release only allows control over the skill's release location, and the skill's effective range is usually fixed. Consequently, the player's control over the game is relatively low, resulting in poor interactivity.
[0059] Taking role-playing games as an example, in this type of game, players control virtual objects to engage in combat, resource gathering, and other interactions in virtual scenes. When players are in combat, they usually face various situations, such as the position and number of targets to be targeted when using skills. These are factors that players need to consider when releasing skills. However, some current skills usually only have fixed skill release areas and damage values. Thus, when facing different situations, players can only respond by releasing skills with different ranges. This interaction method simply involves dragging the skill to the location of the skill release target. The skill release range cannot be controlled by the player. At the same time, the skill effects are also relatively fixed.
[0060] Based on the above research, this disclosure provides an interactive control method that allows players to freely control the target position of a second virtual object, thereby releasing a target skill between the first and second virtual objects. Since the release range and effect value of the target skill are both related to distance, the greater the distance, the larger the release range and the smaller the effect value. The smaller the distance, the smaller the release range and the larger the effect value. Players can change the release range and effect value of the target skill by controlling the target position of the second virtual object in the virtual scene. In this way, players can adjust the corresponding skill release strategy when facing different situations in the virtual scene, thereby improving the controllability of the skill release process and enhancing the interactivity of the game.
[0061] The shortcomings of the above solutions are the result of the inventor's practical experience and careful research. Therefore, the discovery process of the above problems and the solutions proposed in this disclosure below should be considered as the inventor's contribution to this disclosure.
[0062] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.
[0063] To facilitate understanding of this embodiment, a detailed description of the interactive control method disclosed in this disclosure is provided first. The executing entity of the interactive control method provided in this disclosure is generally a computer device with a certain computing capability. This computer device may include, for example, a terminal device, a server, or other processing devices. Terminal devices may include, for example, touch terminals and personal computer (PC) terminals. Touch terminals may include, for example, smartphones and tablet computers; PC terminals may include, for example, desktop computers and laptop computers.
[0064] The terminal device has an application program installed and running this method. It should be noted that the application program can also run on a server, where the server handles the data processing, and the terminal device acts as a display device to display the data sent by the server. When the application program runs on the terminal device, a virtual scene is displayed on the terminal device's interface; the virtual scene contains virtual objects.
[0065] The interactive control method provided in this disclosure can be applied to any virtual scenario where virtual objects are interactively controlled, such as games and virtual communities built upon virtual scenarios. The interactive control method provided in this disclosure is not only applicable to role-playing games, but also to other types, such as action games, shooting games, and real-time strategy games, where there may be situations where skills need to be released via control buttons and the skill range cannot be adjusted.
[0066] Taking the application of the interactive control method provided in this disclosure embodiment to a game as an example, when the game runs on a terminal device, the interface of the terminal device can display the virtual scene of the game. The virtual scene includes virtual objects; virtual objects may include, but are not limited to, virtual objects that can be controlled by the user and non-user characters (NPCs); virtual objects may include, but are not limited to, at least one of virtual characters and virtual animals. Virtual objects that can be controlled by the user and non-user characters are set according to the game requirements, and are not specifically limited here.
[0067] In addition, virtual objects can also include: virtual buildings, virtual plants, virtual props, etc.; for example, when the target game is a role-playing game, the virtual scene of the game includes virtual objects, as well as virtual buildings, virtual roads and other virtual scenes. Players can use control buttons to control virtual objects to perform operations such as movement, combat, collection, and construction in the virtual scene.
[0068] The interactive control method provided in the embodiments of this disclosure will be described below.
[0069] See Figure 1The diagram shows a flowchart of an interactive control method provided in an embodiment of this disclosure. The method includes steps S101 to S104, wherein:
[0070] S101: Display a virtual scene and skill controls on the display interface of the terminal device; the virtual scene includes a first virtual object and a second virtual object that is associated with the first virtual object.
[0071] S102: In response to the triggering operation of the skill control, determine the target position of the second virtual object in the virtual scene.
[0072] S103: Based on the distance between the target location and the first virtual object in the virtual scene, determine the skill release area of the target skill corresponding to the skill control, and the skill effect information on the third virtual object located within the skill release area; wherein, the size of the release range is positively correlated with the distance, and the size of the effect value indicated by the skill effect information is negatively correlated with the distance.
[0073] S104: In response to the release operation of the skill control, control the second virtual object to move to the target position, and release the target skill based on the skill release area and the skill effect information.
[0074] In the steps provided in this disclosure, the virtual scene includes a first virtual object controlled by the player and a second virtual object associated with the first virtual object. When the player triggers a skill control, the target position of the second virtual object is determined in the virtual scene based on the player's triggering operation. The release range and skill effect information of the target skill are determined based on the distance between the first and second virtual objects. Since the size of the target skill's release range is positively correlated with the distance, and the magnitude of the effect value indicated by the skill effect information is negatively correlated with the distance, the user can control the release range and skill effect information of the target skill by adjusting the distance between the first and second virtual objects according to actual game needs when releasing the target skill. This provides the user with more ways to release skills and enhances the interactivity of the skill release process.
[0075] Regarding S101 above, in the virtual scene, the first virtual object and the second virtual object that are associated with the first virtual object are virtual objects controlled by the player.
[0076] For example, players use movement and skill controls to control a first virtual object to perform actions such as movement, combat, resource gathering, and construction within the virtual scene; they use skill controls to summon / recall a second virtual object. Once summoned, the second virtual object moves along with the first virtual object controlled by the player. Alternatively, the second virtual object can be controlled to move independently within the virtual scene using a separate movement control; or it can be controlled to move independently using a movement toggle control. For instance, when the player triggers the movement toggle control, the movement control that originally controlled the first virtual object will become the movement control that controls the second virtual object.
[0077] The movement controls can be, for example, virtual joysticks or virtual movement buttons. Players can control the movement of the first and / or second virtual objects by sliding the virtual joystick or triggering the virtual movement button. The skill controls can be, for example, skill buttons. Players can select, confirm, and release skill release positions through triggering, pressing, sliding, and other operations.
[0078] In another example, the relationship between the first and second virtual objects could include: the second virtual object stays next to the first virtual object, moves with the first virtual object, the second virtual object is not attacked, and disappears when the first virtual object dies. When the player triggers the control button for a skill that requires the participation of the second virtual object to be released, the second virtual object participates in the skill release process; after the skill release ends, the second virtual object returns to the first virtual object.
[0079] The relationship between the first and second virtual objects can also include, for example, the following: In response to the player triggering a button to summon the second virtual object, the second virtual object is summoned into the virtual scene. The second virtual object assists the first virtual object in combat, performing normal attacks on enemy targets. Simultaneously, the second virtual object is also attacked by enemy targets. When the player triggers the control button corresponding to a skill that requires the second virtual object's participation, the second virtual object interrupts its attack action and cooperates with the first virtual object to release the skill. After the skill is released, combat resumes. When the second virtual object is defeated, the skill requiring the second virtual object's participation is locked, and a cooldown timer begins. After the cooldown timer expires, the second virtual object can be summoned back into the virtual scene, and the skill requiring the second virtual object's participation is unlocked.
[0080] For example, the first virtual object is a virtual character, and the second virtual object is a puppet that can be controlled by the character; the virtual character and the puppet cooperate with each other to complete the skill release process.
[0081] Regarding S102 above, determining the target position of the second virtual object in the virtual scene in response to the triggering operation of the skill control specifically includes: determining the mapping position of the sliding operation in the virtual scene in response to the sliding operation of the skill control; wherein, the mapping position changes with the sliding position of the sliding operation; and determining the target position of the second virtual object in the virtual scene based on the mapping position.
[0082] For example, such as Figure 2 The example diagram shown illustrates the determination of the target position of the second virtual object. When the player's finger presses on the skill control S1, the mapped position D1 of the second virtual object is displayed in the virtual scene. After the player's finger presses the skill control and the mapped position D1 of the second virtual object is displayed in the virtual scene, the player controls the skill control to slide from S1 to S1'. At this time, the mapped position moves from D1 to the mapped position D1'. When the player releases their finger, the mapped position D1' is determined as the target position of the second virtual object in the virtual scene.
[0083] In one possible embodiment, when a player presses the skill control and slides to select the target location of the second virtual object, they can slide their finger to a preset location to cancel the release of the target skill. For example, sliding the finger to the preset skill cancellation button on the display interface cancels the release of the target skill. At this time, the virtual effect of the mapped location can remind the player by changing its color. If the player releases the skill control at this time, the target skill will be canceled.
[0084] In another example, players can also instantly cast a target skill by clicking the skill control. When the player clicks the skill control, the second virtual object moves to a target position at a certain preset distance in front of the first virtual object. This preset distance is usually a fixed distance that is set in advance, either by the player or by the game's default setting.
[0085] Regarding S103 above, after determining the target position of the second virtual object in the virtual scene, the skill release area of the target skill and the skill effect information on the third virtual object located within the skill release area can be determined between the first virtual object and the second virtual object.
[0086] For example, the third virtual object can be an enemy virtual object controlled by another player that belongs to a different faction than the first virtual object, or a friendly virtual object controlled by another player that belongs to the same faction as the first virtual object, or a friendly virtual object controlled by the player that belongs to their own team, or an enemy virtual object and a friendly virtual object not controlled by the player in the game.
[0087] The target of a skill can be cast only on enemy virtual objects, only on friendly virtual objects, or on all virtual objects.
[0088] When the target of the skill is an enemy virtual object, the skill effect information can be determined based on the distance between the first and second virtual objects. In this case, the effect value can be expressed as the damage value that causes damage to the enemy virtual object, or the value of applying debuffs such as slowing, stunning, or forced displacement to the enemy virtual object.
[0089] When the target of a skill is a friendly virtual object, the skill's effect information can be determined based on the distance between the first and second virtual objects. In this case, the effect value can be expressed as the healing value for the friendly virtual object, or as the value of applying buffs such as speed, shield, or resistance to the friendly virtual object.
[0090] When the target skill's target includes both enemy and allied virtual objects, the above-described scheme can be used to deal damage and apply debuffs to enemy virtual objects, and heal and apply buffs to allied virtual objects, respectively. The specific method depends on the target skill's skill description, and this disclosure does not impose any limitations on it.
[0091] The skill release area of the target skill, and the magnitude of the effect value received by the third virtual object within the skill release area, are affected by the target position of the second virtual object and the distance between the first virtual object and the virtual scene.
[0092] For example, the greater the distance between the target location of the second virtual object and the first virtual object in the virtual scene, the larger its skill release area, and the smaller the effect value received by the third virtual object located within the skill release area. That is, distance is positively correlated with the skill release area and negatively correlated with the effect value received by the third virtual object within the skill release area. This correlation is only an example of the present disclosure. It could also be that distance is positively correlated with both the skill release area and the effect value received by the third virtual object within the skill release area, or other easily conceivable correlations.
[0093] In some embodiments provided in this disclosure, based on the distance between the target location and the first virtual object in the virtual scene, the skill release area corresponding to the target skill corresponding to the skill control in multiple skill release stages is determined, as well as the skill effect information on the third virtual object located in the corresponding skill release area in each of the multiple skill release stages.
[0094] For example, the target skill is divided into multiple skill release phases, each with a corresponding skill release area. The skill release area is largest when the target skill is in its initial release phase, then decreases sequentially, and finally explodes and disappears when the skill release area reaches 0. The effect value received by the third virtual object within the corresponding skill release area is smallest in the initial phase of the target skill, then increases sequentially, reaching its maximum when the skill release area reaches 0.
[0095] After determining multiple skill release phases, the size of the skill release area in each skill release phase will also vary depending on the target position of the second virtual object and the distance of the first virtual object in the virtual scene.
[0096] Specifically, in some embodiments provided in this disclosure, the skill release area corresponding to the initial skill release stage of the target skill in multiple skill release stages is determined based on the distance between the target location and the first virtual object in the virtual scene; and the skill release area corresponding to the target skill in other skill release stages is determined based on the correspondence between the multiple skill release stages.
[0097] For example, the multiple skill release phases of the target skill may include an initial skill release phase and multiple skill release phases. For instance... Figure 3 In the example diagram showing multiple skill release stages, the target skill has three skill release stages, which are, in order, the initial skill release stage A1, skill release stage A2, and skill release stage A3, based on the skill release process or the size of the skill release area. The correspondence between the multiple skill release areas can be as follows: after determining the skill release area S1 corresponding to the initial skill release stage A1, the sizes of skill release areas S2 corresponding to skill release stage A2 and S3 corresponding to skill release stage A3 can be obtained by multiplying the size of skill release area S1 by a certain coefficient. For example, the size of skill release area S2 is determined by multiplying the size of skill release area S1 by 0.4, and the size of skill release area S3 is determined by multiplying the size of skill release area S1 by 0.1. Skill release area S3 represents the final size of the skill; after skill release stage A3, the skill release area explodes and disappears.
[0098] Here, the size of the skill release area S3 corresponding to skill release phase A3 can also be considered as 0. When the size of the target skill's skill release area shrinks to 0, the skill release area explodes and disappears. The aforementioned skill release area S3 is calculated by multiplying the size of skill release area S1 by 0.1. This is to represent the correspondence between multiple skill release phases. In practical applications, it is only necessary to ensure that multiple skill release areas meet a certain correspondence during the release of the target skill. Therefore, the correspondence between multiple skill release areas can also be set with a fixed coefficient. The size of the skill release area for each skill release phase is determined by multiplying the size of the previous skill release area by a fixed coefficient. For example, the size of the skill release area corresponding to each skill release phase after the initial skill release phase is determined by multiplying the size of the skill release area corresponding to the previous skill release phase by 0.5. When the number of skill release phases reaches a certain number, or when the skill release area shrinks to a certain size, the size of the skill release area corresponding to the next skill release phase is set to 0.
[0099] In addition, the correspondence between multiple skill release areas can also be that they increase sequentially. For example, the initial skill release area is the smallest, and then the skill release area increases sequentially in a certain proportion. Or other easily conceivable correspondences, such as changing in a certain linear pattern, etc. This disclosure does not impose any restrictions on this.
[0100] Specifically, in some embodiments provided in this disclosure, the size of the skill release area corresponding to the target skill in the other skill release stage is determined based on the correspondence between the multiple skill release stages; and the anchor point position of the target skill in the other skill release stage is determined; the skill release area corresponding to the other skill release stage is determined based on the size of the skill release area corresponding to the other skill release stage and the anchor point position.
[0101] For example, the initial skill release area of the target skill can be a cube. In the initial skill release stage of multiple skill release stages, the initial skill release area is determined based on the distance between the target position of the second virtual object and the first virtual object in the virtual scene. For example, the target position of the second virtual object can be determined as a vertex of the diagonal of the bottom face of the cube. The position of this vertex in the virtual scene is also the anchor point of the initial skill release area. The position of the first virtual object in the virtual scene is determined as the other vertex of the diagonal (another anchor point of the initial skill release area). The diagonal of the bottom face of the cube is determined based on the two vertices, and then the base area of the cube can be determined. Then, the range of the cuboid, i.e. the initial skill release area, is determined based on the preset height of the cube.
[0102] Here, the initial skill release area can also be other regular shapes such as spheres or cylinders. The anchor point positions can be determined based on the information needed to determine the volume of each regular shape. Taking a cylinder as an example, two anchor point positions are determined based on the positions of the first and second virtual objects, respectively. Then, a third anchor point position is determined based on the center point between the two virtual objects. The skill release area can then be determined based on these three anchor point positions and a preset height. Besides these, the initial skill release area can also be other irregular shapes. The determination of the anchor point positions can be specifically determined based on the specific shape, which will not be elaborated upon here.
[0103] After determining the initial skill release area, the skill release areas corresponding to all skill release stages of the target skill can be determined based on the initial skill release area and the correspondence between the initial skill release area and the skill release areas corresponding to each skill release stage.
[0104] In addition, the skill effect information of the third virtual object located within the skill release area can be determined based on the target position of the second virtual object and the distance between the first virtual object and the first virtual object in the virtual scene, as well as the correspondence between multiple skill release areas.
[0105] Specifically, in some embodiments provided in this disclosure, when the target skill causes damage to a third virtual object, the skill effect information includes the number of times the target skill damages the third virtual object, and the damage value of each damage.
[0106] For example, a target skill can deal multiple instances of damage to a third virtual object within the skill's release area, i.e., an enemy virtual object. The damage value of each instance is the same within the same skill release phase. In different skill release phases, as the skill release area shrinks, the number of attacks remains fixed, but the damage value of each instance increases. Furthermore, across multiple skill release phases, the damage value of each instance of damage dealt to the enemy virtual object can be fixed, but the number of attacks increases as the skill release area shrinks. Therefore, during the target skill's release, as the skill release area shrinks, the damage value of the corresponding skill release phase within that area increases.
[0107] In another example, when the target skill heals a third virtual object within the skill's release area (i.e., when the third virtual object is an allied virtual object), the number of times the target skill heals the allied virtual object and the amount of healing per heal can also be determined in the above manner. That is, during the target skill's release, the number of heals remains fixed in different skill release phases, while the amount of healing per heal increases as the skill release area shrinks; or, in different skill release phases, the number of heals increases as the skill release area shrinks, but the amount of healing per heal remains the same.
[0108] In addition, in some other embodiments provided in this disclosure, the target skill has a fixed skill release duration, and the duration of each of the multiple skill release stages decreases in the order of the multiple skill release stages.
[0109] For example, during the release of a target skill, as multiple skill release phases proceed sequentially, the duration of each skill release phase decreases accordingly. For instance, if a target skill has three skill release phases, namely the first phase, the second phase, and the third phase, and the total release duration of the target skill is 8 seconds, the first phase can be 5 seconds, the second phase can be 2.5 seconds, and the third phase can be 0.5 seconds.
[0110] In addition, the duration of each skill release phase can be associated with the skill release area. For example, the larger the skill release area, the longer the duration of the skill release phase corresponding to that area.
[0111] Regarding S104 above, after the player performs a sliding operation to determine the current mapped position as the target position, in response to the player's release operation of the skill control, that is, the player releases the skill control, the second virtual object moves to the target position, and releases the target skill according to the determined skill release area and skill effect information.
[0112] For example, taking the target of the skill release as an enemy virtual object in the third virtual object, after the second virtual object moves to the target position, a cuboid magnetic field is generated between the second virtual object and the first virtual object according to the distance between the second virtual object and the first virtual object. After the magnetic field is generated, the second virtual object returns to the side of the first virtual object. The enemy virtual object in the magnetic field will be subjected to electromagnetic attack. The electromagnetic attack can be a multi-stage attack, that is, every unit of time will cause electromagnetic damage to the third virtual object in the magnetic field. The unit of time can be set to, for example, 0.1 seconds, 0.5 seconds, 1 second, etc., and the specific setting is determined according to the actual game needs. This disclosed embodiment does not limit it.
[0113] In addition to the magnetic field form, the target skill can also have other skill forms. For example, a poisonous mist-shaped space can be generated between the second virtual object and the first virtual object, in which enemy virtual objects will be damaged by poison gas. Or it can be a frost form, a fire form, or other easily conceivable skill forms.
[0114] For example, skill form can also be associated with skill effect information. For instance, when the skill form is to generate a frost-shaped space between the second virtual object and the first virtual object, enemy virtual objects within the skill's range will not only be damaged but also subject to a freezing control effect.
[0115] After the target skill is released, the target skill will go through multiple skill release stages. During the multiple skill release stages, the third virtual object will be restricted to the skill release area corresponding to each skill release stage.
[0116] Specifically, in some embodiments provided in this disclosure, the third virtual object is controlled to move in the virtual scene based on the skill release areas corresponding to the multiple skill release stages, so that the third virtual object is located within the corresponding skill release area in all multiple skill release stages.
[0117] For example, in multiple skill release stages of the target skill, the corresponding skill release range shrinks sequentially according to the order of skill release stages. During the shrinking of the skill release area, the third virtual object existing at the edge of the skill release area will be forced to move towards the center position of the shrinking skill release area. The center position of the shrinking skill release area can be, for example, the center point of the initial skill release area or the target position of the second virtual object.
[0118] This disclosure also provides a specific example of interactive control; please refer to Figures 4a-4e The specific process is as follows Figure 4a The example diagram shown illustrates how to determine a target location in a virtual scene. The player controls a first virtual object X1 in combat within the virtual scene, while a second virtual object X2 follows X1. When the player presses the skill control corresponding to the target skill, a mapping position D1 for the second virtual object is generated in the virtual scene. This mapping position is represented as a beam of light. The player then controls the beam of light to move within the virtual scene using a swipe gesture. Once the beam of light reaches the target location D2, the player releases the control component, as shown... Figure 4bThe example diagram of the first stage of the target skill shows that after the second virtual object moves to the target position D2, a cuboid magnetic field is released between the second virtual object X2 and the first virtual object X1. At this time, the first stage of the target skill begins. The enemy virtual object X3 located within the cuboid magnetic field will be subjected to an electromagnetic attack every 0.5 seconds, and each electromagnetic attack will cause 200 points of damage. After 4 seconds, the cuboid magnetic field rotates and shrinks the skill release range, entering the second stage of the target skill. See [link to example diagram]. Figure 4c The example diagram shown illustrates the contraction of the target skill from the first stage to the second stage. During the transition of the cuboid magnetic field from the first stage (T1) to the second stage (T2), the enemy virtual object X3, located at the edge of the magnetic field, is forcibly moved in the contraction direction, from its current position to the position of enemy virtual object X3'. Figure 4d The example image shown illustrates the second phase of the target skill. In the second phase (T2), the enemy virtual object X3 within the cuboid magnetic field will be subjected to an electromagnetic attack every 0.5 seconds, each attack dealing 400 damage. After 1.5 seconds, the target skill enters its third phase, as shown below. Figure 4e The example image shown is of the third stage of the target skill. At this point, the cuboid magnetic field in the third stage (T3) shrinks to its minimum and explodes. The third virtual object within the explosion range takes 800 points of damage, and then the magnetic field disappears.
[0119] The above-mentioned skill time, damage value, number of attacks, and other values are only used to illustrate the correspondence between multiple skill release stages during the release of the target skill, and are not limited in the embodiments disclosed herein.
[0120] Those skilled in the art will understand that, in the above-described method of the specific implementation, the order in which each step is written does not imply a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of each step should be determined by its function and possible internal logic.
[0121] Based on the same inventive concept, this disclosure also provides an interactive control device corresponding to the interactive control method. Since the principle of the device in this disclosure for solving the problem is similar to the interactive control method described above in this disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0122] Reference Figure 5 The diagram shown is a schematic representation of an interactive control device provided in an embodiment of this disclosure. The device includes: a display module 51, a first determination module 52, a second determination module 53, and an operation execution module 54; wherein,
[0123] Display module 51 is used to display a virtual scene and skill controls in the display interface of a terminal device; the virtual scene includes a first virtual object and a second virtual object associated with the first virtual object.
[0124] The first determining module 52 is used to determine the target position of the second virtual object in the virtual scene in response to the triggering operation of the skill control;
[0125] The second determining module 53 is used to determine, based on the distance between the target position and the first virtual object in the virtual scene, the skill release area of the target skill corresponding to the skill control, and the skill effect information on the third virtual object located within the skill release area; wherein, the size of the release range is positively correlated with the distance, and the size of the effect value indicated by the skill effect information is negatively correlated with the distance;
[0126] The operation execution module 54 is used to control the second virtual object to move to the target position in response to the release operation of the skill control, and release the target skill based on the skill release area and the skill effect information.
[0127] In an optional implementation, when the first determining module 52 determines the target position of the second virtual object in the virtual scene in response to the triggering of the skill control, it is further configured to:
[0128] In response to a sliding operation on the skill control, the mapped position of the sliding operation in the virtual scene is determined; wherein the mapped position changes as the sliding position of the sliding operation changes;
[0129] The target position of the second virtual object in the virtual scene is determined based on the mapped position.
[0130] In an optional implementation, when the second determining module 53 determines the skill release area of the target skill corresponding to the skill control and the skill effect information on the third virtual object located within the corresponding skill release area based on the distance between the target position and the first virtual object in the virtual scene, it is further configured to:
[0131] Based on the distance between the target location and the first virtual object in the virtual scene, the skill release area corresponding to the target skill of the skill control in multiple skill release stages is determined, as well as the skill effect information on the third virtual object located in the corresponding skill release area in each of the multiple skill release stages.
[0132] In an optional implementation, when the second determining module 53 determines the skill release area corresponding to the target skill of the control button in multiple skill release stages based on the distance between the target position and the first virtual object in the virtual scene, it is further configured to:
[0133] Based on the distance between the target location and the first virtual object in the virtual scene, the skill release area corresponding to the initial skill release stage of the target skill in multiple skill release stages is determined;
[0134] Furthermore, based on the correspondence between the multiple skill release stages, the skill release area corresponding to the target skill in other skill release stages is determined.
[0135] In an optional implementation, when the second determining module 53 determines the skill release area corresponding to the target skill in other skill release stages based on the correspondence between multiple skill release stages, it is further configured to:
[0136] Based on the correspondence between the multiple skill release stages, the size of the skill release area corresponding to the target skill in the other skill release stages is determined;
[0137] In addition, determine the anchor point position of the skill release area corresponding to the target skill in the other skill release phase;
[0138] The skill release area corresponding to the other skill release phase is determined based on the size of the skill release area corresponding to the other skill release phase and the anchor point position.
[0139] In an optional implementation, when the operation execution module 54 releases the target skill based on the skill release area and the skill effect information, it is used to:
[0140] Based on the skill release areas corresponding to the multiple skill release stages, the third virtual object is controlled to move in the virtual scene so that the third virtual object is located within the corresponding skill release area in each of the multiple skill release stages.
[0141] The processing flow of each module in the device and the interaction flow between each module can be referred to the relevant descriptions in the above method embodiments, and will not be detailed here.
[0142] This disclosure also provides a computer device, such as... Figure 6 The diagram shown is a schematic representation of a computer device structure provided in an embodiment of this disclosure, including:
[0143] A processor 61 and a memory 62; the memory 62 stores machine-readable instructions executable by the processor 61, and the processor 61 executes the machine-readable instructions stored in the memory 62. When the machine-readable instructions are executed by the processor 61, the processor 61 performs the following steps:
[0144] A virtual scene and skill controls are displayed on the terminal device's display interface; the virtual scene includes a first virtual object and a second virtual object that is associated with the first virtual object.
[0145] In response to a trigger operation on the skill control, the target position of the second virtual object in the virtual scene is determined;
[0146] Based on the distance between the target location and the first virtual object in the virtual scene, the skill release area of the target skill corresponding to the skill control and the skill effect information on the third virtual object located within the skill release area are determined; wherein, the size of the release range is positively correlated with the distance, and the size of the effect value indicated by the skill effect information is negatively correlated with the distance;
[0147] In response to the release operation of the skill control, the second virtual object is controlled to move to the target position, and the target skill is released based on the skill release area and the skill effect information.
[0148] The aforementioned memory 62 includes a main memory 621 and an external memory 622. The main memory 621, also known as internal memory, is used to temporarily store the computational data in the processor 61, as well as the data exchanged with external memory such as a hard disk. The processor 61 exchanges data with the external memory 622 through the main memory 621.
[0149] The specific execution process of the above instructions can be referred to the steps of the interactive control method described in the embodiments of this disclosure, and will not be repeated here.
[0150] This disclosure also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the interactive control method described in the above-described method embodiments. The storage medium may be a volatile or non-volatile computer-readable storage medium.
[0151] This disclosure also provides a computer program product carrying program code. The program code includes instructions that can be used to execute the steps of the interactive control method described in the above method embodiments. For details, please refer to the above method embodiments, which will not be repeated here.
[0152] The aforementioned computer program product can be implemented through hardware, software, or a combination thereof. In one optional embodiment, the computer program product is specifically embodied in a computer storage medium; in another optional embodiment, the computer program product is specifically embodied in a software product, such as a software development kit (SDK), etc.
[0153] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here. In the several embodiments provided in this disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is only a logical functional division; in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces; the indirect coupling or communication connection of devices or units may be electrical, mechanical, or other forms.
[0154] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0155] In addition, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0156] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, 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 disclosure. 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.
[0157] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such 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 this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An interactive control method, characterized by, Comprise: Display a virtual scene and a skill control in a display interface of a terminal device; the virtual scene comprises a first virtual object and a second virtual object having an association relationship with the first virtual object; In response to a triggering operation on the skill control, determine a target position of the second virtual object in the virtual scene; Based on a distance between the target position and the first virtual object in the virtual scene, determine skill release areas corresponding to a target skill corresponding to the skill control in a plurality of skill release stages respectively, and skill effect information of a third virtual object located in the corresponding skill release area in a plurality of the skill release stages respectively; wherein the size of the skill release area is positively correlated with the distance, and the size of the effect value indicated by the skill effect information is negatively correlated with the distance; In response to a release operation on the skill control, control the second virtual object to move to the target position, and release the target skill based on the skill release area and the skill effect information.
2. The method of claim 1, wherein, The response to the triggering of the skill control to determine the target position of the second virtual object in the virtual scene comprises: In response to a sliding operation on the skill control, determine a mapping position of the sliding operation in the virtual scene; wherein the mapping position changes with the sliding position of the sliding operation; Determine the target position of the second virtual object in the virtual scene based on the mapping position.
3. The method of claim 1, wherein, The determination of the skill release area corresponding to the target skill corresponding to the skill control in a plurality of skill release stages based on the distance between the target position and the first virtual object in the virtual scene comprises: Determine the skill release area corresponding to the initial skill release stage of the target skill in a plurality of skill release stages based on the distance between the target position and the first virtual object in the virtual scene; And based on the correspondence relationship between a plurality of the skill release stages, determine the skill release area corresponding to the other skill release stages of the target skill.
4. The method of claim 3, wherein, The determination of the skill release area corresponding to the other skill release stages of the target skill based on the correspondence relationship between a plurality of the skill release stages comprises: Determine the size of the skill release area corresponding to the other skill release stages of the target skill based on the correspondence relationship between a plurality of the skill release stages; And determine the anchor point position of the skill release area corresponding to the other skill release stages of the target skill; Determine the skill release area corresponding to the other skill release stages based on the size of the skill release area corresponding to the other skill release stages and the anchor point position.
5. The method of claim 1, wherein, The release of the target skill based on the skill release area and the skill effect information further comprises: Control the third virtual object to move in the virtual scene based on the skill release area corresponding to a plurality of the skill release stages respectively, so that the third virtual object is located in the corresponding skill release area in a plurality of the skill release stages.
6. The method of claim 1, wherein, The skill effect information includes: a number of times of damage to the third virtual object by the target skill, and a damage value of each time of damage.
7. The method of claim 1, wherein, The duration of each of the plurality of skill release stages decreases in the order of the plurality of skill release stages.
8. An interaction control device, characterized by The method comprises the steps of: The display module is configured to display a virtual scene and a skill control in a display interface of a terminal device, wherein the virtual scene comprises a first virtual object and a second virtual object having an association relationship with the first virtual object; The first determination module is configured to determine a target position of the second virtual object in the virtual scene in response to a triggering operation on the skill control; The second determination module is configured to determine, based on a distance between the target position and the first virtual object in the virtual scene, skill release areas corresponding to the target skill in the plurality of skill release stages respectively, and skill effect information of the target skill on a third virtual object located in the corresponding skill release area in the plurality of skill release stages respectively, wherein the size of the skill release area is positively correlated with the distance, and the size of an effect value indicated by the skill effect information is negatively correlated with the distance. The operation execution module is configured to control the second virtual object to move to the target position in response to a release operation on the skill control, and release the target skill based on the skill release areas and the skill effect information.
9. A computer device, comprising: The method comprises the steps of: The processor, the memory, the memory stores machine readable instructions executable by the processor, the processor is used for executing the machine readable instructions stored in the memory, when the machine readable instructions are executed by the processor, the processor executes the steps of the interaction control method in any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, when the computer program is run by the computer device, the computer device executes the steps of the interaction control method in any one of claims 1 to 7.
Citation Information
Patent Citations
Method and device for determining skill injury range and electronic equipment
CN114712859A