Game interaction method and device, terminal equipment and computer readable storage medium

CN115970262BActive Publication Date: 2026-09-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211688512.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-27
Publication Date
2026-09-08
Estimated Expiration
2042-12-27

AI Technical Summary

Technical Problem

[0006]本公开实施例的目的是提供一种游戏交互方法、装置、终端设备及计算机可读存储介质,能够解决目前的蓄力处理方式操作不够便捷,交互性能差的问题

Benefits of technology

[0013] In this embodiment, when the terminal device displays a game screen in a graphical user interface, the terminal device can respond to a first touch operation on a target control in the graphical user interface to begin skill charging and display at least one level-one skill control; responding to a second touch operation on the first level-one skill control, at least two skill trigger areas of the first level-one skill control can be activated; continuing to respond to a third touch operation on the skill area, if the skill charging meets a threshold, the skill corresponding to the skill trigger area of ​​the first level-one skill control can be released in the game scene according to the skill charging. This disclosure requires only one target control to achieve skill charging and skill release, eliminating the need for the terminal device to display multiple virtual controls simultaneously, reducing the number and space of controls permanently displayed on the screen, and avoiding waste of screen resources.

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Abstract

The present disclosure provides a game interaction method and device, terminal equipment and computer storage medium, and belongs to the technical field of human-computer interaction. The method comprises the following steps: in response to a first touch operation on a target control in a graphical user interface, controlling the target control to start skill charging, and displaying at least one first-level skill control; in response to a second touch operation on a first first-level skill control, activating at least two skill trigger areas of the first first-level skill control, wherein the first first-level skill control is a skill control in the at least one first-level skill control; and in response to a third touch operation on the skill trigger area, in the case that the skill charging meets a charging threshold, releasing a skill corresponding to the skill trigger area of the first first-level skill control in a game scene according to the skill charging. Based on the technical scheme provided by the embodiment of the present disclosure, the charging operation can be more convenient, and the human-computer interaction performance can be improved.
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Description

Technical Field

[0001] This disclosure belongs to the field of human-computer interaction technology, specifically relating to a game interaction method, device, terminal equipment, and computer-readable storage medium. Background Technology

[0002] With the development of human-computer interaction technology, mobile devices can support more and more human-computer interaction games, and players have higher and higher requirements for the ease of operation of human-computer interaction games.

[0003] In typical PC (personal computer) 3D action games, players can charge up their weapons and then use different buttons to select and trigger different skills / moves, while also switching targets and aiming. However, mobile devices have limited screen space, and interaction is generally done through fingers and virtual buttons, so the controls need to be convenient.

[0004] Currently, there are two common methods for charging up skills. One method is to display multiple skill controls for the player to charge up skills. During the charging process, the player can adjust the view using the joystick and release the skill. The other method is to first charge up skills using virtual controls, then slide to switch the aiming target in a blank area during the charging process. After the charge is complete, the player can move to the skill selection control to select the skill and release the skill.

[0005] However, the first method mentioned above not only occupies a lot of screen space, but also cannot be quickly switched during the charging process. The second method involves many steps and has high operating costs. Therefore, the current charging method is not convenient to operate and has poor interactive performance. Summary of the Invention

[0006] The purpose of this disclosure is to provide a game interaction method, device, terminal equipment, and computer-readable storage medium that can solve the problems of inconvenient operation and poor interactive performance of the current power-up processing method.

[0007] To solve the above-mentioned technical problems, this disclosure is implemented as follows:

[0008] In a first aspect, embodiments of this disclosure provide a game interaction method, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of a game scene. The method includes: responding to a first touch operation on a target control in the graphical user interface, controlling the target control to start skill charging and displaying at least one level skill control; responding to a second touch operation on the first level skill control, activating at least two skill trigger areas of the first level skill control, wherein the first level skill control is a skill control among the at least one level skill controls; and responding to a third touch operation on the skill trigger area, releasing the skill corresponding to the skill trigger area of ​​the first level skill control in the game scene according to the skill charging when the skill charging meets a charging threshold. Secondly, embodiments of this disclosure provide a game interaction device that provides a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of a game scene. The game interaction device includes: a skill charging module, configured to respond to a first touch operation on a target control in the GUI, control the target control to begin skill charging, and display at least one level skill control; an activation module, configured to respond to a second touch operation on the first level skill control, activate at least two skill triggering areas of the first level skill control, wherein the first level skill control is a skill control among the at least one level skill controls; and a skill release module, configured to respond to a third touch operation on the skill triggering area, and release the skill corresponding to the skill triggering area of ​​the first level skill control in the game scene according to the skill charging when the skill charging meets a charging threshold.

[0009] Thirdly, embodiments of this disclosure provide a terminal device, which includes a processor, a memory, and a program or instructions stored in the memory and executable on the processor. When the program or instructions are executed by the processor, they implement the steps of the game interaction method as described in the first aspect.

[0010] Fourthly, embodiments of this disclosure provide a readable storage medium on which a program or instructions are stored, which, when executed by a processor, implement the steps of the game interaction method as described in the first aspect.

[0011] Fifthly, embodiments of this disclosure provide a chip, the chip including a processor and a communication interface, the communication interface being coupled to the processor, the processor being used to run programs or instructions to implement the game interaction method as described in the first aspect.

[0012] In a sixth aspect, embodiments of this disclosure provide a computer program product containing instructions that, when run on a computer, cause the computer to perform the steps of the game interaction method as described in the first aspect.

[0013] In this embodiment, when the terminal device displays a game screen in a graphical user interface, the terminal device can respond to a first touch operation on a target control in the graphical user interface to begin skill charging and display at least one level-one skill control; responding to a second touch operation on the first level-one skill control, at least two skill trigger areas of the first level-one skill control can be activated; continuing to respond to a third touch operation on the skill area, if the skill charging meets a threshold, the skill corresponding to the skill trigger area of ​​the first level-one skill control can be released in the game scene according to the skill charging. This disclosure requires only one target control to achieve skill charging and skill release, eliminating the need for the terminal device to display multiple virtual controls simultaneously, reducing the number and space of controls permanently displayed on the screen, and avoiding waste of screen resources. Attached Figure Description

[0014] Figure 1 A schematic diagram of a system architecture for an application environment provided in this disclosure embodiment;

[0015] Figure 2 A flowchart illustrating a game interaction method provided in an embodiment of this disclosure;

[0016] Figure 3 This is one of the schematic diagrams of the game interaction interface provided in the embodiments of this disclosure;

[0017] Figure 4 This is the second schematic diagram of the game interaction interface provided in the embodiments of this disclosure;

[0018] Figure 5 This is the third schematic diagram of the game interaction interface provided in the embodiments of this disclosure;

[0019] Figure 6 This is one of the parameter marking diagrams for the touch operation determination rules provided in the embodiments of this disclosure;

[0020] Figure 7 A second schematic diagram illustrating parameter markings for the touch operation determination rules provided in this embodiment of the present disclosure;

[0021] Figure 8 The third schematic diagram of parameter markings for the touch operation determination rules provided in the embodiments of this disclosure;

[0022] Figure 9 This is a schematic diagram of a possible structure of a game interaction device provided in an embodiment of the present disclosure;

[0023] Figure 10 This is a schematic diagram of a possible structure of a terminal device provided in an embodiment of this disclosure;

[0024] Figure 11This is a hardware schematic diagram of a terminal device provided in an embodiment of the present disclosure. Detailed Implementation

[0025] First, some of the nouns or terms that appear in the description of the embodiments of this application will be explained:

[0026] 1. Virtual Scene

[0027] A virtual scene is a scene displayed (or provided) by an application while it is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene in which players control virtual objects and other virtual objects to form the complete game logic. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects to fight. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 3D multiplayer online tactical competitive games, a virtual scene is a 2D or 3D terrain scene used by virtual objects to fight. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.

[0028] 2. Virtual Objects

[0029] A virtual object refers to a controllable dynamic object in a virtual scene. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. The virtual object is a character controlled by the player through an input device, or an AI (Artificial Intelligence) trained and set up for battle in a virtual environment, or an NPC (Non-Player Character) set up for battle in a virtual scene. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the player can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc. provided by the application to fight against other virtual objects.

[0030] 3. Virtual objects

[0031] Virtual objects refer to static objects in a virtual scene, such as terrain, houses, bridges, and vegetation in a game scene. Static objects are often not directly controlled by the player, but they can respond to the interactive behaviors of virtual objects in the scene (such as attacking or demolishing) and behave accordingly. For example, virtual objects can demolish, pick up, drag, and build buildings. Alternatively, virtual objects may not respond to the interactive behaviors of virtual objects. For example, virtual objects can still be buildings, doors, windows, and vegetation in a game scene, but virtual objects cannot interact with them. For instance, virtual objects cannot destroy or demolish windows.

[0032] 4. Virtual Resources

[0033] Virtual resources refer to virtual items (such as weapons, armor, supplies, building materials, etc.), virtual assets (such as coins, points, etc.), or virtual objects (such as monsters, buildings, etc.) that help virtual objects better complete game objectives, whether acquired during or outside of a match. In optional implementations, for example, in shooting games, virtual resources can be weapons, ammunition, armor, weapon attachments, medical supplies, detachable buildings, etc.; in MOBA games, virtual resources can refer to virtual monsters with different attributes, etc.

[0034] 5. Virtual props

[0035] Virtual props refer to props that virtual objects can use in a virtual environment, including but not limited to firearms, melee weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to increase their own attributes, assist in combat, or inflict damage on other virtual objects. Virtual props can also be supply props such as bullets, and can also be accessories such as extended magazines, scopes, flash hiders, and stocks that can be equipped on designated virtual weapons.

[0036] 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 some, not all, of the embodiments of this disclosure. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0037] The terms "first," "second," etc., used in this disclosure and in the claims are used to distinguish similar objects and not to describe a specific order or sequence. It should be understood that such use of data can be interchanged where appropriate so that embodiments of this disclosure can be implemented in orders other than those illustrated or described herein, and the objects distinguished by "first," "second," etc., are generally of the same class and the number of objects is not limited; for example, a first object can be one or more. Furthermore, in the specification and claims, "and / or" indicates at least one of the connected objects, and the character " / " generally indicates that the preceding and following objects are in an "or" relationship.

[0038] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction method runs on a terminal device, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0039] In an optional implementation, various cloud applications, such as cloud 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 and the game screen presentation are separated. The storage and execution of game interaction methods 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 player, such as a terminal device, television, computer, or PDA; however, the information processing is performed by 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 the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0040] In an optional implementation, 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 through the terminal 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 display 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 the game screen, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0041] In one possible implementation, this invention provides a game interaction method that provides a graphical user interface through a terminal device, wherein the terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0042] The game interaction method provided by the present disclosure will be described in detail below with reference to the accompanying drawings, through specific embodiments and application scenarios.

[0043] Figure 1 This is a schematic diagram of a system architecture for an application environment provided by an embodiment of the present disclosure. This system architecture can be applied to a game interaction method and game interaction device according to an embodiment of the present disclosure.

[0044] like Figure 1 As shown, system architecture 100 may include one or more of terminal devices 101, 102, and 103, a network 104, and a server 105. Network 104 serves as the medium for providing communication links between terminal devices 101, 102, and 103 and server 105. Network 104 may include various connection types, such as wired, wireless communication links, or fiber optic cables. Terminal devices 101, 102, and 103 may be various terminal devices with touchscreen displays, including but not limited to desktop computers, laptops, smartphones, and tablets. It should be understood that... Figure 1The number of terminal devices, networks, and servers shown is merely illustrative. Depending on implementation needs, any number of terminal devices, networks, and servers can be used. For example, server 105 could be a server cluster composed of multiple servers. The terminal device 101 is used to: respond to a first touch operation on a target control in the graphical user interface, control the target control to begin skill charging, and display at least one level skill control; respond to a second touch operation on the first level skill control, activate at least two skill trigger areas of the first level skill control, wherein the first level skill control is a skill control among the at least one level skill controls; respond to a third touch operation on the skill trigger area, and, if the skill charging meets a charging threshold, release the skill corresponding to the skill trigger area of ​​the first level skill control in the game scene according to the skill charging.

[0045] Figure 2 This is a flowchart illustrating a game interaction method provided in an embodiment of this disclosure. The game interaction method provided in this embodiment is applied to a terminal device. The terminal device provides a graphical user interface, which includes at least a portion of the game scene. (Reference) Figure 2 The method includes the following steps S201 to S203:

[0046] S201. The terminal device responds to the first touch operation on the target control in the graphical user interface, controls the target control to start skill charging, and displays at least one level of skill control.

[0047] In one exemplary embodiment, the at least one level-one skill control includes at least two level-one skill controls, which are respectively disposed on both sides of the horizontal dividing line of the target control, wherein the horizontal dividing line of the target control is parallel to the horizontal plane in the game scene.

[0048] For example, the horizontal plane in a game scene is parallel to the virtual ground in the game scene. In other words, the horizontal dividing line of the target control is parallel to the ground in the game scene. For instance, when the game scene is displayed in landscape mode on a terminal device, the virtual ground in the game scene is parallel to the long side of the terminal device's screen, and the horizontal plane in the game scene can be understood as the plane in the direction parallel to the long side of the terminal device's screen. When the game scene is displayed in portrait mode on a terminal device, the virtual ground in the game scene is parallel to the short side of the terminal device's screen, and the horizontal plane in the game scene can be understood as the plane in the direction parallel to the short side of the terminal device's screen. When the terminal device's screen is not quadrilateral, such as circular (e.g., when the terminal device is a smartwatch, the screen may be circular), the direction of the horizontal plane in the game scene can be determined by the direction parallel to the ground in the game scene, thereby determining the horizontal dividing line of the target control, and thus determining the display position of at least two primary skill controls.

[0049] In one exemplary embodiment, the game interaction method of this disclosure may further include: receiving a first target touch operation applied to a target control in the graphical user interface, wherein the first target touch operation is a sliding operation; responding to the sliding operation in which the angle between the sliding direction and the horizontal direction satisfies a preset angle threshold, and controlling and adjusting the attack direction of a controlled virtual object according to the sliding operation, wherein the controlled virtual object includes a virtual object controlled by the terminal device.

[0050] For example, when dragging and sliding a target control in a graphical user interface, if the angle between the sliding direction and the horizontal direction meets a preset angle threshold, the attack direction of the controlled virtual object can be adjusted according to the sliding direction. Here, the horizontal direction can be understood as the direction parallel to the virtual ground in the game scene. The preset angle threshold can be customized as needed. For example, the preset angle threshold can be less than or equal to 30 degrees. That is, when the angle between the sliding direction and the horizontal direction is less than or equal to 30 degrees, it is determined that the angle between the sliding direction and the horizontal direction meets the preset angle threshold. This exemplary embodiment does not impose any special limitations on this.

[0051] In an optional implementation, the first target touch operation includes an operation that continues with the first touch operation. For example, after the target control in the graphical user interface receives the first touch operation, it triggers the start of skill charging. While maintaining the first touch operation, a sliding operation continues, allowing the attack direction of the controlled virtual object to be adjusted while maintaining skill charging.

[0052] In one exemplary embodiment, the attack direction is the direction corresponding to the field of view of the controlled virtual object, wherein the field of view is the image displayed by the graphical user interface, and the image displayed by the graphical user interface is an image formed by capturing the game scene through a virtual camera in the game scene; the step of adjusting the attack direction of the controlled virtual object according to the sliding operation includes: adjusting the camera parameters of the virtual camera according to the sliding operation, wherein the camera parameters include at least one of the following: the position parameters of the virtual camera, the orientation parameters of the virtual camera; and updating the field of view according to the adjusted camera parameters.

[0053] For example, the position or orientation of the virtual camera can be adjusted according to the sliding direction and / or sliding distance of the sliding operation. When the position or orientation of the virtual camera changes, the game screen captured by the virtual camera will also change, and the field of view of the controlled virtual object will change. Since the field of view of the controlled virtual object has changed, the attack direction has also changed.

[0054] In another exemplary implementation, the attack direction can also be understood as the direction the controlled virtual object itself faces; that is, the attack direction can be understood as the orientation of the controlled virtual object. For example, the orientation of the controlled virtual object can be adjusted according to a sliding operation, thereby adjusting the attack direction. When adjusting the orientation of the controlled virtual object according to a sliding operation, the field of view of the controlled virtual object may not be adjusted. For example, if the controlled virtual object is simply controlled to rotate in the game scene according to a sliding operation, only the orientation of the controlled virtual object in the game scene changes; the field of view of the controlled virtual object does not change along with the change in the orientation of the controlled virtual object. Of course, when adjusting the orientation of the controlled virtual object according to a sliding operation, the field of view of the controlled virtual object can also be adjusted. For example, when the controlled virtual object is controlled to turn around, the field of view of the controlled virtual object also rotates. This exemplary implementation does not impose any special limitations on this.

[0055] In one exemplary embodiment, the game interaction method of this disclosure further includes: responding to a first touch operation on a target control in a graphical user interface, activating a direction control area according to the position information of the target control, wherein the direction control area is configured to respond to a sliding operation in which the angle with the horizontal direction satisfies a preset angle threshold, and adjusting the attack direction of the controlled virtual object.

[0056] In one exemplary embodiment, the game interaction method of this disclosure further includes: responding to a sliding operation in which the angle between the direction and the horizontal direction does not meet a preset angle threshold, configuring the direction control area from an active state to an inactive state; and when the direction control area is in an inactive state, controlling the attack direction of the controlled virtual object not to change with the sliding operation.

[0057] For example, the direction control area can be used to adjust the attack direction of the controlled virtual object. When the angle between the sliding direction and the horizontal direction meets a preset angle threshold (e.g., less than or equal to 30 degrees), the direction control area is activated. When the direction control area is activated, the attack direction of the controlled virtual object can be adjusted based on the sliding operation. When the angle between the sliding direction and the horizontal direction does not meet the preset angle threshold (e.g., greater than 30 degrees), the direction control area is deactivated. Sliding operations when the direction control area is deactivated will not change the attack direction of the controlled virtual object.

[0058] Optionally, each skill control in at least one level of skill controls can correspond to one skill type. In other words, at least one level of skill controls can be understood as controls corresponding to at least one skill type.

[0059] For example, when there are multiple skill types, controls for each skill type can be displayed around the target control. For instance, if there are two skill types, controls for each skill type can be displayed on the top and bottom sides of the target control. The top and bottom sides can be understood as the two sides of the horizontal dividing line of the target control mentioned above.

[0060] For example, in this embodiment of the disclosure, the use of skills can adopt a top-level mechanism, that is, during the use of controls, the character always faces the center of the field of view, and the target that is closer to the horizontal distance of the crosshair is recorded as the object of skill release.

[0061] For example, for ease of description, a ball game interface is used as an example in the embodiments of this disclosure. Figure 3 This is a schematic diagram of a game interface provided in an embodiment of the present disclosure; such as Figure 3 As shown in the interface, the game's interactive interface 301 displays a single weapon control (i.e., target control 30). If a touch operation on the weapon control is detected, such as a long press, then... Figure 3As shown in the game interface 302, the terminal device can bring up a skill joystick. The skill joystick may include a target control 30, a skill type 1 control 31, and a skill type 2 control 32. The terminal device calculates the charge level based on the duration of pressing the weapon control. When the player presses the screen, the charge progress can be displayed on the outer ring of the target control 30 to indicate the charge progress.

[0062] S202, The terminal device responds to the second touch operation applied to the first-level skill control, activating at least two skill triggering areas of the first-level skill control.

[0063] The first-level skill control refers to any one of the at least one-level skill controls in step S201. In an exemplary embodiment, the skill triggering area can be a second-level skill control; that is, at least two skill triggering areas of the first-level skill control can also be understood as second-level skill controls corresponding to at least two skills of the first-level skill control. In other words, the first-level skill control can be a control corresponding to different types of skills, and each type of skill can include multiple skills. Therefore, each first-level skill control can correspond to at least two second-level skill controls to trigger different skills under that type.

[0064] Optionally, taking the first-level skill control as an example of a skill type control corresponding to different skill types, each skill type may include at least one skill, and the number of skills under each skill type may be the same or different. This disclosure does not specifically limit this.

[0065] Optionally, in this embodiment of the disclosure, taking the first-level skill control as an example where the skill type control corresponds to different skill types, activating at least two skill trigger areas of the skill type control can indicate any of the following situations:

[0066] Scenario 1: The terminal device displays the trigger control for this type of skill in the game screen. The terminal device can determine the selected skill by detecting the player's trigger operation on the control displayed in the skill trigger area.

[0067] Scenario 2: If the terminal device does not display the trigger control in the game screen, the terminal device can determine the skill corresponding to the skill trigger area by detecting that the player's touch position on the screen is located in a skill trigger area.

[0068] For ease of description, the following example in this disclosure uses "activating at least two skill trigger areas of the first type" as an example to illustrate the display of trigger controls for various skills on a terminal device. Here, "activating at least two skill trigger areas of the first type" can be understood as activating at least two skill trigger areas of the first-level skill control as described above.

[0069] Combination Figure 3 In the game's interactive interface 302, after the player presses down at the display position of the target control 30, if the player slides from the display position of the target control 30 to the position of the skill type 1 control 31, as follows... Figure 4 As shown in the game's interactive interface 303, the terminal device can expand and display (or activate) the three skill trigger controls under skill type 1, which can prompt the player to select the skill to release.

[0070] It should be noted that, in the accompanying drawings provided in this disclosure, the example given is that the target control 30 follows the finger's movement during the player's selection of a skill type. In actual applications, the target control 30 may not follow the finger's movement during the selection of a skill type, and this disclosure does not impose any specific limitations on this.

[0071] S203. The terminal device responds to the third touch operation on the skill triggering area, and when the skill charge meets the charge threshold, releases the skill corresponding to the skill triggering area of ​​the first-level skill control in the game scene according to the skill charge.

[0072] In one exemplary implementation, the first touch operation, the second touch operation, and the third touch operation are consecutive touch operations. That is, the second touch operation is a successive operation of the first touch operation, and the third touch operation is a successive operation of the second touch operation. In other words, players can trigger the display of the skill joystick, including the target control and skill type, the selection of the skill type, the selection of the skill, and the release of the skill through consecutive touch operations on the screen, without the need for players to perform separate operations.

[0073] In one exemplary embodiment, the first touch operation may include a long press operation on the target control, the second touch operation may include a swipe operation from the display position of the target control to a first-level skill control among at least one level-one skill controls, and the third touch operation may include a swipe operation from the first-level skill control to any skill trigger area of ​​the first-level skill control. Of course, the first, second, and third touch operations may also include other consecutive touch operations, and this exemplary embodiment does not impose any special limitations on this.

[0074] Continue to combine Figure 4 In the game's interactive interface 303, after the player continues to slide from the skill type 1 control 31 to the skill 2 control, and the charging is completed, if the player's finger leaves the screen, the terminal device can release skill 2 to the target opponent 1 in the game scene.

[0075] In one exemplary embodiment, the first touch operation, the second touch operation, and the third touch operation can also be independent of each other. For example, after triggering the target control to start charging through the first touch operation, the finger can be released, and the target control can still automatically continue charging. Then, clicking any first-level skill control activates at least two skill trigger areas corresponding to the clicked first-level skill control, and the finger can be released at this time. When it is necessary to release the skill, clicking the corresponding skill trigger area will release the skill indicated by the clicked skill trigger area. This exemplary embodiment does not impose any special limitations on this.

[0076] This disclosure provides a game interaction method. When a terminal device displays a game screen in a graphical user interface, the terminal device can respond to a first touch operation on a target control in the graphical user interface to start skill charging and display at least one level-one skill control. Responding to a second touch operation on the first level-one skill control, at least two skill trigger areas of the first level-one skill control can be activated. Continuing to respond to a third touch operation on the skill area, if the skill charging reaches a threshold, the skill corresponding to the skill trigger area of ​​the first level-one skill control can be released in the game scene according to the skill charging. This disclosure requires only one target control to achieve skill charging and skill release, eliminating the need for the terminal device to display multiple virtual controls simultaneously, reducing the number and space of controls permanently displayed on the screen, and avoiding waste of screen resources.

[0077] Optionally, the game interaction method provided in this embodiment may further include the following step S204 after step S202:

[0078] S204. The terminal device responds to the fourth touch operation applied to the target control and cancels the activation of at least two skill trigger areas of the first-level skill control.

[0079] The fourth touch operation applied to the target control can be understood as a touch operation that slides from the skill trigger area of ​​the first-level skill control to the target control.

[0080] In one exemplary embodiment, the fourth touch operation may further include sliding from any skill trigger area of ​​the first-level skill control to the aforementioned direction control area. It is understood that the terminal device may, in response to the sliding operation from any skill trigger area of ​​the first-level skill control to the aforementioned direction control area, deactivate at least two skill trigger areas of the first-level skill control. It is understood that, taking a skill type control as an example, the terminal device may, in response to a sliding operation from any skill trigger area of ​​any type of skill to the aforementioned direction control area, deactivate the skill trigger area corresponding to that type of skill.

[0081] For example, combined Figure 4 In the game's interactive interface 303, if the player slides from the display area of ​​the skill 2 control to the direction control area, then... Figure 4 As shown in the game interaction interface 304, the terminal device cancels the expanded display (deactivates) of the skill control of skill type 1, displays the skill type 1 control 31, and displays the charging progress according to the charging time. The charging progress of the game interaction interface 304 is greater than the charging progress of the game interaction interface 303.

[0082] Based on this scheme, after deactivating at least the skill trigger area of ​​the first-level skill control, players can readjust the aiming target, reselect other skill types to be released (i.e., other first-level skill controls), or choose to cancel the skill release. This allows players to adjust the skill type and the target of skill release in real time during the charging process according to the actual battle situation, improving the convenience of player operation.

[0083] Optionally, the game interaction method provided in this embodiment may further include the following step S205 after step S202:

[0084] S205. The terminal device responds to the fifth touch operation applied to the second-level skill control, cancels the activation of at least two skill trigger areas of the first-level skill control, and activates at least two skill trigger areas of the second-level skill control.

[0085] In one exemplary embodiment, the second level-one skill control is a different level-one skill control from the first level-one skill control among the at least one level-one skill controls. The fifth touch operation may include sliding from any skill trigger area of ​​the first level-one skill control to the second level-one skill control.

[0086] Taking the example of different level-one skill controls corresponding to different types of skills, it can be understood that if a player needs to switch skill types during the skill charging process, they can slide from the already activated skill trigger area to other displayed type controls to activate the skill trigger areas corresponding to other types of skills. The operation is simple.

[0087] It should be noted that, in this embodiment of the disclosure, different first-level skill controls are used as skill type controls corresponding to different types of skills. The description is based on the display of skill type controls and the fact that skill trigger controls under skill types do not move with the finger touch position during the process of selecting skill types in the vertical direction. The vertical direction is perpendicular to the horizontal direction mentioned above.

[0088] Continue to combine Figure 4In the game interaction interface 303, if the player slides down from the display position of the skill 2 control and moves away from the display position of skill 2, as shown in the game interaction interface 304, the terminal device cancels the expansion display of the trigger controls of skill 1, skill 2 and skill 3. When the player slides through the direction control area to the display position of skill type 2, the terminal device expands and displays the three skills under skill type 2, namely skill 4, skill 5 and skill 6.

[0089] Based on this scheme, after selecting a skill, if a player needs to update the skill type according to the real-time battle situation before releasing the skill, they can slide from the selected skill trigger area to the other skill type control to activate the skill trigger area of ​​that other skill type. This allows for quick switching between different skill types without canceling the skill's charge, reselecting a different skill type, and recharging. This simplifies the operation steps for switching skill types and improves the efficiency of players releasing skills.

[0090] Optionally, the game interaction method provided in this embodiment may further include the following step S206 after step S202:

[0091] S206. The terminal device responds to the sixth touch operation, which involves sliding from the first skill trigger area to the second skill trigger area, and switches the skill to be released from the skill corresponding to the first skill trigger area to the skill corresponding to the second skill trigger area.

[0092] Wherein, the first skill triggering area and the second skill triggering area are any two different skill triggering areas among at least two skill triggering areas of the first level skill control.

[0093] Optionally, the second skill triggering area can be a skill triggering area adjacent to the display position of the first skill triggering area, or it can be a skill triggering area separated from at least one first-level skill control. This embodiment of the present disclosure does not specifically limit this.

[0094] For example, taking the first-level skill control as an example Figure 4 Taking the skill type 1 control in the example, combined with Figure 4The following explains the display positions of the three skill controls under Skill Type 1 in the game interaction screen 303. Assuming the player slides from the Skill Type 1 control to the position of the Skill 1 control, and the terminal device is about to release Skill 1, the player can slide from the Skill 1 control to the Skill 2 control, and the terminal device can switch the skill to be released from Skill 1 to Skill 2. Alternatively, the player can slide from the Skill 1 control to the Skill 3 control, and the terminal device can switch the skill to be released from Skill 1 to Skill 3. The terminal device can switch directly from Skill 1 to Skill 3, or it can switch Skill 1 to Skill 2 first when the finger passes over the Skill 2 control, and then switch from Skill 2 to Skill 3 when the finger slides from the Skill 2 control to the Skill 3 control.

[0095] Based on this solution, players can quickly switch between different skills of the same skill type during the charging process, according to the real-time game situation. Compared to displaying multiple primary skill controls simultaneously, by pressing the primary skill control to charge, when switching skills, there is no need to cancel the charging process of one skill, select another skill to be released from the multiple primary controls, and press to charge again. Therefore, this solution can not only reduce the number of persistent display controls on the terminal device screen, but also reduce the time spent charging skills, improving charging efficiency. This reduces the probability of delaying the battle due to excessively long skill switching time, thus improving the player's gaming experience.

[0096] Optionally, the game interaction method provided in this embodiment may further include the following S207 after the above-described S202:

[0097] S207. The terminal device responds to the seventh touch operation and switches the skill to be released from the skill corresponding to the first skill trigger area to the skill corresponding to the third skill trigger area.

[0098] The first skill triggering area includes any skill triggering area of ​​the first-level skill control, and the third skill triggering area includes any skill triggering area of ​​the second-level skill control; the seventh touch operation includes sliding from the first skill triggering area to the second-level skill control to activate at least two skill triggering areas of the second-level skill control, and then continuing to slide to the third skill triggering area, wherein the second-level skill control is another skill control that is different from the first-level skill control among the at least one level skill control.

[0099] Based on the first level skill control Figure 4 The skill type 1 control is in the middle, and the second level skill control is... Figure 4 Taking the skill type 2 control as an example, let's continue to combine... Figure 4In the game interaction interface 303, if the player starts to slide down from the display position of the skill 2 control, as shown in the game interaction interface 304, the terminal device cancels the expansion display of the trigger controls of skill 1, skill 2 and skill 3. When sliding to the display position of skill type 2, the terminal device expands and displays the three skills under skill type 2, namely skill 4, skill 5 and skill 6. When continuing to slide down to the skill trigger area corresponding to skill 5, the terminal device switches the skill to be released selected by the player from skill 2 under skill type 1 to skill 5 under skill type 2.

[0100] Based on this scheme, after selecting a skill, if a player needs to switch to a different skill type based on the real-time battle situation before releasing the skill, they can slide from the selected skill's trigger area to another skill type's trigger area, and continue sliding to that other skill type's trigger area. This allows for quick switching between different skill types during the skill charging process, without having to cancel the skill's charge, reselect a different skill type, and start charging again. This simplifies the process of switching skill types and improves the efficiency of skill release.

[0101] Optionally, the game interaction method provided in this embodiment may further include the following step S208 after activating the directional control area:

[0102] S208. The angle between the sliding direction and the horizontal direction of the terminal device in response to the sliding operation meets a preset angle threshold, and the display position of at least one level skill control changes with the touch position of the sliding operation.

[0103] Optionally, the system can respond to a player's horizontal swipe operation (where the player's touch position is in the directional control area) directly starting at the display position of the target control after triggering the display of the skill type control (i.e., at least one level skill control mentioned above). The system can control the display position of the at least one level skill control to change with the touch position of the swipe operation. Alternatively, the system can respond to a player's swipe operation after selecting a skill type or a skill, moving from a non-directional control area to a directional control area, and then swiping within the directional control area. The system can control the display position of the at least one level skill control to change with the touch position of the interaction operation.

[0104] One possible example is that if the sliding operation is triggered from left to right in the horizontal direction, the display position of the level 1 skill control will move to the right following the sliding operation; if the sliding operation is triggered from right to left in the horizontal direction, the level 1 skill control will move to the left following the sliding operation.

[0105] Optionally, if the angle between the sliding direction and the horizontal direction in response to the sliding operation satisfies a preset angle threshold, the display position of the target control can also be controlled to change with the touch position of the sliding operation. In other words, if the angle between the sliding direction and the horizontal direction in response to the sliding operation satisfies a preset angle threshold, the display positions of the target control and the primary skill controls displayed on both sides of the horizontal dividing line of the target control can be controlled to change with the touch position of the sliding operation. This embodiment does not specifically limit this aspect.

[0106] Figure 5 This is a schematic diagram of a game interaction screen provided in an embodiment of the present disclosure. As shown in the game interaction screen 306, after the player drags the target control 30 to the left from the origin, the display positions of the target control and the skill trigger area both move to the left as the touch position changes to the left, and the terminal device switches the target to be released skill from opponent 1 to opponent 2.

[0107] It is understandable that if the charge level is not full, the charge progress can continue to be updated on the target control based on the touch time while adjusting the attack direction.

[0108] Based on this scheme, after the directional control area is activated on the terminal device, if the device detects that the player starts to slide horizontally within the directional control area, it can determine that the player needs to adjust the attack direction, i.e., switch the attack target. The terminal device can then adjust the attack direction according to the player's sliding direction, switching the target of the charged skill release. During the process of adjusting the attack direction (i.e., adjusting the attack target), since the type control follows the player's finger movement, after adjusting the attack target, the device can also quickly select the skill to be released based on the type control, improving the convenience of charging and aiming operations. This allows players to make timely adjustments based on the real-time battle situation, enhancing the player's operating experience.

[0109] Optionally, the game interaction method provided in this embodiment may further include the following step S209 after step S202:

[0110] S209. The terminal device responds to the eighth touch operation, cancels the selection of the skill corresponding to the skill triggering area targeted by the third touch operation to be released, and adjusts the attack direction.

[0111] The eighth touch operation includes sliding from the skill trigger area of ​​the first-level skill control to the direction control area, and continuing to slide within the direction control area. The display position of the at least one-level skill control changes according to the touch position of the eighth touch operation within the direction control area. For example, the display position of the at least one-level skill control changes according to the touch position of the eighth touch operation in the horizontal direction within the direction control area. The horizontal direction in the direction control area is parallel to the virtual ground in the game scene.

[0112] Understandably, after a player has selected a skill to be released for an attack target, if they need to adjust the target of the skill release, they can slide back from the selected skill trigger area to the directional control area, quickly adjust the target of the attack in the directional control area, and reselect the skill to be released.

[0113] Based on this scheme, if a player has already selected a skill to be released but has not yet released it, and needs to adjust the target of the attack, the player can directly continue to slide from the first skill trigger area to the direction control area, and adjust the attack direction in the direction control area to quickly adjust the target to be attacked. After the adjustment, the player can slide back to the skill type control to activate the corresponding skill trigger area to select the skill. This does not require the player to interrupt the charging process, thus improving the flexibility of operation during the skill charging process.

[0114] Optionally, the game interaction method provided in this embodiment may further include the following step S210 after the charging process begins:

[0115] S210, The terminal device responds to the ninth touch operation by sliding to the preset area and cancels the release skill.

[0116] It is understood that, in the disclosed embodiments, if a ninth touch operation is detected, the terminal device cancels the release of the skill, such as canceling the skill charging.

[0117] It should be noted that, in this embodiment of the disclosure, the skill release can be cancelled at any stage between the start of charging and the release of the skill. The charging progress can be either incomplete or complete, and this embodiment of the disclosure does not specifically limit this.

[0118] For example, after a player starts pressing the target control to trigger the display of the skill type control, they can slide to the preset area at any time to cancel the skill release. This can be done before a skill type is selected, after the finger is slid to a skill type trigger control and the skill trigger area for that type is displayed, after the finger has already slid to a skill trigger area, or after the skill trigger area has been switched. At any of these stages, the player can slide to the preset area to cancel the skill release.

[0119] For example, the preset area can be an area outside the preset distance from the target control display area.

[0120] For example, combining Figure 3 As shown in the game interaction screen 302, the preset area can be a blank area outside the preset distance above the target control. When the player's finger slides from any position of the target control, type control (such as the first-level skill control mentioned above), or skill trigger area to the blank area, the terminal device can cancel the release of the skill.

[0121] Optionally, the preset area can be a fixed area or a dynamically changing area; this embodiment does not specifically limit this.

[0122] One possible example is that if the type control is triggered to move with the touch position when the horizontal view is adjusted, the preset area may move with the type control's display position or may not move with the type control's display position.

[0123] Based on this solution, if a player no longer needs to release a skill while charging up and selecting it, they can cancel the skill release by continuing to slide the touch control to the preset area. In other words, while pressing the target control to trigger the start of charging up and selecting a skill to release, players can also cancel the skill release through continuous touch operations, making it convenient for players to operate as needed and improving the convenience and flexibility of the player's charging operation.

[0124] It should be noted that the game interaction method provided in this disclosure can be executed by a game interaction device or a control module within that game interaction device for executing the game interaction method. This disclosure uses the game interaction method executed by a game interaction device as an example to illustrate the game interaction device provided in this disclosure.

[0125] Optionally, embodiments of this disclosure provide a touch operation determination rule to determine whether a touch operation during the skill charging process is adjusting the view or selecting a skill.

[0126] Figure 6 This is a schematic diagram of parameter markings for a touch operation determination rule provided in an embodiment of this disclosure, such as... Figure 6As shown, the terminal device can determine the origin O of the composite skill joystick when it detects that the player has pressed the target control. This composite skill joystick includes a target control and a type control (i.e., at least one level skill control as described above). The height of the directional control area is 2H, and the width is unlimited. Then, the terminal device begins to monitor the finger's dragging movement in real time at preset time intervals t to determine the angle between the movement direction and the horizontal direction. The movement direction is the direction from the player's starting point to the ending point of the drag, the critical value of the angle is θ, and the interval between the type control and the directional control area is X.

[0127] Specifically, in actual operation, such as Figure 7 As shown, the dragging action moves the center of the composite skill joystick from O1 to O2, with the angle between the direction of movement and the horizontal direction being α, and the vertical distance being h. When the angle between the dragging direction (O1 to O2) and the horizontal direction is α < θ, or the vertical distance h ≤ (H+x), only the attack direction adjustment is triggered, and the skill type control follows the finger movement, without triggering the skill selection operation. When the angle between the dragging direction and the horizontal direction is α > θ, the upper and lower skill type controls no longer follow the finger movement, i.e., the composite joystick is fixed. Based on this condition, when the vertical distance h > (H+x), the player slides onto the skill type control to trigger the skill option wheel and enter the skill selection mode. Assume the player's finger moves to... Figure 8 The indicated direction adjustment (aiming) area can be considered as the terminal device switching to direction adjustment mode.

[0128] Optionally, the values ​​of parameters θ, H, and x in the judgment rule can be adjusted to effectively avoid misoperation. The number N of options in the skill trigger area (e.g., the display method of the skill option wheel) can be determined according to different needs. The value of skill option N under each type of control can be the same or different.

[0129] It is understood that the game interaction method provided in this disclosure provides a joystick scheme and operation judgment rules for compound charging, aiming and multiple skill selection operations, which can simplify the operation process of charging, aiming and skill selection in the game operation. It allows players to freely switch between multiple functions as needed in the skill charging state through a single triggered sliding operation, which improves the convenience of player operation, shortens the operation time of skill release, and thus improves the player's operation experience.

[0130] Figure 9 This disclosure provides a possible structural diagram of a game interaction device, which provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the game scene, such as... Figure 9As shown, the game interaction device includes: a skill charging module 901, an activation module 902, and a skill release module 903. The skill charging module 901 is used to respond to a first touch operation on a target control in the graphical user interface, controlling the target control to begin skill charging and displaying at least one level skill control. The activation module 902 is used to respond to a second touch operation applied to the first level skill control, activating at least two skill trigger areas of the first level skill control, wherein the first level skill control is a skill control among the at least one level skill controls. The skill release module 903 is used to respond to a third touch operation on the skill trigger area, releasing the skill corresponding to the skill trigger area of ​​the first level skill control in the game scene according to the skill charging when the skill charging meets a charging threshold. Optionally, the second touch operation is a continuous operation of the first touch operation, and the third touch operation is a continuous operation of the second touch operation.

[0131] Optionally, the activation module 902 can also be used to deactivate at least two skill trigger areas of the first-level skill control in response to a fourth touch operation applied to the target control.

[0132] Optionally, the activation module 902 can also be used to respond to a fifth touch operation applied to the second level skill control, deactivate at least two skill trigger areas of the first level skill control, and activate at least two skill trigger areas of the second level skill control, wherein the second level skill control is another level skill control that is different from the first level skill control among the at least one level skill control.

[0133] Optionally, the at least one level-one skill control includes at least two level-one skill controls, which are respectively disposed on both sides of the horizontal dividing line of the target control, wherein the horizontal dividing line of the target control is parallel to the horizontal plane in the game scene.

[0134] Optionally, the device may also include a skill switching module, which can be used to respond to a sixth touch operation that slides from a first skill triggering area to a second skill triggering area, and switch the skill to be released from the skill corresponding to the first skill triggering area to the skill corresponding to the second skill triggering area; wherein, the first skill triggering area and the second skill triggering area are skill triggering areas among at least two skill triggering areas of a first-level skill control.

[0135] Optionally, the skill switching module can also be used to respond to a seventh touch operation, switching the skill to be released from the skill corresponding to the first skill trigger area to the skill corresponding to the third skill trigger area; wherein, the first skill trigger area includes any skill trigger area of ​​the first-level skill control, and the third skill trigger area includes any skill trigger area of ​​the second-level skill control; the seventh touch operation includes sliding from the first skill trigger area to the second-level skill control to activate at least two skill trigger areas of the second-level skill control, and then continuing to slide to the third skill trigger area, wherein the second-level skill control is another skill control among the at least one level skill control that is different from the first-level skill control.

[0136] Optionally, the device may further include an attack direction adjustment module, which can be used to receive a first target touch operation applied to a target control in the graphical user interface, wherein the first target touch operation is a sliding operation; responding to the sliding operation, the angle between the sliding direction and the horizontal direction satisfies a preset angle threshold, and controlling and adjusting the attack direction of the controlled virtual object according to the sliding operation, wherein the controlled virtual object is a virtual object controlled by the terminal device.

[0137] Optionally, the attack direction is the direction corresponding to the field of view of the controlled virtual object, wherein the field of view is the image displayed by the graphical user interface, and the image displayed by the graphical user interface is the image formed by capturing the game scene through a virtual camera in the game scene; the step of adjusting the attack direction of the controlled virtual object according to the sliding operation includes: adjusting the camera parameters of the virtual camera according to the sliding operation, wherein the camera parameters include at least one of the following: the position parameters of the virtual camera, the orientation parameters of the virtual camera; and updating the field of view according to the adjusted camera parameters.

[0138] Optionally, the device further includes a direction control area activation module, which can be used to activate a direction control area according to the position information of the target control in response to a first touch operation on the target control in the graphical user interface. The direction control area is configured to adjust the attack direction of the controlled virtual object in response to a sliding operation in which the angle with the horizontal direction satisfies a preset angle threshold.

[0139] Optionally, the direction control region activation module can also be used to respond to a sliding operation where the angle with the horizontal direction does not meet a preset angle threshold, and configure the direction control region from an active state to an inactive state; when the direction control region is in an inactive state, the attack direction of the controlled virtual object is controlled so that it does not change with the sliding operation.

[0140] Optionally, the device may further include a display position change module, which can be used to control the display position of the at least one level skill control to change in response to the angle between the sliding direction of the sliding operation and the horizontal direction satisfying a preset angle threshold.

[0141] Optionally, the device may further include a skill cancellation module, which can be used to respond to an eighth touch operation to cancel the selection of the skill corresponding to the skill triggering area targeted by the third touch operation to be released, and adjust the attack direction; wherein, the eighth touch operation includes sliding from the skill triggering area of ​​the first-level skill control to the direction control area, and continuing to slide in the direction control area; the display position of the at least one-level skill control changes with the change of the touch position of the eighth touch operation in the direction control area.

[0142] Optionally, the device may further include a cancel release skill module, which can be used to cancel the release skill in response to a ninth touch operation that slides to a preset area.

[0143] This disclosure provides a game interaction device. When a terminal device displays a game screen in a graphical user interface, the game interaction device can respond to a first touch operation on a target control in the graphical user interface to start skill charging and display at least one level skill control. Responding to a second touch operation on the first level skill control, at least two skill trigger areas of the first level skill control can be activated. Continuing to respond to a third touch operation on a skill area, if the skill charging reaches a threshold, the skill corresponding to the skill trigger area of ​​the first level skill control can be released in the game scene based on the skill charging. This disclosure requires only one target control to achieve skill charging and skill release, eliminating the need to display multiple virtual controls simultaneously, reducing the number and space of controls permanently displayed on the screen, and avoiding waste of screen resources.

[0144] The game interaction device in this disclosure can be a device, or a component, integrated circuit, or chip in a terminal. The device can be a mobile terminal device or a non-mobile terminal device. For example, a mobile terminal device can be a mobile phone, tablet computer, laptop computer, PDA, in-vehicle terminal device, wearable device, UMPC (ultra-mobile personal computer), netbook, or PDA (personal digital assistant), etc., while a non-mobile terminal device can be a server, NAS (Network Attached Storage), PC (personal computer), TV (television), ATM, or self-service machine, etc. This disclosure does not impose specific limitations.

[0145] In this embodiment of the disclosure, the game interaction device is a device with an operating system. This operating system can be Android, iOS, or other possible operating systems; this embodiment of the disclosure does not impose any specific limitations.

[0146] The game interaction device provided in this disclosure can achieve... Figures 1 to 8 The various processes implemented in the method implementation examples will not be described again here to avoid repetition.

[0147] Optionally, such as Figure 10 As shown, this disclosure also provides a terminal device 1000, including a processor 1001, a memory 1002, and a program or instructions stored in the memory 1002 and executable on the processor 1001. When the program or instructions are executed by the processor 1001, they implement the various processes of the above-described game interaction method embodiments and achieve the same technical effects. To avoid repetition, they will not be described again here.

[0148] It should be noted that the terminal devices in this disclosure include the mobile terminal devices and non-mobile terminal devices described above.

[0149] Figure 11 A schematic diagram of the hardware structure of a terminal device to implement an embodiment of this disclosure. (See attached diagram.) Figure 11 As shown, the terminal device 1100 includes, but is not limited to, components such as: radio frequency unit 1101, network module 1102, audio output unit 1103, input unit 1104, sensor 1105, display unit 1106, player input unit 1107, interface unit 1108, memory 1109, and processor 1110.

[0150] Those skilled in the art will understand that the terminal device 1100 may also include a power supply (such as a battery) for supplying power to various components. The power supply may be logically connected to the processor 1110 through a power management system, thereby enabling functions such as managing charging, discharging, and power consumption through the power management system. Figure 11 The terminal device structure shown in the figure does not constitute a limitation on the terminal device. The terminal device may include more or fewer components than shown, or combine certain components, or have different component arrangements, which will not be elaborated here.

[0151] This disclosure provides a terminal device that, when displaying a game screen in a graphical user interface, can respond to a first touch operation on a target control in the graphical user interface to begin skill charging and display at least one level-one skill control; respond to a second touch operation acting on the first level-one skill control to activate at least two skill trigger areas of the first level-one skill control; and continue responding to a third touch operation on a skill area, if the skill charging reaches a threshold, the skill corresponding to the skill trigger area of ​​the first level-one skill control can be released in the game scene according to the skill charging. This disclosure requires only one target control to achieve skill charging and skill release, eliminating the need for the terminal device to display multiple virtual controls simultaneously, reducing the number and space of controls permanently displayed on the screen, and avoiding waste of screen resources.

[0152] It should be understood that, in this embodiment of the disclosure, the input unit 1104 may include a GPU (Graphics Processing Unit) 1141 and a microphone 1142. The graphics processor 1141 processes image data of still images or videos obtained by an image capture device (such as a camera) in video capture mode or image capture mode. The display unit 1106 may include a display panel 1161, which may be configured in the form of a liquid crystal display, an organic light-emitting diode, etc. The player input unit 1107 includes a touch panel 1171 and other input devices 1172. The touch panel 1171 is also called a touch screen. The touch panel 1171 may include a touch detection device and a touch controller. Other input devices 1172 may include, but are not limited to, physical keyboards, function keys (such as volume control buttons, power buttons, etc.), trackballs, mice, joysticks, etc., which will not be described in detail here. The memory 1109 can be used to store software programs and various data, including but not limited to applications and operating systems. Processor 1110 can integrate an application processor and a modem processor. The application processor mainly handles the operating system, player interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into processor 1110.

[0153] This disclosure also provides a readable storage medium storing a program or instructions. When the program or instructions are executed by a processor, they implement the various processes of the above-described game interaction method embodiments and achieve the same technical effects. To avoid repetition, further details are omitted here.

[0154] The processor mentioned above is the processor in the terminal device described in the above embodiments. The readable storage medium includes computer-readable storage media, such as computer ROM (Read-Only Memory), RAM (Random Access Memory), magnetic disks, or optical disks.

[0155] This disclosure also provides a chip, which includes a processor and a communication interface. The communication interface is coupled to the processor. The processor is used to run programs or instructions to implement the various processes of the above-described game interaction method embodiments and achieve the same technical effect. To avoid repetition, it will not be described again here.

[0156] It should be understood that the chip mentioned in the embodiments of this disclosure may also be referred to as a system-on-a-chip, system chip, chip system, or system-on-a-chip, etc.

[0157] It should be noted that, in this document, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes that element. Furthermore, it should be noted that the scope of the methods and apparatuses in the embodiments of this disclosure is not limited to performing functions in the order shown or discussed, but may also include performing functions substantially simultaneously or in the reverse order, depending on the functions involved. For example, the described methods may be performed in a different order than described, and various steps may be added, omitted, or combined. Additionally, features described with reference to certain examples may be combined in other examples.

[0158] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions to cause a terminal (which may be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in the various embodiments of this disclosure.

[0159] The embodiments of this disclosure have been described above with reference to the accompanying drawings. However, this disclosure is not limited to the specific embodiments described above. The specific embodiments described above are merely illustrative and not restrictive. Those skilled in the art can make many other forms under the guidance of this disclosure without departing from the spirit and scope of the claims, and all of these forms are within the protection scope of this disclosure.

Claims

1. A game interaction method, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the GUI includes at least a portion of the game scene. In response to the first touch operation on the target control in the graphical user interface, the target control is controlled to start skill charging and at least one level of skill control is displayed; In response to a second touch operation applied to a first-level skill control, at least two skill trigger areas of the first-level skill control are activated, wherein the first-level skill control is a skill control among the at least one level skill controls; In response to a third touch operation targeting the skill trigger area, if the skill charge meets the charge threshold, the skill corresponding to the skill trigger area of ​​the first-level skill control is released in the game scene according to the skill charge. The primary skill controls include controls corresponding to different types of skills; Receive a first target touch operation applied to a target control in the graphical user interface, wherein the first target touch operation is a swipe operation; The angle between the sliding direction and the horizontal direction in response to the sliding operation satisfies a preset angle threshold. The attack direction of the controlled virtual object is adjusted according to the sliding operation, wherein the controlled virtual object is a virtual object controlled by the terminal device. In response to a first touch operation on a target control in a graphical user interface, a direction control area is activated based on the position information of the target control. The direction control area is configured to adjust the attack direction of the controlled virtual object in response to a sliding operation where the angle between the control and the horizontal direction satisfies a preset angle threshold.

2. The game interaction method according to claim 1, characterized in that, The second touch operation is a continuous operation of the first touch operation, and the third touch operation is a continuous operation of the second touch operation.

3. The method according to claim 1, characterized in that, After activating at least two skill trigger areas of the first-level skill control, the method further includes: In response to a fourth touch operation applied to the target control, at least two skill triggering areas of the first-level skill control are deactivated.

4. The method according to claim 1, characterized in that, After activating at least two skill trigger areas of the first-level skill control, the method further includes: In response to a fifth touch operation applied to a second-level skill control, at least two skill trigger areas of the first-level skill control are deactivated, and at least two skill trigger areas of the second-level skill control are activated, wherein the second-level skill control is a different level skill control from the first level skill control among the at least one level skill controls.

5. The method according to claim 1, characterized in that, The at least one level-one skill control includes at least two level-one skill controls, which are respectively set on both sides of the horizontal dividing line of the target control, wherein the horizontal dividing line of the target control is parallel to the horizontal plane in the game scene.

6. The method according to claim 1, characterized in that, After activating at least two skill trigger areas of the first-level skill control, the method further includes: In response to the sixth touch operation of sliding from the first skill trigger area to the second skill trigger area, the skill to be released is switched from the skill corresponding to the first skill trigger area to the skill corresponding to the second skill trigger area; The first skill triggering area and the second skill triggering area are skill triggering areas among at least two skill triggering areas of the first level skill control.

7. The method according to claim 1, characterized in that, After activating at least two skill trigger areas of the first-level skill control, the method further includes: In response to the seventh touch operation, the skill to be released is switched from the skill corresponding to the first skill trigger area to the skill corresponding to the third skill trigger area; Wherein, the first skill triggering area includes any skill triggering area of ​​the first level skill control, and the third skill triggering area includes any skill triggering area of ​​the second level skill control; the seventh touch operation includes sliding from the first skill triggering area to the second level skill control to activate at least two skill triggering areas of the second level skill control, and then continuing to slide to the third skill triggering area, wherein the second level skill control is another skill control that is different from the first level skill control among the at least one level skill control.

8. The method according to claim 1, characterized in that, The attack direction is the direction corresponding to the field of view of the controlled virtual object, wherein the field of view is the image displayed by the graphical user interface, and the image displayed by the graphical user interface is the image formed by capturing the game scene through a virtual camera in the game scene; the step of adjusting the attack direction of the controlled virtual object according to the sliding operation includes: The camera parameters of the virtual camera are adjusted according to the sliding operation, wherein the camera parameters include at least one of the following: the position parameters of the virtual camera and the orientation parameters of the virtual camera; The field of view is updated based on the adjusted camera parameters.

9. The method according to claim 1, characterized in that, The method further includes: In response to a sliding operation where the angle between the direction and the horizontal direction does not meet a preset angle threshold, the direction control area is configured from an active state to an inactive state. When the direction control area is inactive, the attack direction of the controlled virtual object does not change with the sliding operation.

10. The method according to claim 1, characterized in that, The method further includes: If the angle between the sliding direction and the horizontal direction of the sliding operation meets a preset angle threshold, the display position of the at least one level skill control is controlled to change in accordance with the change of the touch position of the sliding operation.

11. The method according to claim 1, characterized in that, The method further includes: In response to the eighth touch operation, the selection of the skill corresponding to the skill triggering area targeted by the third touch operation to be released is cancelled, and the attack direction is adjusted; The eighth touch operation includes sliding from the skill triggering area of ​​the first-level skill control to the direction control area, and continuing to slide in the direction control area; the display position of the at least one-level skill control changes with the touch position of the eighth touch operation in the direction control area.

12. The method according to claim 1, characterized in that, After the target control is instructed to begin skill charging, the method further includes: The skill release is canceled in response to the ninth touch operation that slides to the preset area.

13. A game interaction device, characterized in that, The device provides a graphical user interface via a terminal device, wherein the graphical user interface includes at least a portion of the game scene, and the device comprises: The skill charging module is used to respond to the first touch operation on the target control in the graphical user interface, control the target control to start skill charging, and display at least one level of skill control; An activation module is used to respond to a second touch operation applied to a first-level skill control and activate at least two skill trigger areas of the first-level skill control, wherein the first-level skill control is a skill control among the at least one level skill controls; The skill release module is used to respond to a third touch operation on the skill triggering area, and release the skill corresponding to the skill triggering area of ​​the first-level skill control in the game scene according to the skill charge when the skill charge meets the charge threshold; An attack direction adjustment module is used to receive a first target touch operation applied to a target control in the graphical user interface, wherein the first target touch operation is a sliding operation; responding to the sliding operation, the angle between the sliding direction and the horizontal direction satisfies a preset angle threshold, and controlling and adjusting the attack direction of the controlled virtual object according to the sliding operation, wherein the controlled virtual object is a virtual object controlled by the terminal device; The directional control area activation module is used to respond to the first touch operation on the target control in the graphical user interface, and activate the directional control area according to the position information of the target control. The directional control area is configured to respond to a sliding operation in which the angle with the horizontal direction meets a preset angle threshold, and adjust the attack direction of the controlled virtual object. The primary skill controls include controls corresponding to different types of skills.

14. A terminal device, characterized in that, It includes a processor, a memory, and a program or instructions stored in the memory and executable on the processor, wherein the program or instructions, when executed by the processor, implement the steps of the game interaction method as described in any one of claims 1 to 12.

15. A readable storage medium, characterized in that, The readable storage medium stores a program or instructions that, when executed by a processor, implement the steps of the game interaction method as described in any one of claims 1 to 12.

Citation Information

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