Game skill recording method and device, equipment and storage medium

CN115970280BActive Publication Date: 2026-10-30NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211719783.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-30
Publication Date
2026-10-30
Estimated Expiration
2042-12-30

AI Technical Summary

Technical Problem

[0004]本发明的主要目的在于解决现有准确记录技能冷却时间的方法较为复杂使得操作费时的技术问题

Benefits of technology

[0009]本发明提供的技术方案中,通过在设置技能进度控件,在记录技能释放时间时,通过拖动游戏画面上显示的某个敌方虚拟对象的目标技能图标,然后将该技能图标在技能进度控件中拖动到标识在此之前时间段内的位置上,来自动确定和计算施放时间,然后快捷显示该目标技能图标对应的技能施放时间,无需人工计算技能释放时间,然后再在聊天框中输入,降低记录技能释放时间的操作复杂度,减少操作时间。

✦ Generated by Eureka AI based on patent content.

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Abstract

The application relates to the technical field of games and discloses a game skill recording method, device and equipment and a storage medium. The method comprises the following steps: providing a graphical user interface through a terminal device, the graphical user interface comprising a game picture and a skill progress control, and displaying at least one skill icon of an enemy virtual object on the game picture; the game skill recording method comprises the following steps: in response to a dragging operation on a target skill icon in the at least one skill icon, displaying the skill progress control on the game picture, controlling the target skill icon to move on the skill progress control following the dragging operation, and recording the position when the dragging operation is released; determining the release time of the skill corresponding to the target skill icon based on the position, and recording and displaying the release time of the skill at a specified position on the game picture. The application reduces the complexity of accurately recording the skill cooling time and reduces the operation time length.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a method, apparatus, device, and storage medium for recording game skills. Background Technology

[0002] In MOBA (Multiplayer Online Battle Arena) games, recording the cooldown times of enemy skills allows players to better seize opportunities to initiate team fights and determine the timing of tactical deployments. Currently, the native functionality offered by mobile games mainly allows for brief recording of whether the opponent has a particular skill available. To accurately record the cooldown times of enemy skills, the exact time the skill was cast needs to be recorded. However, by the time a player starts recording, the opponent has often already used the skill, so the recorded time usually needs to be pushed back slightly.

[0003] Current methods typically involve either typing a message or clicking a character's skill icon to signal that the character currently does not possess that skill. Typing is time-consuming, especially on mobile devices; while clicking a skill icon only records the current skill availability, not the enemy's skill cooldown time. In short, existing methods for accurately recording skill cooldown times are complex and time-consuming. Summary of the Invention

[0004] The main objective of this invention is to solve the technical problem that existing methods for accurately recording skill cooldown times are complex and time-consuming.

[0005] The first aspect of this invention provides a method for recording game skills. A graphical user interface (GUI) is provided via a terminal device. The GUI includes a game screen and a skill progress control. At least one skill icon of an enemy virtual object is displayed on the game screen. The method includes: responding to a drag operation on a target skill icon among the at least one skill icon; displaying the skill progress control on the game screen; controlling the target skill icon to move on the skill progress control following the drag operation; and recording the position when the drag operation is released; determining the release time of the skill corresponding to the target skill icon based on the position; and recording and displaying the release time of the skill at a designated position on the game screen.

[0006] A second aspect of the present invention provides a game skill recording device, which provides a graphical user interface via a terminal device. The graphical user interface includes a game screen and a skill progress control. At least one skill icon of an enemy virtual object is displayed on the game screen. The game skill recording device includes: a drag module, used to respond to a drag operation on a target skill icon among the at least one skill icon, display the skill progress control on the game screen, control the target skill icon to move on the skill progress control following the drag operation, and record the position when the drag operation is released; and a time display module, used to determine the release time of the skill corresponding to the target skill icon based on the position, and record and display the release time of the skill at a designated position on the game screen.

[0007] A third aspect of the present invention provides a game skill recording device, comprising: a memory and at least one processor, wherein the memory stores instructions; the at least one processor invokes the instructions in the memory to cause the game skill recording device to execute the above-described game skill recording method.

[0008] A fourth aspect of the present invention provides a computer-readable storage medium storing instructions that, when executed on a computer, cause the computer to perform the above-described game skill recording method.

[0009] In the technical solution provided by this invention, when setting up a skill progress control and recording skill release time, the target skill icon of an enemy virtual object displayed on the game screen is dragged, and then the skill icon is dragged in the skill progress control to the position marked within the previous time period. This automatically determines and calculates the release time, and then quickly displays the skill release time corresponding to the target skill icon. There is no need to manually calculate the skill release time and then input it in the chat box, which reduces the complexity of recording skill release time and reduces operation time. Attached Figure Description

[0010] Figure 1 This is a schematic diagram of the first embodiment of the game skill recording method in this invention;

[0011] Figure 2 This is a schematic diagram of the first embodiment of the graphical user interface in this invention;

[0012] Figure 3 This is a schematic diagram of the first embodiment of the graphical user interface in this invention;

[0013] Figure 4 This is a schematic diagram of the first embodiment of the graphical user interface in this invention;

[0014] Figure 5 This is a schematic diagram of the first embodiment of the graphical user interface in this invention;

[0015] Figure 6 This is a schematic diagram of one embodiment of the game skill recording device in this invention;

[0016] Figure 7 This is a schematic diagram of another embodiment of the game skill recording device in this invention;

[0017] Figure 8 This is a schematic diagram of one embodiment of the game skill recording device in this invention. Detailed Implementation

[0018] This invention provides a method, apparatus, device, and storage medium for recording game skills. A graphical user interface (GUI) is provided via a terminal device. The GUI includes a game screen and a skill progress control. At least one skill icon of an enemy virtual object is displayed on the game screen. The game skill recording method includes: responding to a drag operation on a target skill icon among the at least one skill icon; displaying the skill progress control on the game screen; controlling the target skill icon to move along the skill progress control following the drag operation; and recording the position at the time the drag operation is released. Based on the position, the release time of the skill corresponding to the target skill icon is determined, and the release time of the skill is recorded and displayed at a designated position on the game screen. This invention reduces the complexity of accurately recording skill cooldown times and shortens the operation time.

[0019] The terms “first,” “second,” “third,” “fourth,” etc. (if present) in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms “comprising” or “having,” and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0020] In one embodiment of this disclosure, the game skill recording method can run on a local terminal device or a server. When the game skill recording method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0021] 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 skill recording 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 user, such as a mobile terminal, 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0022] 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 (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0023] In one possible implementation, this invention provides a game skill recording method that provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0024] For ease of understanding, the specific process of the embodiments of the present invention is described below. Please refer to [link / reference]. Figure 1 The first embodiment of the game skill recording method in this invention includes:

[0025] 101. In response to a drag operation on a target skill icon among the at least one skill icons, display the skill progress control on the game screen, control the target skill icon to move on the skill progress control following the drag operation, and record the position when the drag operation is released;

[0026] In this embodiment, at least one skill icon of an enemy virtual object is displayed on the game screen. When the user clicks and presses one of the target skill icons to start dragging, a skill progress control is triggered to be displayed on the game screen. Then, the user drags the target skill icon on the skill progress control and places it at a certain position on the skill progress control. The position is then recorded for subsequent calculation of the time represented by that position.

[0027] The game screen includes skill icons for at least one enemy virtual object. For example, in a 1v1 game mode, there is one enemy virtual object skill icon; in a 3v3 game mode, there are three enemy virtual object skill icons; and in a 5v5 game mode, there are five enemy virtual object skill icons.

[0028] 102. Determine the release time of the skill corresponding to the target skill icon based on the location, and record and display the release time of the skill at a designated location on the game screen.

[0029] In this embodiment, different areas on the skill progress control display corresponding time progress. The area on the skill progress control where the target skill icon is placed is determined based on the position when the drag operation is released.

[0030] The selected area determines the time progress, and simultaneously triggers a calculation command for the release time of the skill corresponding to the target skill icon, calculating the release time of the corresponding skill. The skill release time is also set.

[0031] The system displays a designated area, and records and displays the skill's release time based on the set designated area. It should be noted that the release time record is not only displayed on the current terminal device's game screen, but also on the game screen of the terminal devices corresponding to virtual objects in the same faction as the current terminal device, thus serving as a notification to teammates.

[0032] In one embodiment, the skill progress control includes multiple time scales. The target time scale on the skill progress control can be determined based on the position of the target skill icon, and the release time of the skill corresponding to the target skill icon can be determined based on the target time scale.

[0033] In this embodiment, as Figure 2 As shown, this is a schematic diagram of a user graphical interface when recording game skills. When the skill icon is dragged, a skill progress control is simultaneously displayed on the game screen.

[0034] The skill progress control uses multiple time scales to represent the corresponding time progress. Then, drag the target skill icon to the position of the target time scale, such as the position of the 12s target time scale, to trigger the calculation of the skill release time.

[0035] In one implementation, the release time of the skill corresponding to the target time scale can be obtained by determining the duration corresponding to the target time scale and subtracting the current time from the duration. For example, placing the target skill icon on the 12-second target time scale determines the corresponding duration as 12 seconds. If the current time is 8:25, then subtracting 12 seconds from 8 minutes 25 seconds yields the skill release time of 8:13.

[0036] In one implementation, the graphical user interface also includes a game information control, the skill Figure 5 The icons include the first skill icon corresponding to each skill of each enemy virtual object, and can also be accessed through...

[0037] In response to a touch operation on the game information control, game information is displayed on the game screen, wherein the game information includes at least one first skill icon of an enemy virtual object, and a skill progress control corresponds to one first skill icon of an enemy virtual object or to all first skill icons of enemy virtual objects.

[0038] 0 In this embodiment, as Figure 3 As shown, the graphical user interface also provides a match information control. Touching this control displays match information on the game screen, including at least the first skill icon of the enemy virtual character, and potentially match information for friendly virtual characters. If each skill icon for each enemy character is displayed, the skill icon for this display method is defined as the first skill icon. The first skill icon can be configured to correspond to a skill progress control for one enemy virtual object, or to correspond to a skill progress control for all enemy virtual objects. Based on this, two different display control methods can be set.

[0039] In one implementation, when a skill progress control corresponds to the first skill icon of all enemy virtual objects, the game screen also includes a first display area. Based on the skill's release time, skill release information corresponding to the enemy virtual object is generated using a preset skill prompt template and displayed in the first display area.

[0040] In this embodiment, continue as follows Figure 3As shown, when there are multiple enemy virtual objects, clicking on any of the first skill icons of any enemy virtual object will pop up a skill progress control in the same preset position in the graphical user interface. For example, whether you drag the first skill icon of enemy virtual object name 'a' or enemy virtual object name 'b', the skill progress control will only be displayed in the same position.

[0041] At this time, the skill progress control only serves to calculate the trigger time. When the first skill icon is placed on the skill progress control, the corresponding skill release time is calculated and then displayed in the preset first display area, such as in a dialog box or a display box specifically used to display the skill release time. The skill progress control will also be hidden when the first skill icon is placed.

[0042] In one implementation, when a skill progress control corresponds to the first skill icon of an enemy virtual object, the skill progress control is displayed in a preset relative position of the target skill icon in the game information.

[0043] In this embodiment, as Figure 4 As shown, when there are multiple enemy virtual objects, each enemy virtual object has a corresponding first skill icon. For example, dragging the first skill icon of enemy virtual object name c will display the corresponding skill progress control next to enemy virtual object name c. Dragging the first skill icon of enemy virtual object name d will display the corresponding skill progress control next to enemy virtual object name d.

[0044] In one implementation, when a skill progress control corresponds to the first skill icon of an enemy virtual object, the skill's release time is marked on the target time scale of the skill progress control and displayed in the game information on the game screen. That is, the skill progress control not only calculates the trigger time but also records and displays the skill's release time. After calculating the skill's release time, it is recorded in the corresponding skill progress control and displayed immediately upon opening the game information, without being hidden.

[0045] In one embodiment, the skill icon further includes a second skill icon corresponding to the same type of skill for each enemy virtual object. The skill progress control also includes object markers for each enemy virtual object that are perpendicular to each of the time scales. The target object marker where the target skill icon is located in the skill progress control can be determined based on the position. The skill casting object can be found from each enemy virtual object based on the target object marker. The skill release time of the skill casting object can be determined based on the skill type corresponding to the target skill icon.

[0046] In this embodiment, if only the same type of skill icon is displayed for each enemy virtual object on the game screen, such as Summoner Skill 1, Summoner Skill 2, and Ultimate Skill for 5 enemy virtual characters, it can be represented by three corresponding skill icons, instead of displaying 15 skill icons. The skill icon for this display method is defined as the second skill icon. For example... Figure 5 As shown, if displayed as a second skill icon, then each enemy virtual object is also marked with an object marker in the skill progress control, located in the vertical direction of the time scale, arranged in order such as object marker 1, object marker 2, object marker 3, and object marker 4.

[0047] In this situation, when dragging the second skill icon, if it is above an object marker and / or a time scale, a tooltip will be displayed to indicate the current object marker and / or time scale. For example... Figure 5 The area shown is the intersection of object marker 2 and time scale 14s. Based on the position of the object marker and the skill type of the selected second skill icon, you can find the target of the skill and the skill it releases. Then, based on the target time scale, you can find its release time.

[0048] In one embodiment, the game screen further includes a second display area. This is achieved by determining the intersection of the target time scale and the target object marker in the skill progress control, marking the skill's release time within this intersection area, and displaying it in the second display area of ​​the game screen. The second display area can be a dialog box or a dedicated display frame for showing the skill progress control.

[0049] In this embodiment, the skill progress control no longer only calculates the trigger time but also records and displays the skill's release time. After calculating the skill's release time, it is recorded in the corresponding skill progress control. The only additional step is to locate the target object marker. Ultimately, the skill progress control displays the intersection of the target time scale and the target object marker, as shown below. Figure 5 The placement of the second skill icon shown can serve as the intersection area. Alternatively, a skill progress control can be displayed using a set display control. Or, for a cleaner interface, the second skill icon can simply be used as the display button for the skill progress control.

[0050] In one embodiment, the drag operation includes a first-direction drag operation on each of the time scales and a second-direction drag operation on the object scale. In response to a drag operation targeting a target skill icon among the at least one skill icon, the skill progress control is displayed on the game screen, the target skill icon is marked in a preset reference time scale of the skill progress control, and the target skill icon is controlled to move following the second-direction drag operation. When the first-direction drag operation satisfies a preset operation threshold, the target skill icon is controlled to move following the first-direction drag operation.

[0051] In this embodiment, to speed up and simplify the dragging operation, a baseline time scale can be preset on the skill progress control. When dragging the second skill icon, the time scale is directly marked on this baseline time scale, and the target enemy virtual object can be selected simply by dragging in the second direction. For example... Figure 5 As shown, the preset base time scale is 14s. When dragging the second skill icon, you only need to drag it up and down along the m direction to select one of the object markers 1-4. You cannot drag it left and right along the n direction.

[0052] In addition, an operation threshold can be preset. If the dragging range of the first direction drag operation exceeds the operation threshold, the fixed drag on the base time scale can be unlocked, so that the second skill icon can move with the first direction drag operation.

[0053] In this embodiment of the invention, by setting a skill progress control, when recording the skill release time, the target skill icon of a certain enemy virtual object displayed on the game screen is dragged, and then the skill icon is dragged in the skill progress control to the position marked within the previous time period, so as to automatically determine and calculate the release time, and then quickly display the skill release time corresponding to the target skill icon. There is no need to manually calculate the skill release time and then enter it in the chat box, which reduces the complexity of recording the skill release time and reduces the operation time.

[0054] The above describes the game skill recording method in the embodiments of the present invention. The following describes the game skill recording device in the embodiments of the present invention. Please refer to [link / reference]. Figure 6 One embodiment of the game skill recording device in this invention includes:

[0055] A graphical user interface (GUI) is provided via a terminal device. The GUI includes a game screen and skill progress controls. At least one skill icon of an enemy virtual object is displayed on the game screen. The game skill recording device includes:

[0056] The drag module 201 is used to respond to a drag operation on a target skill icon among the at least one skill icons, display the skill progress control on the game screen, control the target skill icon to move on the skill progress control following the drag operation, and record the position when the drag operation is released;

[0057] The time display module 202 is used to determine the release time of the skill corresponding to the target skill icon based on the location, and record and display the release time of the skill at a designated location on the game screen.

[0058] In this embodiment of the invention, by setting a skill progress control, when recording the skill release time, the target skill icon of a certain enemy virtual object displayed on the game screen is dragged, and then the skill icon is dragged in the skill progress control to the position marked within the previous time period, so as to automatically determine and calculate the release time, and then quickly display the skill release time corresponding to the target skill icon. There is no need to manually calculate the skill release time and then enter it in the chat box, which reduces the complexity of recording the skill release time and reduces the operation time.

[0059] Please see Figure 7 Another embodiment of the game skill recording device in this invention includes:

[0060] A graphical user interface (GUI) is provided via a terminal device. The GUI includes a game screen and skill progress controls. At least one skill icon of an enemy virtual object is displayed on the game screen. The game skill recording device includes:

[0061] The drag module 201 is used to respond to a drag operation on a target skill icon among the at least one skill icons, display the skill progress control on the game screen, control the target skill icon to move on the skill progress control following the drag operation, and record the position when the drag operation is released;

[0062] The time display module 202 is used to determine the release time of the skill corresponding to the target skill icon based on the location, and to record and display the release time of the skill at a designated location on the game screen.

[0063] Specifically, the skill progress control includes multiple time scales, and the time display module 202 includes a first time calculation unit 2021, used for:

[0064] Based on the location, determine the target time scale of the target skill icon on the skill progress control, and determine the release time of the skill corresponding to the target skill icon according to the target time scale.

[0065] Specifically, the graphical user interface also includes a match information control, the skill icons include a first skill icon corresponding to each skill of each enemy virtual object, and in response to a drag operation of a target skill icon among the at least one skill icon, the game skill recording device also includes a match display module 203, used for:

[0066] In response to a touch operation on the game information control, game information is displayed on the game screen, wherein the game information includes at least one first skill icon of an enemy virtual object, and a skill progress control corresponds to one first skill icon of an enemy virtual object or to all first skill icons of enemy virtual objects.

[0067] Specifically, when a skill progress control corresponds to the first skill icon of an enemy virtual object, the drag module 201 includes a progress display unit 2011, used for:

[0068] The skill progress control is displayed in the preset relative position of the target skill icon in the game information.

[0069] Specifically, the time display module 202 further includes a first time display unit 2022, used for:

[0070] The skill's release time is marked on the target time scale of the skill progress control and displayed in the game information on the game screen.

[0071] Specifically, when a skill progress control corresponds to the first skill icon of all enemy virtual objects, the game screen also includes a first display area, and the time display module 202 further includes a second time display unit 2023, used for:

[0072] Based on the skill's release time, the skill release information corresponding to the enemy virtual object is generated using a preset skill prompt template and displayed in the first display area.

[0073] Specifically, the skill icon also includes a second skill icon corresponding to the same type of skill for each enemy virtual object; the skill progress control also includes object markers for each enemy virtual object perpendicular to each of the time scales; and the time display module 202 also includes a second time calculation unit 2024, used for:

[0074] Based on the location, the target object marker of the target skill icon in the skill progress control is determined, and the skill casting object is searched from each enemy virtual object according to the target object marker. The skill release time of the skill casting object is determined according to the skill type corresponding to the target skill icon.

[0075] Specifically, the game screen also includes a second display area, and the time display module 202 further includes a third time display unit 2025, used for:

[0076] Determine the intersection area of ​​the target time scale and the target object mark in the skill progress control, mark the release time of the skill in the intersection area of ​​the skill progress control, and display it in the second display area on the game screen.

[0077] Specifically, the dragging operation includes a first-direction dragging operation on each of the time scales and a second-direction dragging operation on the object scale. The dragging module 201 also includes a dragging unit 2012, used for:

[0078] In response to a drag operation on a target skill icon among the at least one skill icons, the skill progress control is displayed on the game screen, the target skill icon is marked in a preset reference time scale of the skill progress control, and the target skill icon is controlled to move following the drag operation in the second direction;

[0079] When the first directional drag operation meets the preset operation threshold, the target skill icon is controlled to move following the first directional drag operation.

[0080] Specifically, the first time calculation unit 2021 is also used for:

[0081] Determine the duration corresponding to the target time scale, subtract the duration from the current time, and obtain the release time of the skill corresponding to the target skill icon.

[0082] above Figure 6 and Figure 7 The game skill recording device in this embodiment of the invention will be described in detail from the perspective of modular functional entities. The game skill recording device in this embodiment of the invention will be described in detail from the perspective of hardware processing.

[0083] Figure 8This is a schematic diagram of a game skill recording device 300 provided in an embodiment of the present invention. The game skill recording device 300 can vary significantly due to different configurations or performance. It may include one or more central processing units (CPUs) 310 (e.g., one or more processors) and a memory 320, and one or more storage media 330 (e.g., one or more mass storage devices) for storing applications 333 or data 332. The memory 320 and storage media 330 can be temporary or persistent storage. The program stored in the storage media 330 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the game skill recording device 300. Furthermore, the processor 310 may be configured to communicate with the storage media 330 and execute the series of instruction operations in the storage media 330 on the game skill recording device 300.

[0084] The game skill recording device 300 may also include one or more power supplies 340, one or more wired or wireless network interfaces 350, one or more input / output interfaces 360, and / or one or more operating systems 331, such as Windows Server, Mac OS X, Unix, Linux, FreeBSD, etc. Those skilled in the art will understand that... Figure 8 The illustrated game skill recording device structure does not constitute a limitation on the game skill recording device. It may include more or fewer components than illustrated, or combine certain components, or have different component arrangements.

[0085] The present invention also provides a game skill recording device, wherein the computer device includes a memory and a processor, the memory stores computer-readable instructions, and when the computer-readable instructions are executed by the processor, the processor performs the steps of the game skill recording method in the above embodiments.

[0086] The present invention also provides a computer-readable storage medium, which can be a non-volatile computer-readable storage medium or a volatile computer-readable storage medium, wherein the computer-readable storage medium stores instructions that, when the instructions are executed on a computer, cause the computer to perform the steps of the game skill recording method.

[0087] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0088] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part 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 the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0089] The above-described embodiments are only used to illustrate the technical solutions of the present invention, and are not intended to limit it. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention.

Claims

1. A method for recording game skills, characterized in that, A graphical user interface (GUI) is provided via a terminal device. The GUI includes a game screen, match information controls, and skill progress controls. At least one skill icon for an enemy virtual object is displayed on the game screen. Each skill icon includes a first skill icon corresponding to each skill of each enemy virtual object. The game skill recording method includes: In response to a touch operation on the game information control, game information is displayed on the game screen, wherein the game information includes at least one first skill icon of an enemy virtual object, and a skill progress control corresponds to one first skill icon of an enemy virtual object or to all first skill icons of enemy virtual objects; In response to a drag operation on a target skill icon among the at least one skill icons, the skill progress control is displayed on the game screen, the target skill icon is controlled to move on the skill progress control following the drag operation, and the position when the drag operation is released is recorded. The skill progress control includes multiple time scales. The release time of the skill corresponding to the target skill icon is determined based on the location, and the release time of the skill is recorded and displayed at a designated location on the game screen.

2. The game skill recording method according to claim 1, characterized in that, The skill progress control includes multiple time scales, and determining the release time of the skill corresponding to the target skill icon based on the location includes: Based on the location, determine the target time scale of the target skill icon on the skill progress control, and determine the release time of the skill corresponding to the target skill icon according to the target time scale.

3. The game skill recording method according to claim 1, characterized in that, When a skill progress control corresponds to the first skill icon of an enemy virtual object, displaying the skill progress control on the game screen includes: The skill progress control is displayed in the preset relative position of the target skill icon in the game information.

4. The game skill recording method according to claim 3, characterized in that, The recording and displaying of the skill's release time at a designated location on the game screen includes: The skill's release time is marked on the target time scale of the skill progress control and displayed in the game information on the game screen.

5. The game skill recording method according to claim 1, characterized in that, When a skill progress control corresponds to the first skill icon of all enemy virtual objects, the game screen also includes a first display area, and the recording and displaying of the skill release time at a designated location on the game screen includes: Based on the skill's release time, the skill release information corresponding to the enemy virtual object is generated using a preset skill prompt template and displayed in the first display area.

6. The game skill recording method according to claim 2, characterized in that, The skill icon also includes a second skill icon corresponding to the same type of skill for each enemy virtual object. The skill progress control also includes object markers for each enemy virtual object perpendicular to each of the time scales. Determining the release time of the skill corresponding to the target skill icon based on the position includes: Based on the location, the target object marker of the target skill icon in the skill progress control is determined, and the skill casting object is searched from each enemy virtual object according to the target object marker. The skill release time of the skill casting object is determined according to the skill type corresponding to the target skill icon.

7. The game skill recording method according to claim 6, characterized in that, The game screen also includes a second display area, and the recording and displaying of the skill release time at a designated location on the game screen includes: Determine the intersection area of ​​the target time scale and the target object mark in the skill progress control, mark the release time of the skill in the intersection area of ​​the skill progress control, and display it in the second display area on the game screen.

8. The game skill recording method according to claim 6, characterized in that, The dragging operation includes a first-direction dragging operation on each of the time scales and a second-direction dragging operation on the object scale. The response to the dragging operation of a target skill icon among the at least one skill icon, displaying the skill progress control on the game screen, and controlling the target skill icon to move on the skill progress control following the dragging operation, includes: In response to a drag operation on a target skill icon among the at least one skill icons, the skill progress control is displayed on the game screen, the target skill icon is marked in a preset reference time scale of the skill progress control, and the target skill icon is controlled to move following the drag operation in the second direction; When the first directional drag operation meets the preset operation threshold, the target skill icon is controlled to move following the first directional drag operation.

9. The game skill recording method according to any one of claims 1-8, characterized in that, Determining the release time of the skill corresponding to the target skill icon based on the target time scale includes: Determine the duration corresponding to the target time scale, subtract the duration from the current time, and obtain the release time of the skill corresponding to the target skill icon.

10. A game skill recording device, characterized in that, A graphical user interface (GUI) is provided via a terminal device. The GUI includes a game screen, match information controls, and skill progress controls. At least one skill icon for an enemy virtual object is displayed on the game screen. Each skill icon includes a first skill icon corresponding to each skill of each enemy virtual object. The game skill recording device includes: The game display module is used to respond to touch operations on the game information control and display game information in the game screen. The game information includes at least one first skill icon of the enemy virtual object, and a skill progress control corresponds to the first skill icon of one enemy virtual object or to all the first skill icons of the enemy virtual objects. A drag module is used to respond to a drag operation on a target skill icon among the at least one skill icons, display the skill progress control on the game screen, control the target skill icon to move on the skill progress control following the drag operation, and record the position when the drag operation is released. The skill progress control includes multiple time scales. The time display module is used to determine the release time of the skill corresponding to the target skill icon based on the location, and record and display the release time of the skill at a designated location on the game screen.

11. A game skill recording device, characterized in that, The game skill recording device includes: a memory and at least one processor, wherein the memory stores instructions; The at least one processor invokes the instructions in the memory to cause the game skill recording device to perform the steps of the game skill recording method as described in any one of claims 1-9.

12. A computer-readable storage medium storing instructions thereon, characterized in that, When the instructions are executed by the processor, they implement the various steps of the game skill recording method as described in any one of claims 1-9.

Citation Information

Patent Citations

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    CN108536470A