Method, apparatus and electronic device for game operation
By displaying the virtual character's status at different sizes in the game interface, the problem of distinguishing teammates from enemies in multiplayer battles is solved, reducing the rate of misoperation.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-02-22
- Publication Date
- 2026-06-09
AI Technical Summary
In multiplayer battle royale games, it is difficult to distinguish teammates from enemies, leading to a high rate of misoperation, especially when selecting the same character.
The virtual character's state is displayed in the graphical user interface at different display sizes. The virtual character that has not released the preset virtual skill is displayed at the first size, and the virtual character that has released the preset virtual skill is displayed at the second size. The second size is larger than the first size to highlight the state change.
It effectively reduced the error rate and improved the accuracy of players' recognition of the virtual character's status.
Smart Images

Figure CN116271811B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more particularly to a method, apparatus, and electronic device for operating a game. Background Technology
[0002] In the game, players are usually divided into at least two factions. Players in different factions compete against each other in the game scene by controlling their selected virtual characters to achieve game objectives. Players in the same faction can cooperate with each other in the game scene by controlling their selected virtual characters to kill enemies.
[0003] Currently, in multiplayer battles, it is often difficult to distinguish whether a player using virtual skills is a teammate or an enemy, especially when the teammate and the enemy have selected the same character. This can lead to the mistakenly targeting and killing teammates who are using virtual skills, resulting in a high rate of accidental actions.
[0004] Therefore, there is an urgent need for a game control method that can reduce the rate of misoperation. Summary of the Invention
[0005] This application provides a method, apparatus, and electronic device for game operation, which can reduce the rate of misoperation.
[0006] A first aspect of this application provides a method for game operation, which provides a graphical user interface (GUI) through a terminal device. The GUI includes at least a portion of a game scene, and the portion of the game scene includes at least one first virtual character. The method includes: displaying a first game screen on the GUI, wherein the first game screen includes: the first virtual character in a first state displayed in a first display mode, wherein the first state represents a state in which a preset virtual skill has not been released; and displaying a second game screen on the GUI in response to a trigger condition being met, wherein the second game screen includes: the first virtual character in a second state displayed in a second display mode, wherein the second state represents a state in which the preset virtual skill has been released; wherein the first virtual character in the first state displayed in the first display mode is: a character model of the first virtual character in the first state displayed at a first size; and the first virtual character in the second state displayed in the second display mode is: a character model of the first virtual character in the second state displayed at a second size, wherein the second size is larger than the first size.
[0007] A second aspect of this application provides a device for game operation, which provides a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of a game scene, and the portion of the game scene includes at least one first virtual character. The device includes a display unit, which is configured to: display a first game screen on the GUI, wherein the first game screen includes the first virtual character in a first state displayed in a first display mode, wherein the first state represents a state in which a preset virtual skill has not been released; the display unit is further configured to: display a second game screen on the GUI in response to a trigger condition being met, wherein the second game screen includes the first virtual character in a second state displayed in a second display mode, wherein the second state represents a state in which the preset virtual skill has been released; wherein the first virtual character in the first state displayed in the first display mode is a character model of the first virtual character in the first state displayed at a first size; the first virtual character in the second state displayed in the second display mode is a character model of the first virtual character in the second state displayed at a second size, wherein the second size is larger than the first size.
[0008] A third aspect of this application also provides an electronic device, including: a processor; and a memory for storing a data processing program, wherein the server, after being powered on and running the program through the processor, executes the method described above.
[0009] A fourth aspect of this application also provides a computer-readable storage medium storing one or more computer instructions, characterized in that the instructions are executed by a processor to implement the method described in any of the above technical solutions.
[0010] It should be understood that the description in this section is not intended to identify key or essential features of the embodiments disclosed in this application, nor is it intended to limit the scope of this application's disclosure. Other features disclosed in this application will become readily apparent from the following description.
[0011] The technical solution of the game operation method provided in this application embodiment provides a graphical user interface through a terminal device. The graphical user interface includes at least a portion of the game scene, and the portion of the game scene includes at least one first virtual character. The method includes: displaying a first game screen on the graphical user interface, wherein the first game screen includes: a first virtual character in a first state displayed in a first display mode, wherein the first state represents a state in which a preset virtual skill has not been released; and displaying a second game screen on the graphical user interface in response to a trigger condition being met, wherein the second game screen includes: a first virtual character in a second state displayed in a second display mode, wherein the second state represents a state in which a preset virtual skill has been released, wherein the first virtual character in the first state displayed in the first display mode is: a character model of the first virtual character in the first state displayed at a first size; and the first virtual character in the second state displayed in the second display mode is: a character model of the first virtual character in the second state displayed at a second size, wherein the second size is larger than the first size. In the above-described game operation method, a first game screen is displayed in the graphical user interface. This first game screen includes a first virtual character in a first state, displayed in a first display mode. When a preset trigger condition is met, a second game screen is displayed in the graphical user interface. This second game screen includes a first virtual character in a second state, displayed in a second display mode. The first state represents a state where a preset virtual skill has not been released, and the second state represents a state where a preset virtual skill has been released. In other words, in the above implementation, when the state of the first virtual character changes, the display mode of the first virtual character in the graphical user interface can be updated (i.e., the first display mode is updated to the second display mode). The size of the character model of the first virtual character displayed in the second display mode is larger than that displayed in the first display mode. That is, compared to the first display mode, the second display mode is a more prominent display mode. This makes it easier to identify the first virtual character whose state has changed, thereby reducing the error rate. Attached Figure Description
[0012] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0013] Figure 1 This is a schematic diagram illustrating an application scenario of the game operation method provided in the embodiments of this application.
[0014] Figure 2 The above Figure 1 A schematic diagram of the graphical user interface provided by the terminal device 101 in the application scenario is shown.
[0015] Figure 3 The above Figure 1 A schematic diagram of the graphical user interface provided by the terminal device 102 in the application scenario is shown.
[0016] Figure 4 This is a schematic diagram of a game operation method provided in an embodiment of this application.
[0017] Figure 5A The above Figure 4 A schematic diagram of a graphical user interface for the described game operation method.
[0018] Figure 5B The above Figure 4 A schematic diagram of another graphical user interface for the described game operation method.
[0019] Figure 6 This is a schematic diagram of another game operation method provided in the embodiments of this application.
[0020] Figure 7 The above Figure 6 A schematic diagram of the graphical user interface for the described game operation method.
[0021] Figure 8 This is a schematic diagram of another game operation method provided in the embodiments of this application.
[0022] Figure 9 The above Figure 8 A schematic diagram of the graphical user interface for the described game operation method.
[0023] Figure 10 This is a schematic diagram of the structure of a game operation device provided in an embodiment of this application.
[0024] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0025] To enable those skilled in the art to better understand the technical solutions of this application, the application will be clearly and completely described below with reference to the accompanying drawings of the embodiments. However, this application can be implemented in many other ways different from those described above. Therefore, based on the embodiments provided in this application, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of this application.
[0026] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes 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 these processes, methods, products, or apparatuses.
[0027] The various trigger events disclosed in this manual can be preset by the system or set in real time after receiving user commands during program execution. It is understood that different trigger events will correspondingly execute different functions.
[0028] To facilitate understanding, the technical terms that may be involved in the embodiments of this application will be briefly introduced first.
[0029] A graphical user interface (GUI) is a display format for human-computer communication. It allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the touch screen of a touch terminal by performing touch operations to select commands, launch programs, or perform other tasks.
[0030] A virtual scene is a virtual environment displayed (or provided) by an application while it is running on a terminal or server. Optionally, this virtual scene can be 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 can include elements such as sky, land, or ocean. The land element can include environmental elements such as deserts and cities. The virtual scene serves as the context in which the user controls the complete game logic of their virtual character.
[0031] A virtual character refers to a virtual character in a virtual environment. This virtual character can be controlled by a player, including but not limited to at least one of virtual characters, virtual animals, and anime characters, or it can be a non-player-controlled virtual character (NPC). Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology. This virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model; this application embodiment does not limit this. Multiple virtual characters can exist in a virtual scene. These virtual characters can be player-controlled (i.e., characters controlled by the player through input devices) or artificial intelligence (AI) trained and set up for virtual environment battles. Optionally, the virtual character is a virtual character competing in a game scene. Optionally, the number of virtual characters in the game scene battle is preset or dynamically determined based on the number of terminal devices joining the virtual game; this application embodiment does not limit this. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to use virtual skills, virtual items, etc. provided by the application to fight against other virtual characters.
[0032] A game interface refers to the interface of an application provided or displayed through a graphical user interface (GUI). This interface includes a UI for player interaction and game screens. In optional implementations, the UI may include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In optional implementations, the game screen may be a display screen corresponding to a virtual scene on a terminal device, a game interface for viewing virtual tasks in the game, or a parameter configuration interface during the game preparation phase. The display screen corresponding to the virtual scene may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic within the virtual scene.
[0033] Third-person perspective refers to viewing the scene from the user's point of view. In a third-person perspective, all elements in the scene are visible, preventing dizziness. Users can also use what they see—the elements presented on the screen—to initiate possible actions. This application uses a third-person perspective, meaning the scene is viewed from the user's or current player's point of view. Similarly, viewing from a similar perspective to the user or current player will result in the same or similar visual effects.
[0034] First-person perspective refers to the viewpoint that simulates human vision (the user's) in a scene, creating a strong sense of immersion. First-person perspective is highly subjective; the user can only observe the scene through the eyes of the character with the perspective, i.e., the virtual character.
[0035] As in this exemplary embodiment, there are various ways to control the virtual character. For example, one of the following actions can be performed by touching the touch interface with a finger: touching, clicking, double-clicking, panning, pressing, or sliding. Two or more of these actions can also be combined, such as pressing and sliding the finger at the same time.
[0036] The same operation can have different response actions. For example, a single click can zoom in or out of the display, while a double click can also zoom in or out. The above are just examples and do not constitute any limitation on the operation method.
[0037] A single click is typically used to indicate a quick key selection, such as choosing an option, controlling a virtual character in a game to perform an action, or quickly placing an item.
[0038] Double-clicking is typically used to confirm a selection, open or close the current window, equip items, or guide the movement of a game character.
[0039] Long press is usually used to confirm the selection of a certain item or action.
[0040] Drag and drop is a common operation method used to help users move a "game element" in the game, such as a game item or an object in the scene, from one place to another.
[0041] The application scenarios and methods of game operation applicable to embodiments of this application will be described in detail below with reference to the accompanying drawings. It is understood that, where there is no conflict between the various embodiments provided in this application, the following embodiments and features can be combined with each other. Furthermore, the timing of the steps in the following method embodiments is merely an example and not a strict limitation.
[0042] First, the application scenarios of the game operation method applicable to the embodiments of this application will be introduced with reference to the accompanying drawings.
[0043] Figure 1 This is a schematic diagram illustrating an application scenario of the game operation method provided in the embodiments of this application. For example, Figure 1 The application scenario shown includes multiple terminal devices (i.e., terminal device 101 and terminal device 102), server 103, and network 104. Any one of the multiple terminal devices (e.g., terminal device 101 or terminal device 102) communicates and interacts with server 103 via network 104.
[0044] The terminal devices (i.e., terminal devices 101 and 102) are client devices with applications installed. Through the graphical user interface (UI) provided by the touchscreen display of the terminal devices, the running results of the applications can be displayed to the user. The applications installed on the terminal devices can be applications that require downloading and installation, or applications that can be used instantly; this embodiment of the application does not limit this. The type of terminal device is not specifically limited; the terminal device can be a mobile terminal, such as, but not limited to, any of the following: smartphones, tablets, game consoles, personal digital assistants (PDAs), etc. This mobile terminal can interact with the user through input devices such as keyboards, virtual keyboards, touchpads, touchscreens, and voice control devices. The operating system of the mobile terminal can include Android, iOS, Windows Phone, Windows, etc., and typically supports the running of various games.
[0045] The application installed on the aforementioned terminal device can be any application capable of providing a virtual environment for users to immerse themselves in and manipulate virtual objects within that virtual environment. For example, this application could be a game application, such as a massively multiplayer online role-playing (MMORP) game, a massively multiplayer online (MMO) game, a massively multiplayer online strategy (MMOS) game, a third-person shooter (TPS) game, or a multiplayer survival shooting game. Of course, besides game applications, other types of applications can also display virtual objects to users and provide corresponding functions to these virtual objects. That is to say, the application installed on the terminal device can also be other types of applications besides game applications. For example, other types of applications can be, but are not limited to, any of the following: virtual reality (VR) applications, augmented reality (AR) applications, 3D mapping applications, military simulation applications, social applications, or interactive entertainment applications. Furthermore, the form and corresponding functions of the virtual objects provided will vary depending on the application. These can be pre-configured according to actual needs, and this application embodiment does not impose any limitations on this. In some implementations, the aforementioned application is developed based on a three-dimensional virtual environment engine, such as the Unity engine. This virtual environment engine can construct three-dimensional virtual environments, virtual objects, and virtual props, providing users with a more immersive gaming experience. The aforementioned virtual environment is a scene displayed (or provided) by the client of an application (e.g., a game application) when running on a terminal device. This virtual environment refers to a scene created for virtual objects to perform activities (such as game competitions), such as virtual houses, virtual islands, virtual maps, and virtual buildings. The virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment; this application embodiment does not impose any limitations on this. The aforementioned virtual objects can be virtual characters controlled by a user account within the application, or virtual characters controlled by a computer program within the application. Taking a game application as an example, a virtual object can be a game character controlled by a user account within the game application, or a game monster controlled by a computer program within the game application.Virtual objects can be in the form of human figures, animals, cartoons, or other forms; this application embodiment does not limit this. Virtual objects can be displayed in three-dimensional or two-dimensional form; this application embodiment does not limit this. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual objects are three-dimensional models created based on animation skeletal technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment.
[0046] In some implementations, the aforementioned application is a game application. After the terminal device runs the game application, the terminal device's touch display renders the corresponding graphical user interface. The touch display includes a touch panel and a display panel. The touch panel can collect user touch or non-touch operations on or near it (e.g., see...). Figure 2 As shown, Figure 2 The graphical user interface 1012 shown displays the user's finger 1013 operating on or near the touch panel and generates pre-set operation commands. Additionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch position and posture, and detects the signals generated by the touch operation, transmitting the signals to the touch controller. The touch controller receives touch information from the touch detection device, converts it into information that the processor can process, and sends it to the processor of the terminal device. It can also receive and execute commands from the processor. The aforementioned touch display or general-purpose display can be configured as a liquid crystal display (LCD), organic light-emitting diode (OLED), or similar form. It is understood that in the above implementation, the graphical user interface displayed on the terminal device's screen can be used to display part or all of the game screen; this application embodiment does not specifically limit this.
[0047] Optionally, in some implementations, the above application is a game application. After the terminal device runs the game application, the terminal device's general display renders the corresponding graphical user interface, where the mouse cursor can control the virtual character displayed in the game screen of the graphical user interface rendered by the general display. (For example, see...) Figure 3 As shown, Figure 3 The mouse cursor 1022 displayed in the graphical user interface 1021 shown can control the movement direction of the virtual character, etc. (The mouse cursor 1022 can be controlled by a hardware mouse connected to the terminal device 102).
[0048] Server 103 is used to provide background services for applications in terminal devices. For example, server 103 can be a backend server for the aforementioned applications. Server 103 can be a single server, a server cluster consisting of multiple servers, or a cloud computing service center. Optionally, server 103 can provide background services for applications in multiple terminal devices simultaneously.
[0049] Network 104 can be a wired network or a wireless network, and this application does not specifically limit it. The aforementioned wireless or wired network uses standard communication technologies and / or protocols. The network is typically the Internet, but can also be any network, including but not limited to local area networks (LANs), metropolitan area networks (MANs), wide area networks (WANs), mobile, wired or wireless networks, private networks or any combination of virtual private networks.
[0050] It should be understood that the above Figure 1 The application scenarios shown Figure 2 The graphical user interface provided by the terminal device 101 shown is for illustrative purposes only and does not constitute any limitation. For example, the above... Figure 1 The application scenarios shown can also include a greater number of terminal devices or servers 103. For example, the above... Figure 1 The terminal device shown can also display multiple graphical user interfaces via a monitor.
[0051] Next, combined Figures 4 to 9 This application describes the game operation method provided in the embodiments.
[0052] Figure 4 This is a schematic diagram illustrating a game operation method provided in an embodiment of this application. For example... Figure 4 As shown, the game operation method includes S410 and S420. S410 and S420 will be described in detail below.
[0053] S410, a first game screen is displayed in the graphical user interface, wherein the first game screen includes: a first virtual character in a first state displayed in a first display mode, wherein the first state indicates a state in which a preset virtual skill has not been released.
[0054] S420, in response to the fulfillment of the trigger condition, a second game screen is displayed on the graphical user interface, wherein the second game screen includes: a first virtual character in a second state displayed in a second display mode, the second state representing the state of releasing a preset virtual skill, wherein the first virtual character in the first state displayed in the first display mode is: a character model of the first virtual character in the first state displayed at a first size; the first virtual character in the second state displayed in the second display mode is: a character model of the first virtual character in the second state displayed at a second size, the second size being larger than the first size.
[0055] The game operation method provided in this application embodiment provides a graphical user interface (GUI) through a terminal device. The GUI includes at least a portion of the game scene, and the portion of the game scene includes at least one first virtual character. The content included in the portion of the game scene is not specifically limited. Optionally, in other implementations, the aforementioned portion of the game scene may further include content other than the at least one virtual character, wherein the other content may be, but is not limited to, any of the following: other virtual characters, virtual props, virtual plants, or virtual buildings. It is understood that this application embodiment does not specifically limit the device type of the terminal device providing the aforementioned GUI. For example, the aforementioned terminal device may be, but is not limited to, any of the following electronic devices: smartphone, tablet computer, or handheld computer. For example, in some implementations, the terminal device described in this application embodiment may be one of the aforementioned... Figure 1 The terminal device 101 shown here provides a graphical user interface, which can be found in [reference needed]. Figure 2 The graphical user interface shown. For example, in some implementations, the terminal device described in the embodiments of this application can be the one described above. Figure 1 The terminal device 102 shown, and the graphical user interface provided by the terminal device 102, can be found in [reference needed]. Figure 3 The graphical user interface shown.
[0056] In this embodiment, the device controlling the first virtual character is not specifically limited. In some implementations, the first virtual character is a character controlled by a terminal device. Optionally, in other implementations, the first virtual character is a teammate of the second virtual character, where the second virtual character is a character controlled by the terminal device. In this implementation, when a trigger condition is met, the first virtual character displayed in the graphical user interface as a teammate of the second virtual character in the first display mode is updated, and after the update, the first virtual character in the second state is displayed in the second display mode. Optionally, in yet another implementation, the first virtual character is an enemy of the second virtual character, where the second virtual character is a character controlled by the terminal device. The first game screen and the second game screen may display the second virtual character, or they may not; this embodiment does not specifically limit this. In this implementation, when a trigger condition is met, the first virtual character displayed in the graphical user interface as an enemy of the second virtual character in the first display mode is updated, and after the update, the first virtual character in the second state is displayed in the second display mode. The above implementations make it easier to distinguish enemies and can reduce the error rate. Optionally, in some implementations based on the above methods, the game scene may further include a second virtual character. The game character configured for the first virtual character is the same as that configured for the second virtual character. The first game screen further includes the second virtual character in a first state, displayed in a first display mode; and the second game screen further includes the second virtual character in the first state, also displayed in the first display mode. In this implementation, the second virtual character and the first virtual character are configured with the same game character. When a trigger condition is met, the first virtual character, which is the enemy of the second virtual character and is displayed in the first display mode in the graphical user interface, is updated. After the update, the first virtual character in the second state is displayed in the second display mode. This implementation makes it easier to distinguish between enemies and teammates, reducing the error rate.
[0057] In this embodiment, the triggering conditions are not specifically limited. In some implementations, satisfying the triggering conditions includes satisfying a first triggering condition, wherein the first triggering condition includes the first virtual object in a first state switching to a first virtual object in a second state. It is understood that in this implementation, after executing S410, S420 is executed. If the first triggering condition is satisfied, the terminal device automatically performs the operation of displaying the second game screen in the graphical user interface. That is, in this implementation, if the first virtual object in the first state switches to the first virtual state in the second state, no additional operation is required for the terminal device to display the second game screen in the graphical user interface.
[0058] Optionally, in some implementations, satisfying the triggering condition further includes satisfying a second triggering condition, wherein the second triggering condition includes detecting a preset triggering operation. It is understood that in this implementation, both the first and second triggering conditions need to be satisfied simultaneously. The first moment when the first triggering condition is satisfied and the second moment when the second triggering condition is satisfied are not specifically limited. In some implementations, the first moment is a moment before the second moment. That is, in this implementation, executing S420 specifically means: if the first triggering condition is satisfied at the first moment and the second triggering condition is satisfied at the second moment, display a second game screen in the graphical user interface. Optionally, in some implementations, the first and second moments are the same moment. That is, in this implementation, executing S420 specifically means: if the first and second triggering conditions are satisfied at the same moment, display a second game screen in the graphical user interface. In this embodiment, the preset triggering operation described in the above implementation is not specifically limited and can be set according to the application scenario and actual needs.
[0059] Below, we introduce two different implementation methods of the preset trigger operation described in the above implementation method provided in the embodiments of this application. Specifically, these two different implementation methods include implementation method one and implementation method two.
[0060] Next, we will first introduce one implementation method of the preset trigger operation described in the above implementation method provided in the embodiments of this application, namely, implementation method one.
[0061] Implementation method 1:
[0062] In implementation method one, the preset trigger operation is either a first gesture operation or a first button operation. Specifically, in this implementation method, executing S420 can be: when the first trigger condition is met and the first gesture operation or first button operation is detected, a second game screen is displayed on the graphical user interface. The first gesture operation is not specifically limited and can be set according to the actual scenario and requirements. For example, the first gesture operation can be, but is not limited to, a zoom gesture operation. Another example is that the first gesture operation can be, but is not limited to, one or more click operations. The first button operation is also not specifically limited and can be set according to the actual application. For example, the first button operation can be, but is not limited to, clicking the middle mouse button and scrolling up. Another example is that the first button operation can be, but is not limited to, double-clicking the right mouse button. Yet another example is that the first button operation can be, but is not limited to, a hardware combination key operation. For example, when the terminal device is a mobile phone, the hardware combination key operation can be, but is not limited to, the power button and volume buttons; for example, when the terminal device is a desktop computer, the hardware combination key operation can be, but is not limited to, the control keys plus letter keys on the keyboard, or keyboard shortcut keys.
[0063] Optionally, in some implementations, after implementation one described above, i.e., after displaying the second game screen in the graphical user interface, the method further includes: when the preset trigger operation is a first button operation, displaying the first game screen in the graphical user interface in response to switching from detecting the first button operation to not detecting the first button operation; or, when the preset trigger operation is a first gesture operation, displaying the first game screen in response to switching from detecting the first gesture operation to detecting the second gesture operation, wherein the second gesture operation is different from the first gesture operation. The aforementioned first gesture operation and second gesture operation are two different gesture operations, and no specific limitations are placed on the first gesture operation and the second gesture operation. For example, in some implementations, the first gesture operation is a zoom-in gesture operation; the second gesture operation is a zoom-out gesture operation. As another example, in some implementations, the first gesture operation is a right swipe gesture operation; the second gesture operation is a left swipe gesture operation.
[0064] Next, we will introduce another implementation method of the preset trigger operation described in the above implementation method provided in the embodiments of this application, namely, implementation method two.
[0065] Implementation Method Two:
[0066] In implementation method two, the preset trigger operation is a first sliding operation. In response to the fulfillment of the trigger condition, a second game screen is displayed in the graphical user interface, including: in response to the fulfillment of the first trigger condition, a third game screen is displayed in the graphical user interface, wherein the third game screen includes: a first virtual object in a second state, and a first control; in response to a first sliding operation on the first control, a second game screen is displayed in the graphical user interface, wherein the second game screen also includes the first control, and the first sliding operation is a sliding operation in a first direction on the first control. Below, using... Figure 5B Taking the first game screen shown in (1) as an example, we will continue to describe examples of the third and second game screens described in the above implementation method two. Among them, Figure 5B (2) shows the third game screen described in the second implementation method above; Figure 5B (3) shows the user performing a first swipe operation on the first control; Figure 5B (4) shows the second game screen described in the second implementation method above.
[0067] Optionally, following the second implementation described above, i.e., after displaying the second game screen in the graphical user interface, the method further includes: displaying the first game screen in the graphical user interface in response to a second sliding operation on the first control, wherein the second sliding operation is a sliding operation in a second direction on the first control, and the second direction and the first direction are two different directions. In this embodiment, the first direction and the second direction are not specifically limited. For example, the first direction and the second direction can be two directions opposite to each other along the horizontal direction. Alternatively, the first direction and the second direction can be two directions perpendicular to each other. Furthermore, the angle between the first direction and the second direction is greater than zero and less than 90 degrees, or the angle between the first direction and the second direction is greater than 90 degrees and less than 180 degrees. For example, continuing with the above... Figure 5B For example, the “displaying a first game screen in a graphical user interface in response to a second sliding operation on the first control” described in the above implementation method can be seen in the graphical user interface shown in (5) and (6) of Figure 5.
[0068] In this embodiment, the preset virtual skill is not specifically limited and can be set according to actual needs. In some implementations, the first virtual character in the game has one virtual skill. In this implementation, the preset virtual skill is that single virtual skill possessed by the first virtual character. Optionally, in other implementations, the first virtual character in the game has multiple virtual skills, where multiple virtual skills correspond to multiple attack intensities. It can be understood that the stronger the attack intensity of a virtual skill, the greater the damage to the enemy. In this implementation, the preset virtual skill is the virtual skill with the highest attack intensity among the multiple virtual skills possessed by the first virtual character. This virtual skill with the highest attack intensity is also called the first virtual character's ultimate skill. That is, the first virtual character releasing the virtual skill with the highest attack intensity can also be called the first virtual character activating its ultimate skill or unleashing its ultimate move. No specific limitation is placed on any single virtual skill possessed by the first virtual character. For example, any single virtual skill possessed by the first virtual character could be: a skill to freeze enemies. Another example is: any single virtual skill possessed by the first virtual character could be: a skill to burn enemies. For example, one of the virtual skills possessed by the first virtual character is: its body instantly grows larger, and a gust of wind instantly pushes away enemies on both sides of the passage.
[0069] In this embodiment, the first state represents a state where the preset virtual skill is not released, and the second state represents a state where the preset virtual skill is released. There is no specific limitation on whether the first virtual character in the first state releases virtual skills other than the preset virtual skill. That is, although the first virtual character in the first state does not release the preset virtual skill, it can still release virtual skills other than the preset virtual skill. Similarly, there is no specific limitation on whether the first virtual character in the second state releases virtual skills other than the preset virtual skill. That is, the first virtual character in the second state can also release virtual skills other than the preset virtual skill.
[0070] In this application embodiment, the first display method and the second display method are different. Specifically, the first virtual character in the first state displayed in the first display method is a character model of the first virtual character in the first state displayed at a first size; the first virtual character in the second state displayed in the second display method is a character model of the first virtual character in the second state displayed at a second size, wherein the second size is larger than the first size. Compared with the first display method, the second display method is a highlighting method. In the above implementation, by displaying the first virtual character releasing a preset virtual skill at an enlarged size (i.e., the second size), the first virtual character releasing a preset virtual skill can be easily identified, which can reduce the game's error operation rate. Below, examples are given to describe the first game screen and the second game screen provided in this application embodiment. For example, Figure 5A (1) shows a first game screen displayed by a graphical user interface including a first virtual character, and the first game screen displays a character model of the first virtual character in a first state at a first size; Figure 5A (2) shows a second game screen displayed by the graphical user interface, displaying a character model of the first virtual character in a second state at a second size. It is understood that the above... Figure 5A (1) shows a first game screen displayed in a graphical user interface, showing only the first virtual character. For example, Figure 5A (3) shows a first game screen displayed by a graphical user interface, including a first virtual character and a second virtual character. The first game screen displays the character model of the first virtual character in a first state at a first size, and the character model of the second virtual character in a state where the preset virtual skill has not been released at a first size. Figure 5A (4) shows a second game screen displayed in a graphical user interface, displaying a character model of the first virtual character in a second state at a second size, and a character model of the second virtual character in a state where the preset virtual skill has not been released at a first size. It is understood that the above... Figure 5A (2) shows a first game screen displayed in a graphical user interface, which displays multiple virtual characters, including a first virtual character and a second virtual character.
[0071] It should be understood that the above Figure 4 The game operation methods shown are merely illustrative and do not constitute any limitation on the game operation methods provided in the embodiments of this application. For example, the first game screen described above can also display more content, which may include, but is not limited to, other virtual characters or virtual items. As another example, the graphical user interface described above can also display more game screens simultaneously, which may include, but is not limited to, the first game screen and the second game screen. Furthermore, in the above implementation, the first virtual character displayed in the first state using the first display method can be replaced with a character model of the first virtual character in the first state displayed with a first saturation; the first virtual character displayed in the second state using the second display method can be replaced with a character model of the first virtual character in the second state displayed with a second saturation, wherein the second saturation is higher than the first saturation. In this implementation, compared to the first saturation display method, the second saturation display method is a highlighting method.
[0072] In this embodiment, a first game screen is displayed in the graphical user interface. This first game screen includes a first virtual character in a first state, displayed in a first display mode. Upon meeting a preset trigger condition, a second game screen is displayed in the graphical user interface. This second game screen includes a first virtual character in a second state, displayed in a second display mode. The first state represents a state where a preset virtual skill has not been released, and the second state represents a state where a preset virtual skill has been released. In other words, in the above implementation, when the state of the first virtual character changes, the display mode of the first virtual character in the graphical user interface can be updated (i.e., the first display mode is updated to the second display mode). The size of the character model of the first virtual character displayed in the second display mode is larger than that displayed in the first display mode. That is, compared to the first display mode, the second display mode is a highlighted mode. This makes it easier to identify and distinguish the first virtual character whose state has changed, thereby reducing the error rate.
[0073] Below, in conjunction with Figure 6 This application introduces another method for game operation provided by an embodiment. It is understood that... Figure 6 The described game operation method is as described above. Figure 4 A specific example of the described game operation method. Specifically, Figure 6The terminal device 102 described above is Figure 4 A specific example of the described terminal device; Figure 6 The graphical user interface 1 described above is... Figure 4 A specific example of the described graphical user interface; Figure 6 The described ultimate move is as above. Figure 4 A specific example of the pre-defined virtual skill described.
[0074] Figure 6 This is a schematic diagram illustrating another game operation method provided in an embodiment of this application. It should be understood that... Figure 6 The examples provided are merely to help those skilled in the art understand the embodiments of this application, and are not intended to limit the embodiments to the specific numerical values or specific scenarios illustrated. Those skilled in the art will understand based on the following... Figure 6 The examples provided clearly demonstrate that various equivalent modifications or variations can be made, and such modifications and variations also fall within the scope of the embodiments of this application. For example, the following... Figure 6 The entity responsible for implementing the game operation method is the aforementioned Figure 1 The terminal device 102 shown is used as an example for description. Figure 6 As shown, the game operation method includes S610 to S650. S610 to S650 will be described in detail below.
[0075] S610, a graphical user interface 1 is displayed on the terminal device 102, wherein the graphical user interface 1 displays a multiplayer battle game screen, the multiplayer battle game screen includes a virtual character A, a teammate A of the virtual character A, and an enemy A displayed at size 1 that is in the state of not releasing a skill.
[0076] Virtual character A is a game character controlled by terminal device 102. The type of terminal device is not specifically limited and can be selected according to actual needs. For example, terminal device 102 may be, but is not limited to, the type described above. Figure 1 The terminal device 102 is shown in the application scenario. For example, the terminal device 102 can be a personal computer.
[0077] The graphical user interface 1 displays a multiplayer battle game screen, which includes a virtual character A, a teammate A of virtual character A, and an enemy A displayed at size 1 that is not yet using a skill. There is no specific limitation on whether the multiplayer battle game screen includes other virtual objects. For example, the aforementioned multiplayer battle game screen may also include virtual plants, etc. See, for an example... Figure 7 (1) shows the game screen displayed by the graphical user interface 1, which includes: virtual plants, virtual character A, enemy A displayed in size 1, and teammate A of virtual character A.
[0078] The graphical user interface 1 displays a game screen where any one of the following virtual characters—character A, enemy A, and teammate A—possesses at least one virtual skill. Each virtual character in the game screen can use its specific virtual skill to engage in combat with other virtual characters. There are no specific limitations on the virtual skills possessed by any given virtual character. For example, a virtual skill that cools down enemies might be considered. Another example is a virtual skill that instantly enlarges a character, causing a gust of wind to push away enemies on either side of a passage. It is understood that when a virtual character possesses multiple virtual skills, the most powerful one is referred to as the character's ultimate skill. In other words, the release of the most powerful virtual skill by a virtual character is referred to as the character unleashing their ultimate skill or using their special move.
[0079] There are no specific restrictions on the game characters selected for virtual character A, virtual character A's teammate A, and enemy A; they can be configured according to actual needs and scenarios. For example, virtual character A's character could be game character 1, virtual character A's teammate A's character could be game character 2, and enemy A's character could be game character 3. In some game scenarios, a virtual character on our team can also have the same game character configured as a virtual character on the opposing team. For example, virtual character A's character could be game character 1, virtual character A's teammate A's character could be game character 2, and enemy A's character could be game character 2.
[0080] S620, in response to the multiplayer battle game screen displayed in the graphical user interface 1, where enemy A is in a state of using a special move, determines whether the distance 1 between enemy A and teammate A is less than a preset threshold.
[0081] The purpose of executing S620 is to determine whether a safe distance exists between enemy A (who is using their ultimate skill) and teammate A. If the distance between teammate A and enemy A is safe, enemy A's ultimate skill will not damage teammate A. It is understood that before executing S620, enemy A was in a state where they had not used any virtual skills.
[0082] The value of the preset threshold can be set according to the actual application scenario, and this application embodiment does not impose a specific limitation on it. For example, the preset threshold can be, but is not limited to, 5 meters or 10 meters.
[0083] Specifically, in response to the enemy A being in a state of activating a special move in the multiplayer battle game screen displayed on the graphical user interface 1, determining whether the distance 1 between enemy A and teammate A is less than a preset threshold includes: in response to the enemy A being in a state of activating a special move in the multiplayer battle game screen displayed on the graphical user interface 1, if it is determined that the distance 1 between enemy A and teammate A is less than or equal to the preset threshold, executing the above-mentioned S620 and then executing S630; or, in response to the enemy A being in a state of activating a special move in the multiplayer battle game screen displayed on the graphical user interface 1, if it is determined that the distance 1 between enemy A and teammate A is greater than the preset threshold, executing the above-mentioned S620 and then executing S650.
[0084] The following is a specific implementation of the graphical user interface 1 described in S620 above. Continuing with the graphical user interface 1 described in S610 above... Figure 7 Taking the graphical user interface shown in (1) as an example, based on this, Figure 7 (2) shows a specific example of the graphical user interface 1 described in S620 above. See also Figure 7 As shown in (2), the game screen displayed by the graphical user interface 1 includes: virtual plants, virtual character A, virtual character A's teammate A, and enemy A in the state of releasing a special move, wherein the distance between enemy A and teammate A is 1.
[0085] S630, in response to a mouse trigger operation A for terminal device 101, the enemy A displayed in the graphical user interface 1 at size 1 is updated to an enemy A displayed at size 2, wherein size 2 is larger than size 1.
[0086] After executing S620, S630 is executed, namely: if the distance 1 between enemy A and virtual character A's teammate A is less than a preset threshold, and if enemy A is in the state of unleashing a powerful attack, then trigger operation A is executed to display enemy A in the graphical user interface 1 at a magnified size (i.e., size 2). In the above implementation, highlighting enemy A in the state of unleashing a powerful attack makes it easier for the player controlling virtual character A to quickly distinguish between enemies and teammates, and further helps to reduce the error rate.
[0087] The following is a specific implementation of the graphical user interface 1 described in S630 above. Continuing with the graphical user interface 1 described in S610 above... Figure 7 The graphical user interface shown in (1) above, and the graphical user interface 1 described in S620 above are... Figure 7 Taking the graphical user interface shown in (1) as an example, based on this, Figure 7 (3) shows a specific example of the graphical user interface 1 described in S630 above. See also Figure 7As shown in (3), the game screen displayed by the graphical user interface 1 includes: virtual plants, virtual character A, virtual character A's teammate A, and enemy A, which is in the state of releasing a special move and is displayed in size 2. The distance between enemy A and teammate A is 1.
[0088] S640, responding to the end of the mouse trigger operation A for the terminal device 101, causing the enemy A displayed in the graphical user interface 1 at size 2 to be updated to display the enemy A at size 1.
[0089] Execute the above S640, that is, update the enemy A displayed in the graphical user interface 1 at the enlarged size 2 to the enemy A displayed at the original size 1.
[0090] In this embodiment, the triggering operation A is not specifically limited. For example, triggering operation A could be: pressing and holding the middle mouse button and scrolling up. Another example is: double-clicking the right mouse button. Yet another example is: pressing and holding the middle mouse button and scrolling down.
[0091] Optionally, before executing S640 above, the trigger operation A for ending the mouse input on terminal device 101 can also be executed. The timing of executing the trigger operation A for ending the mouse input on terminal device 101 is not specifically limited. For example, it can be executed after a period of time when enemy A is in the state of using a powerful attack and is displayed at size 2. Alternatively, it can be executed when enemy A switches from the state of using a powerful attack to the state of not using a virtual skill.
[0092] S650, in response to the fact that there are no teammates of virtual character A within the preset range of enemy A who is in the ultimate skill state, enemy A is displayed in the graphical user interface 1 at size 1, wherein teammates of virtual character A include teammate A.
[0093] After executing S620 above, execute S650 above, that is: when enemy A is in the state of using a special move displayed in the graphical user interface 1, if the distance 1 between enemy A and teammate A of virtual character A is greater than a preset threshold, then it is not necessary to display enemy A in the graphical user interface 1 with size 2.
[0094] It should be understood that the above Figure 6 The game operation methods shown are merely illustrative and do not constitute any limitation on the game operation methods provided in the embodiments of this application. It is understood that the above... Figure 6The described method involves displaying enemy A at a magnified size of 2 when enemy A activates their ultimate skill and the distance between enemy A and virtual character A is less than or equal to a preset threshold. For example, in some implementations, enemy A can also be displayed at a magnified size of 2 if their ultimate skill is activated, provided that the game character configured for enemy A and the game character of virtual character A's teammate A are the same. For example, in some implementations, S620 can be skipped after S610, meaning S630 is executed directly after S610. In this implementation, S630 is executed as long as enemy A is in the ultimate skill state. Furthermore, in some implementations, S640 can be skipped after S630.
[0095] In this embodiment, when enemy A is in a state of unleashing a powerful attack, as displayed in the graphical user interface 1 provided by the terminal device 102, and the distance between enemy A and teammate A of the virtual character A is less than or equal to a preset threshold, enemy A can be displayed in the graphical user interface 1 at an enlarged size 2. This makes enemy A easier to identify and reduces the error rate. Specifically, when enemy A and teammate A are both configured with the same game character, it is often difficult to distinguish whether a teammate or an enemy is unleashing a powerful attack during multiplayer battles. This can be achieved by using the enlarged display of the game character and teammate in the graphical user interface 1, thus reducing the error rate.
[0096] Below, in conjunction with Figure 8 This application introduces yet another method for game operation provided by an embodiment. It is understood that... Figure 8 The described game operation method is as described above. Figure 4 A specific example of the described game operation method.
[0097] Figure 8 This is a schematic diagram illustrating another game operation method provided in an embodiment of this application. It should be understood that... Figure 8 The examples provided are merely to help those skilled in the art understand the embodiments of this application, and are not intended to limit the embodiments to the specific numerical values or specific scenarios illustrated. Those skilled in the art will understand based on the following... Figure 8 The examples provided clearly demonstrate that various equivalent modifications or variations can be made, and such modifications and variations also fall within the scope of the embodiments of this application. For example, the following... Figure 8 The entity responsible for implementing the game operation method is the aforementioned Figure 1 The terminal device 101 shown is used as an example for description. Figure 8 As shown, the game operation method includes S810 to S830. S810 to S830 will be described in detail below.
[0098] S810, the terminal device 101 displays a graphical user interface #1, wherein the graphical user interface #1 displays a virtual plant, a virtual object 1, a teammate 1 of the virtual object 1, and an enemy 1 in a state where it is not using its ultimate move, displayed at size #1.
[0099] Virtual object 1 is the game character controlled by terminal device 101. Terminal device 101 supports touch functionality, meaning that users can perform preset gestures on the game screen displayed in the graphical user interface #1 provided by terminal device 101, and the corresponding execution results of the preset gestures will be displayed in the graphical user interface #1. The type of terminal device 102 is not specifically limited. For example, terminal device 102 can be, but is not limited to, a smartphone or tablet computer that supports touch functionality.
[0100] The game character configured for teammate 1 and enemy 1 in virtual object 1 is the same game character. There is no specific limitation on this same game character; it can be set according to the actual application scenario and needs. For example, the aforementioned same game character can be, but is not limited to, a rabbit or a monkey.
[0101] Enemy 1 can possess multiple different virtual skills. Among these, Enemy 1's ultimate skill is the most powerful virtual skill against other virtual characters. The specific virtual skill corresponding to Enemy 1's ultimate skill is not limited. For example, in some implementations, Enemy 1 has Virtual Skill 1 and Virtual Skill 2, where Virtual Skill 1 freezes other virtual characters for 2 seconds and Virtual Skill 2 freezes other virtual characters for 10 seconds. In this scenario, Virtual Skill 2 can serve as Enemy 1's ultimate skill.
[0102] The graphical user interface #1 described above in S810 is described below as an example. For instance, Figure 9 The graphical user interface #1 shown in (1) includes: virtual plant, virtual object 1, teammate 1 (i.e., teammate of virtual object 1) and enemy 1 displayed in size #1 in a state where the ultimate move is not activated.
[0103] S820, in response to the enemy 1 switching from a non-ultimate attack state to an ultimate attack state, in response to the execution of a zoom gesture operation on the graphical user interface #1 provided by the terminal device 101, the graphical user interface #1 displays the enemy 1 in the ultimate attack state at size #2, wherein size #2 is larger than size #1.
[0104] Executing the above S820, that is, when the enemy 1 is in the ultimate move state, the user interacts with the graphical user interface #1 provided by the terminal device 101 to display the enemy 1 in the ultimate move state at an enlarged size #2. In this way, it is easy to identify the enemy 1 in the ultimate move state and the error rate can be reduced.
[0105] The gesture operation described in S820 above is illustrated below with an example. For instance, Figure 9 The graphical user interface #1 shown in (2) displays: a virtual plant, a virtual object 1, a teammate 1 (i.e., a teammate of the virtual object 1), and an enemy 1 displayed at size #1 in a state where it is not using its ultimate attack. The user performs a zoom-in gesture on the graphical user interface #1. An example of the graphical user interface #1 described in S820 above is provided. For example, Figure 9 The graphical user interface #1 shown in (3) includes: virtual plant, virtual object 1, teammate 1 (i.e., teammate of virtual object 1) and enemy 1 in the state of using a super move, displayed at size #2.
[0106] Optionally, the zoom-in gesture operation described in S820 above can be replaced with other gesture operations, wherein the other gesture operations control the graphical user interface #1 to display the enemy 1 in the ultimate attack state at size #2. There are no specific limitations on the other gesture operations; they can be set according to the actual application scenario and requirements. For example, other gesture operations may include, but are not limited to: double-tapping the enemy 1 with a finger.
[0107] S830, in response to a trigger operation on the control button displayed in the graphical user interface #1, the graphical user interface #1 displays the enemy 1 in the state of not releasing its ultimate move at size #1.
[0108] By executing S830 above, enemy 1 can be displayed at size #1 in the original graphical user interface #1 when enemy 1 has not activated its ultimate skill. This avoids misunderstanding for gamers and reduces the gaming experience.
[0109] The graphical user interface #1 described above in S830 is described below as an example. For instance, Figure 9 The graphical user interface #1 shown in (3) displays a user's finger triggering a control button displayed on the graphical user interface #1. The content displayed in the graphical user interface #1 thereafter can be found in [reference needed]. Figure 9 As shown in (4) above, this corresponds to the size #1 shown as enemy 1 before unleashing their ultimate attack. It should be understood that the above... Figure 8 The game operation methods shown are for illustrative purposes only and do not constitute any limitation on the game operation methods provided in the embodiments of this application.
[0110] It should be understood that the above Figure 8The described game operation method is for illustrative purposes only and does not constitute any limitation on the game operation method provided in the embodiments of this application. For example, in some implementations, only S810 and S820 described above may be executed. Furthermore, in some implementations, a description of enemy 1 being in a special attack state may be displayed in a bullet screen text box in the graphical user interface #1. That is, in this implementation, the content displayed in the bullet screen text box replaces the above-mentioned scheme of displaying enemy 1 at size #2.
[0111] In this embodiment of the application, when the enemy 1 displayed on the graphical user interface #1 provided by the terminal device 101 is performing a powerful attack, the user can interact with the graphical user interface #1 to make the graphical user interface #1 display the enemy 1 at an enlarged size #2. Thus, in this embodiment of the application, when the game character configured for the teammate of the virtual object 1 and the game character configured for the enemy 1 are the same game character, it is easy to distinguish between enemies and allies, and the error rate can be reduced.
[0112] The above, combined with Figures 1 to 9 This paper details the application scenarios and methods for implementing the game controls provided in this application. Below, we will discuss these methods in conjunction with... Figure 10 and Figure 11 This application introduces the device and electronic equipment for game operation. It should be understood that the game operation methods described above correspond to the device and electronic equipment for game operation described below. Any content not described in detail below can be found in the relevant descriptions in the above method embodiments.
[0113] Figure 10 This is a schematic diagram of a game operation device provided in an embodiment of this application. See also... Figure 10 The illustrated device for game operation provides a graphical user interface (GUI) via a terminal device. The GUI includes at least a portion of the game scene, and the game screen includes at least one first virtual character. The device includes a display unit 1001. The function of the display unit 1001 will be described in detail below.
[0114] The display unit 1001 is configured to: display a first game screen on the graphical user interface, wherein the first game screen includes: a first virtual character in a first state displayed in a first display mode, wherein the first state represents a state in which a preset virtual skill has not been released; the display unit 1001 is further configured to: display a second game screen on the graphical user interface in response to a trigger condition being met, wherein the second game screen includes: a first virtual character in a second state displayed in a second display mode, wherein the second state represents a state in which the preset virtual skill has been released; wherein the first virtual character in the first state displayed in the first display mode is: a character model of the first virtual character in the first state displayed at a first size; the first virtual character in the second state displayed in the second display mode is: a character model of the first virtual character in the second state displayed at a second size, wherein the second size is larger than the first size.
[0115] Optionally, in some implementations, satisfying the triggering condition includes satisfying a first triggering condition, wherein the first triggering condition includes the first virtual object in the first state switching to the first virtual object in the second state.
[0116] Optionally, in some other implementations, the fulfillment of the triggering condition further includes: fulfillment of a second triggering condition, wherein the second triggering condition includes: detection of a preset triggering operation.
[0117] Optionally, in some other implementations, the preset trigger operation is a first gesture operation or a first button operation.
[0118] Optionally, in other implementations, after the graphical user interface displays the second game screen, the method further includes: if the preset trigger operation is the first button operation, displaying the first game screen in response to switching from detecting the first button operation to not detecting the first button operation; or, if the preset trigger operation is the first gesture operation, displaying the first game screen in response to switching from detecting the first gesture operation to detecting the second gesture operation, wherein the second gesture operation is different from the first gesture operation.
[0119] Optionally, in other implementations, the preset trigger operation is a first sliding operation, and the step of displaying the second game screen in the graphical user interface in response to satisfying the trigger condition includes: displaying a third game screen in the graphical user interface in response to satisfying the first trigger condition, wherein the third game screen includes: the first virtual object in the second state, and a first control; and displaying the second game screen in the graphical user interface in response to the first sliding operation on the first control, wherein the second game screen further includes the first control, and the first sliding operation is a sliding operation on the first control in a first direction.
[0120] Optionally, in some other implementations, after the graphical user interface displays the second game screen, the method further includes: displaying the first game screen in response to a second sliding operation on the first control, wherein the second sliding operation is a sliding operation in a second direction on the first control, and the second direction and the first direction are two different directions.
[0121] Optionally, in some other implementations, the first virtual character is a character controlled by the terminal device.
[0122] Optionally, in other implementations, the first virtual character is a teammate of the second virtual character, wherein the second virtual character is a character controlled by the terminal device.
[0123] Optionally, in some other implementations, the first virtual character is an enemy of the second virtual character, wherein the second virtual character is a character controlled by the terminal device.
[0124] Optionally, in some other implementations, the partial game scene further includes the second virtual character, wherein the game character configured for the first virtual character and the game character configured for the second virtual character are the same, wherein the first game screen further includes: the second virtual character in the first state displayed in the first display mode; and the second game screen further includes: the second virtual character in the first state displayed in the first display mode.
[0125] Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. For example... Figure 11 As shown, it includes a memory 1101, a processor 1102, a communication interface 1103, and a communication bus 1104. The memory 1101, processor 1102, and communication interface 1103 are interconnected via the communication bus 1104.
[0126] The memory 1101 may be a read-only memory (ROM), a static storage device, a dynamic storage device, or a random access memory (RAM). The memory 1101 may store a program, and when the program stored in the memory 1101 is executed by the processor 1102, the processor 1102 and the communication interface 1103 are used to execute the various steps of the game operation method of the embodiments of this application.
[0127] The processor 1102 may be a general-purpose central processing unit (CPU), microprocessor, application-specific integrated circuit (ASIC), graphics processing unit (GPU), or one or more integrated circuits, used to execute related programs to implement the functions required by the units in the game operation apparatus of this application embodiment, or to execute the various steps of the game operation method of this application embodiment.
[0128] The processor 1102 can also be an integrated circuit chip with signal processing capabilities. In implementation, each step of the game operation method provided in this application can be completed by the integrated logic circuitry in the hardware of the processor 1102 or by software instructions. The processor 1102 can also be a general-purpose processor, a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this application can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules can be located in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory 1101. The processor 1102 reads the information in the memory 1101 and combines its hardware to complete the functions required by the units included in the device for game operation of the present application embodiment, or to execute the method for game operation of the present application method embodiment.
[0129] The communication interface 1103 uses a transceiver device, such as, but not limited to, a transceiver, to implement... Figure 11 The device shown communicates with other devices or communication networks.
[0130] Communication bus 1104 may be included in Figure 11 The illustrated pathway for transmitting information between various components of the device (e.g., memory 1101, processor 1102, communication interface 1103).
[0131] This application provides a computer-readable storage medium, which includes computer instructions. When executed by a processor, the computer instructions are used to implement a method for any game operation in this application.
[0132] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored on a computer-readable medium and includes several instructions to cause a computing device (which may be a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments disclosed in this application.
[0133] In a typical configuration, a computing device includes one or more processors (CPU), input / output interfaces, network interfaces, and memory.
[0134] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0135] Computer-readable media include both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage media, or any other non-transferable media that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0136] Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0137] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
Claims
1. A method for game operation, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI including at least a portion of a game scene, the portion of the game scene including at least one first virtual character and one second virtual character, the first virtual character and the second virtual character being in opposing factions. The graphical user interface displays a first game screen, wherein the first game screen includes: the first virtual character in a first state displayed in a first display mode, wherein the first state indicates a state in which a preset virtual skill has not been released; In response to the fulfillment of the triggering condition, a second game screen is displayed in the graphical user interface, wherein the second game screen includes: the first virtual character in a second state displayed in a second display mode, the second state representing the state of releasing the preset virtual skill; Wherein, the first virtual character in the first state displayed in the first display mode is: a character model of the first virtual character in the first state displayed at a first size; the first virtual character in the second state displayed in the second display mode is: a character model of the first virtual character in the second state displayed at a second size, wherein the second size is larger than the first size.
2. The method according to claim 1, characterized in that, The fulfillment of the triggering condition includes: fulfilling a first triggering condition, wherein the first triggering condition includes the first virtual character in the first state switching to the first virtual character in the second state.
3. The method according to claim 2, characterized in that, The fulfillment of the triggering condition further includes: fulfilling a second triggering condition, wherein the second triggering condition includes: detecting a preset triggering operation.
4. The method according to claim 3, characterized in that, The preset trigger operation is either a first gesture operation or a first button operation.
5. The method according to claim 4, characterized in that, After the graphical user interface displays the second game screen, the method further includes: When the preset trigger operation is the first button operation, in response to switching from detecting the first button operation to not detecting the first button operation, the first game screen is displayed in the graphical user interface; or... When the preset trigger operation is the first gesture operation, in response to switching from detecting the first gesture operation to detecting the second gesture operation, the first game screen is displayed in the graphical user interface, wherein the second gesture operation is different from the first gesture operation.
6. The method according to claim 3, characterized in that, The preset trigger operation is a first sliding operation, and the step of displaying the second game screen on the graphical user interface in response to the fulfillment of the trigger condition includes: In response to the fulfillment of the first triggering condition, a third game screen is displayed on the graphical user interface, wherein the third game screen includes: the first virtual character in the second state, and a first control; In response to the first sliding operation on the first control, the second game screen is displayed in the graphical user interface, wherein the second game screen further includes the first control, and the first sliding operation is a sliding operation on the first control in a first direction.
7. The method according to claim 6, characterized in that, After the graphical user interface displays the second game screen, the method further includes: In response to a second sliding operation on the first control, the first game screen is displayed in the graphical user interface, wherein the second sliding operation is a sliding operation in a second direction on the first control, and the second direction and the first direction are two different directions.
8. The method according to any one of claims 1 to 7, characterized in that, The first virtual character is a character controlled by the terminal device.
9. The method according to claim 1, characterized in that, The game scene also includes the second virtual character, and the game character configured for the first virtual character is the same as the game character configured for the second virtual character. The first game screen further includes: a second virtual character in the first state displayed in the first display mode; and the second game screen further includes: a second virtual character in the first state displayed in the first display mode.
10. A device for operating a game, characterized in that, A graphical user interface (GUI) is provided via a terminal device. The GUI includes at least a portion of a game scene, where each portion includes at least one first virtual character and one second virtual character, the first and second virtual characters being on opposing sides. The device includes a display unit. The display unit is used to: display a first game screen in the graphical user interface, wherein the first game screen includes: the first virtual character in a first state displayed in a first display mode, wherein the first state indicates a state in which a preset virtual skill has not been released; The display unit is further configured to: display a second game screen on the graphical user interface in response to the fulfillment of a triggering condition, wherein the second game screen includes: the first virtual character in a second state displayed in a second display mode, the second state representing the state of releasing the preset virtual skill; Wherein, the first virtual character in the first state displayed in the first display mode is: a character model of the first virtual character in the first state displayed at a first size; the first virtual character in the second state displayed in the second display mode is: a character model of the first virtual character in the second state displayed at a second size, wherein the second size is larger than the first size.
11. An electronic device, characterized in that, include: The memory and the processor are coupled; The memory is used to store one or more computer instructions; The processor is used to execute the one or more computer instructions to implement the method as described in any one of claims 1 to 9.
12. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The instruction is executed by the processor to implement the method as described in any one of claims 1 to 9.