Game operation control method, device and electronic equipment

By determining the action order and skill targets of virtual characters in multiplayer games, players can configure skills simultaneously during the operation phase, solving the problem of long waiting times, improving the gaming experience, and saving battery power.

CN116531757BActive Publication Date: 2025-10-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310291764.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-03-21
Publication Date
2025-10-21
Estimated Expiration
2043-03-21

AI Technical Summary

Technical Problem

In multiplayer games, players need to enter the operation and combat phases in a specified order, which results in long waiting times, affecting the gaming experience and increasing the device's battery consumption.

Method used

By determining the action order and skill release targets of virtual characters, players can configure skills simultaneously during the operation phase and display the target location in the game scene according to the action order, releasing skills in real time, reducing waiting time and improving the gaming experience.

Benefits of technology

It reduces players' game waiting time, enriches gameplay, improves the gaming experience, and saves on device battery consumption.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The application provides a game operation control method and device and electronic equipment. When the game enters an operation stage, a first skill of a first virtual character is determined, and a target virtual character on which the first skill can act is determined. The action sequence of the first virtual character and the target virtual character is determined, and the target position of the target virtual character before or after the action is displayed in a game scene according to the action sequence. The release object of the first skill is determined from the target virtual character. When the game enters a battle stage, the first virtual character releases the first skill to the release object according to the action sequence. In this way, in the operation stage, each player can configure the skill of the virtual character at the same time, the game interface displays the position of the team virtual character before or after the action in real time, and in the battle stage, each virtual character releases the preselected skill according to the action sequence. The game waiting time of the player is reduced, the game play is enriched, the game experience of the player is improved, and the power consumption of the terminal is saved.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a game operation control method, device and electronic equipment. Background Art

[0002] Current war chess and other games typically feature multiplayer online gameplay, with each round consisting of an operation phase and a combat phase. During the operation phase, skills can be configured for virtual characters, and during the combat phase, each virtual character specifies pre-configured skills according to an action sequence. However, each player in a team must enter the operation and combat phases in a specified order. Specifically, the first player first performs movement operations and skill selection operations on a game object. After completing operations in this phase, the team immediately enters the combat phase, where a combat scene is displayed. The player-controlled game object engages in combat with a target object, and the outcome of the battle is determined after the battle ends. Only after the first player completes the operation and the battle ends can the next player enter the operation phase, and then the combat phase. This results in longer waiting times for players, increases the time users spend playing games, and leads to higher battery consumption on the terminal, impacting the player's gaming experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a game operation control method, device and electronic device to enrich the game play, reduce the player's game waiting time, improve the player's gaming experience, and save terminal power consumption.

[0004] In a first aspect, an embodiment of the present invention provides an operation control method for a game, wherein a graphical user interface is provided through a first terminal device, the graphical user interface includes at least part of a game scene, the game scene includes multiple scene blocks and multiple virtual characters, and the virtual characters are located in the scene blocks. The method includes: when the game enters the operation stage, responding to a skill selection operation for the first virtual character, determining a first skill corresponding to the skill selection operation, and at least one target virtual character that the first skill can act on, and configuring the first skill for the first virtual character; the first virtual character is controlled through the first terminal device; according to the character attributes of the target virtual character and the character attributes of the first virtual character, determining the action sequence of the target virtual character and the first virtual character; displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence, the target position is located in at least one of the multiple scene blocks; in response to the selection operation of the target virtual character, determining the selected target virtual character as the release object of the first skill; when the game enters the combat stage, controlling the first virtual character to release the first skill to the release object according to the action sequence.

[0005] The character attributes include the shooting speed; determining the action sequence of the target virtual character and the first virtual character includes: when the shooting speed of the target virtual character is greater than the shooting speed of the first virtual character, determining that the action sequence of the target virtual character takes precedence over the first virtual character; when the shooting speed of the target virtual character is less than the shooting speed of the first virtual character, determining that the action sequence of the first virtual character takes precedence over the target virtual character.

[0006] Displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence includes: when the action sequence of the target virtual character takes precedence over the first virtual character, displaying the target position of the target virtual character after the action in the game scene; or, when the action sequence of the first virtual character takes precedence over the target virtual character, displaying the target position of the target virtual character before the action in the game scene.

[0007] In response to a skill selection operation for a first virtual character, determining a first skill corresponding to the skill selection operation and at least one target virtual character on which the first skill can act, includes: in response to a skill selection operation for the first virtual character, determining the first skill corresponding to the skill selection operation and a release range corresponding to the first skill; displaying at least one scene plot corresponding to the skill release range of the first skill in a game scene in a first preset manner; and determining at least one virtual character that is within the skill release range and on which the first skill can act as at least one target virtual character.

[0008] After displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence, the method further includes: hiding and displaying virtual characters other than the at least one target virtual character and the first virtual character among the multiple virtual characters.

[0009] The target position after the action is the position to be moved by the target virtual character when the game enters the battle stage; in the scene block corresponding to the target position after the action, the target virtual character is displayed in a second preset manner during the game operation stage.

[0010] When the game enters the operation stage, the method also includes: responding to a position selection operation for the first virtual character, displaying the scene block after the first virtual character's action in the game scene, and displaying the first virtual character in the scene block after the action in a second preset manner; determining a designated scene block that the first virtual character passes through when moving from the scene block before the action to the scene block after the action, and displaying the designated scene block in the game scene in a third preset manner.

[0011] The target virtual character is a virtual character controlled by the second terminal device and belongs to the same game camp as the first virtual character; the above method also includes: in response to receiving a position operation instruction for the target virtual character sent by the second terminal device, updating the display position of the target virtual character after the action in the graphical user interface.

[0012] After determining at least one virtual character that is within the skill release range and on which the first skill can act as at least one target virtual character, the method further includes: if the position of the first target virtual character among the target virtual characters after the action is not within the skill range of the first skill, canceling the display of the first target virtual character; wherein the first target virtual character cannot be used as the release object of the first skill.

[0013] The first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene plot; the method also includes: responding to a skill selection operation for the virtual sub-character, determining an action sequence for the first virtual character and the virtual sub-character based on the character attributes of the first virtual character and the character attributes of the virtual sub-character; and displaying a designated position of the virtual sub-character before or after an action in the game scene based on the action sequence; wherein the designated position before the action is the scene plot before the first virtual character acts, and the designated position after the action is the scene plot after the first virtual character acts.

[0014] According to the order of actions, the designated position of the virtual sub-character before or after the action is displayed in the game scene, including: when the order of actions of the virtual sub-character takes precedence over the first virtual character, the designated position of the virtual sub-character before the action is displayed in the game scene; or, when the order of actions of the first virtual character takes precedence over the virtual sub-character, the designated position of the virtual sub-character after the action is displayed in the game scene.

[0015] After configuring the first skill for the first virtual character, the method also includes: displaying the skill identifier of the first skill on the first virtual character; if the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, displaying the skill identifier of the second skill on the first virtual character; wherein the virtual sub-character is associated with the first virtual character and is located in the same scene plot.

[0016] After the game enters the battle phase, the method further includes: controlling the virtual characters that have not taken action to be displayed in a first display mode, and controlling the virtual characters that are currently taking action to display a first identifier; the first identifier is used to indicate the virtual characters that are currently taking action.

[0017] When the game enters the operation phase and the first virtual character is in the scene block before taking action, a second identifier is displayed on the first virtual character, and the second identifier is used to indicate the virtual character controlled by the first terminal device.

[0018] The first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are located in the same scene plot, and the virtual sub-character is hidden and displayed; the method also includes: displaying the life mark of the first virtual character and the life mark of the virtual sub-character on the first virtual character; if the virtual sub-character releases a skill or is attacked, hiding and displaying the first virtual character and displaying the virtual sub-character; if the virtual sub-character and the first virtual character are attacked at the same time, unhiding and displaying the virtual sub-character.

[0019] In response to a selection operation on a target virtual character, the selected target virtual character is determined as a release object of a first skill, including: providing a selection window for the target virtual character; in response to a trigger operation on a second target virtual character in the selection window, determining the second target virtual character as a release object of the first skill.

[0020] After the game enters the operation phase, the method further includes: responding to a trigger operation on a second virtual character belonging to the same game camp as the first virtual character, displaying a preset action range of the second virtual character and a skill range corresponding to a pre-configured skill.

[0021] In a second aspect, an embodiment of the present invention provides an operation control device for a game, which provides a graphical user interface through a first terminal device, wherein the graphical user interface includes at least part of a game scene, wherein the game scene includes multiple scene blocks and multiple virtual characters, and the virtual characters are located in the scene blocks. The device includes: a skill selection module, which is used to respond to a skill selection operation for a first virtual character when the game enters an operation phase, determine a first skill corresponding to the skill selection operation, and at least one target virtual character that the first skill can act on, and configure the first skill for the first virtual character; the first virtual character is controlled through the first terminal device; an action sequence determination module, which is used to determine the action sequence of the target virtual character and the first virtual character according to the character attributes of the target virtual character and the character attributes of the first virtual character; a target position display module, which is used to display the target position of the target virtual character before or after the action in the game scene according to the action sequence, and the target position is located in at least one of the multiple scene blocks; a release object determination module, which is used to respond to the selection operation of the target virtual character and determine the selected target virtual character as the release object of the first skill; and a skill release module, which is used to control the first virtual character to release the first skill to the release object according to the action sequence when the game enters a combat phase.

[0022] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the operation control method of the game of any one of the first aspects.

[0023] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the operation control method of the game of any one of the first aspects.

[0024] The embodiments of the present invention bring the following beneficial effects:

[0025] The present invention provides a game operation control method, device, and electronic device. When the game enters the operation phase, the first skill of a first virtual character and the target virtual character that the first skill can act on are determined; the action sequence of the first virtual character and the target virtual character is determined, and the target position of the target virtual character before or after the action is displayed in the game scene according to the action sequence; the release target of the first skill is determined from the target virtual character; and when the game enters the combat phase, the first virtual character is controlled to release the first skill to the release target according to the action sequence. In this method, during the operation phase, each player can simultaneously configure the skills of the virtual character, and the game interface displays the position of the team's virtual characters before or after the action in real time. During the combat phase, each virtual character releases the pre-selected skills according to the action sequence, which reduces the player's game waiting time, enriches the gameplay, improves the player's gaming experience, and saves terminal power consumption.

[0026] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0027] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0028] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0029] Figure 1 A flowchart of a game operation control method provided by an embodiment of the present invention;

[0030] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present invention;

[0031] Figure 3A schematic diagram of another graphical user interface provided by an embodiment of the present invention;

[0032] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present invention;

[0033] Figure 5 A schematic diagram of another graphical user interface provided by an embodiment of the present invention;

[0034] Figure 6 A schematic diagram of another graphical user interface provided by an embodiment of the present invention;

[0035] Figure 7 A schematic diagram of another graphical user interface provided by an embodiment of the present invention;

[0036] Figure 8 A schematic diagram of another graphical user interface provided by an embodiment of the present invention;

[0037] Figure 9 A schematic diagram of another graphical user interface provided by an embodiment of the present invention;

[0038] Figure 10 A schematic structural diagram of a game operation control device provided by an embodiment of the present invention;

[0039] Figure 11 A schematic structural diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0040] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.

[0041] Current chess and card games and other games typically feature multiplayer online gameplay. Each round of this gameplay includes an operation phase and a combat phase. During the operation phase, skills can be configured for virtual characters. During the combat phase, each virtual character specifies pre-configured skills according to an action sequence. However, each player in a team must enter the operation and combat phases in a specified order. Specifically, the first player first performs movement operations on a game object and skill selection operations. After completing these operations, the team immediately enters the combat phase, where a combat scene is displayed. The player-controlled game object engages in combat with a target object, and the outcome of the battle is determined after the battle ends. Only after the first player completes the operations and the battle ends can the next player enter the operation phase, and then the combat phase. This results in longer waiting times for players, increases the amount of time users spend playing games, and leads to higher power consumption on the terminal, impacting the player's gaming experience. Based on this, embodiments of the present invention provide a method, device, and electronic device for controlling game operations. This technology can be used on devices such as mobile phones, computers, laptops, and tablets.

[0042] In one embodiment of the present disclosure, the game operation control method can be run on a local terminal device or a server. When the game operation control method is run 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.

[0043] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game operation control method are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud gaming server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0044] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0045] In one possible implementation, an embodiment of the present invention provides a method for controlling game operations, providing a graphical user interface (GUI) via a terminal device. The terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system. The GUI includes at least a portion of a game scene, which includes multiple scene plots and multiple virtual characters, with the virtual characters located within the scene plots. Typically, players are required to set movement positions and combat skills for the virtual characters within a specified timeframe (e.g., 30 or 40 seconds), i.e., the operation phase. Initially, the virtual characters in the scene plots before the action are displayed normally (physically). The multiple scene plots are scene locations that one or more virtual objects can reach within the game scene. Typically, the game scene is divided into multiple scene plots, and based on the position of the virtual objects within the game scene, scene plots within a preset range or all scene plots are displayed. Alternatively, the game may pre-provide scene plots of a specific size (e.g., 12x12 or 15x15), within which virtual objects can move and perform various game actions.

[0046] like Figure 1 As shown, the method includes the following steps:

[0047] Step S102: When the game enters the operation phase, in response to a skill selection operation for a first virtual character, determining a first skill corresponding to the skill selection operation and at least one target virtual character that the first skill can act on, and configuring the first skill for the first virtual character; the first virtual character is controlled via a first terminal device;

[0048] Optionally, a skill may be selected from the skills possessed by the first virtual character, namely the aforementioned first skill, and the first skill may be configured for the first virtual character. After selecting the first skill, the first skill's release range and the virtual characters that the first skill can affect are typically displayed based on the first scene plot, to facilitate the player's decision on whether to select the first skill.

[0049] Specifically, if the first skill is a gain skill, at least one target virtual character that the first skill can act on is a second virtual character that is in the same game camp as the first virtual character; if the first skill is an attack skill, at least one target virtual character that the first skill can act on is an enemy virtual character that is in a different game camp than the first virtual character.

[0050] Step S104, determining an action sequence of the target virtual character and the first virtual character based on the character attributes of the target virtual character and the character attributes of the first virtual character;

[0051] The aforementioned character attributes can be attack speed or action priority. Specifically, attack speed is a parameter used by each game character to perform combat actions during the current round. Typically, within the current round, the order of actions is determined by attack speed, and combat actions are performed sequentially according to the order of actions. If the target virtual character's attack speed is greater than the first virtual character's, the target virtual character's action priority is determined over the first virtual character's. If the target virtual character's attack speed is less than the first virtual character's attack speed, the first virtual character's action priority is determined over the target virtual character's.

[0052] Step S106, displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence, wherein the target position is located at at least one of the multiple scene blocks;

[0053] Considering the order in which avatars appear in combat, there are issues with ordering their appearance during combat. Furthermore, avatars always move to their target locations before executing skills. To ensure that the target is within the skill range, the target location before and after the avatar's action needs to be displayed in the game scene, based on the order of action. For example, if you are healing a character faster than you, and your teammates have already moved away by the time the skill is calculated, while the healing character is still in place, the skill will fail because the character is no longer within range.

[0054] In the game scene, there are various ways to display the target position of the target virtual character before or after the action. For example, the scene plot corresponding to the target position before or after the action of the target virtual character can be highlighted, distinguished, etc., or the number, logo, avatar, etc. of the target virtual character can be displayed on the scene plot corresponding to the target position. The target virtual character can also be displayed on the scene plot corresponding to the target position.

[0055] Based on this, a possible implementation method is: if the target virtual character and the first virtual character belong to the same game camp, the target position of the target virtual character before or after the action is displayed in the game scene according to the action sequence.

[0056] Specifically, when the action sequence of the target virtual character takes precedence over that of the first virtual character, the target position after the target virtual character takes action is displayed in the game scene, and the target virtual character displayed in the target position is displayed as a ghost image; or, when the action sequence of the first virtual character takes precedence over that of the target virtual character, the target position before the target virtual character takes action is displayed in the game scene, and the target virtual character displayed in the target position is displayed as an entity.

[0057] In another possible manner, if the target virtual character and the first virtual character belong to different game camps, the target position of the target virtual character before the action is displayed in the game scene, and the target virtual character displayed in the target position is displayed in a physical manner.

[0058] Step S108, in response to the selection operation of the target virtual character, determining the selected target virtual character as the release target of the first skill;

[0059] The target virtual character in the game scene can be directly selected to determine the selected target virtual character; a selection control for the target virtual character can also be provided in the game scene to determine the selected target virtual character through the selection control; the selected target virtual character is determined as the release object of the first skill.

[0060] It should be noted that the display status of the first virtual character will be synchronized to the game interface of other teammate players. Similarly, the display status of the virtual characters controlled by other teammate players will also be synchronized to the first terminal device, so that each player can understand the movement positions and combat skills set for each other's virtual characters. Players can refer to the movement positions and combat skills set by each other to determine and update their own movement positions and combat skills.

[0061] Step S110: When the game enters the battle phase, the first virtual character is controlled to release the first skill to the release object according to the action sequence.

[0062] The combat phase typically lasts for a set amount of time, after which the avatar's actions will end. Furthermore, during the combat phase, if all players trigger an action-end event, such as by clicking an action-end control, the avatar's actions will end. Once all players have triggered the action-end event, the combat phase begins.

[0063] During the battle phase, the game system controls the virtual characters in order of their actions. If there is a second virtual character, and the first virtual character's order of entry is higher than the second virtual character's, the game system will first control the first virtual character to use the first skill. After the first virtual character completes the skill, the game system will control the second virtual character to perform the pre-configured second skill, and the battle results after the skills are executed will be calculated in real time.

[0064] Usually, team games and dungeon battles will include multiple rounds. After the current round ends, the above-mentioned skill configuration steps will continue. It should be noted that the movement position of the virtual character can also be configured during the operation phase. If the target movement position is set, the first virtual character will be controlled to move to the set target movement position during the battle phase, and then the first skill will be executed. If the player does not pre-set the movement position for the virtual character during the operation phase, the virtual character will execute the pre-configured first skill at the initial scene position during the battle phase. If the player does not pre-configure skills for the virtual character, the virtual character will execute the default skill at the initial scene position.

[0065] An embodiment of the present invention provides an operation control method for a game. When the game enters the operation phase, the first skill of a first virtual character and the target virtual character that the first skill can act on are determined; the action sequence of the first virtual character and the target virtual character is determined, and the target position of the target virtual character before or after the action is displayed in the game scene according to the action sequence; the release object of the first skill is determined from the target virtual character; and when the game enters the combat phase, the first virtual character is controlled to release the first skill to the release object according to the action sequence. In this method, during the operation phase, each player can simultaneously configure the skills of the virtual character, and the game interface displays the position of the team virtual character before or after the action in real time. During the combat phase, each virtual character releases the pre-selected skills according to the action sequence, which reduces the player's game waiting time, enriches the gameplay, improves the player's gaming experience, and saves terminal power consumption.

[0066] In response to a skill selection operation for a first virtual character, determining the first skill corresponding to the skill selection operation and at least one target virtual character for the first skill to be activated, a possible implementation method includes: in response to a skill selection operation for the first virtual character, determining the first skill corresponding to the skill selection operation and the corresponding release range of the first skill; displaying at least one scene plot corresponding to the skill release range of the first skill in a first preset manner in the game scene; and determining at least one virtual character within the skill release range and activated by the first skill as the at least one target virtual character. Specifically, this may include displaying a specified color, a specified special effect, etc. on the at least one scene plot corresponding to the skill release range of the first skill.

[0067] Since the game interface includes multiple virtual characters, each player can operate the virtual characters at the same time, and the display status of the virtual characters will also be synchronized in the game interface of each player. There are many virtual characters and various operation states in the game interface, which leads to confusion in player operations. Especially when the gap between the virtual characters is small, the player may confuse the virtual character he controls, resulting in a poor operating experience for the player during the combat operation stage.

[0068] Based on this, after displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence, the method further includes: hiding and displaying virtual characters other than the at least one target virtual character and the first virtual character among the multiple virtual characters.

[0069] Furthermore, the target position after the above action is the position to be moved by the target virtual character when the game enters the battle stage; in the scene block corresponding to the target position after the action, the target virtual character is displayed in a second preset manner during the game operation stage.

[0070] That is, when selecting a skill for a first virtual character, if the target position after the target virtual character's action is displayed in the game scene, the target virtual character at the target position is displayed in a second preset manner, which may be transparent, ghosted, black and white, reduced, a virtual character logo, or filled color. In this manner, when selecting a skill, virtual characters unrelated to the first skill are hidden, and only the target virtual character related to the first skill is displayed, thereby reducing irrelevant content on the game interface and improving the player's gaming experience.

[0071] When the game enters the operation stage, the above method also includes: responding to a position selection operation for the first virtual character, displaying the scene block after the first virtual character's action in the game scene, and displaying the first virtual character in the scene block after the action in a second preset manner; determining the designated scene block that the first virtual character passes through when moving from the scene block before the action to the scene block after the action, and displaying the designated scene block in the game scene in a third preset manner.

[0072] The third preset mode mentioned above may be the same as or different from the first preset mode. By displaying the designated scene plot in the third preset mode in the game scene, the target movement path of the first virtual character is intuitively displayed, which facilitates the player to make a decision on whether to select the scene plot as the scene plot after the action, and whether to select the movement path. Specifically, a trigger operation (i.e., the above-mentioned position selection operation) can be performed on the first scene plot among multiple scene plots, and the display mode of the first virtual character located in the scene plot before the action remains unchanged and continues to maintain the initial state. The purpose of displaying the first virtual character in the second preset mode in the first scene plot is to prompt the target movement position of the first virtual character in the battle, and the purpose of displaying the first virtual character in the second preset mode is to distinguish it from the first virtual character located in the scene plot before the action.

[0073] The scene plot before the first virtual character takes action is within a specified range of the scene plot before the action, wherein the specified range is a movable range of the first virtual character.

[0074] For example, Figure 2 As shown, after the player clicks on the first scene block, the first virtual character is displayed in the second preset manner on the first scene block. Figure 2 The transparency of the first virtual character located in the first scene plot is lower than the transparency of the first virtual character located in the scene plot before the action.

[0075] For example, Figure 3 In addition, a mark is displayed on the first virtual character located in the first scene plot, and the mark is used to indicate the position after the move.

[0076] If the target virtual character is a virtual character controlled by the second terminal device and belongs to the same game camp as the first virtual character; the above method also includes: in response to receiving a position operation instruction for the target virtual character sent by the second terminal device, updating the display position of the target virtual character after the action in the graphical user interface.

[0077] The target virtual character may include one or more. After receiving a position operation instruction for the target virtual character from a second terminal device and determining the second scene plot corresponding to the position operation instruction, the target virtual character is displayed on the second scene plot in a second preset manner. Similarly, after receiving a skill selection instruction for the target virtual character from a second terminal device and determining the second skill corresponding to the skill selection instruction, the skill identifier of the second skill is displayed on the target virtual character.

[0078] Through the above method, during the operation phase, each online player can asynchronously configure the actions of their own character, and according to the different target movement positions, it will be updated in real time on the teammate's graphic user interface, realizing asynchronous operation between each online player. There is no need to wait for the previous player to finish the battle before performing configuration operations, which reduces the player's game waiting time, enriches the gameplay, and improves the player's gaming experience.

[0079] Furthermore, after determining at least one virtual character that is within the skill release range and on which the first skill can act as at least one target virtual character, the above method also includes: if the position of the first target virtual character among the target virtual characters after the action is not within the skill range of the first skill, canceling the display of the first target virtual character; wherein, the first target virtual character cannot be used as the release object of the first skill.

[0080] That is, when setting a skill for the first avatar, the position of the target avatar after the action may change. If the position of the first target avatar after the action changes and the changed position is not within the skill range of the first skill, the first target avatar will be removed from the display and will not be available for selection when selecting a target to release the skill.

[0081] In response to the skill selection operation for the first virtual character, a possible implementation method includes determining the first skill corresponding to the skill selection operation and the release range corresponding to the first skill; displaying at least one scene plot corresponding to the skill release range of the first skill in a game scene in a first preset manner; and determining at least one virtual character within the skill release range and capable of the first skill as at least one target virtual character.

[0082] In response to a triggering operation on a first skill control, determining a release range corresponding to the first skill, and displaying the release range corresponding to the first skill based on a scene block after the action;

[0083] For example, Figure 4 As shown, if the player clicks on the first skill, the scene block after the action (i.e., the first scene block) is used as the skill release position of the first skill. The release range corresponding to the first skill is determined based on the first scene block, and the scene blocks within the release range are displayed in a specified manner, such as highlighting the scene blocks within the skill release range. For example, Figure 4 The shaded area in the scene shown is the release range corresponding to the first skill. By displaying the release range on the first scene, players can understand whether the skill can hit the target, helping them determine their movement position and skill configuration, further improving their battle success rate and gaming experience.

[0084] The virtual characters other than the at least one target virtual character and the first virtual character among the multiple virtual characters are hidden and displayed, and the target position after the action is the position to be moved to when the game enters the battle phase; within the scene block corresponding to the target position after the action, the target virtual character is displayed in a second preset manner during the game operation phase. A possible implementation method is:

[0085] If the target virtual character is an enemy virtual character, since the enemy virtual character does not have a pre-set moving position, the enemy virtual character will be displayed in the scene block before the action. Figure 4 As shown, if the target virtual character is an enemy virtual character, after the player selects the first skill, the friendly virtual character will be hidden and only the enemy virtual character will be displayed. At the same time, the first virtual character located in the scene block before the action will also be hidden, and the first virtual character located in the first scene block will only be displayed in the form of a ghost.

[0086] If the target avatar is a friendly avatar (i.e., belongs to the same faction), and if the first avatar's action sequence is higher than the target avatar's, the target avatar has not yet moved when the first avatar executes its first skill. Therefore, the target avatar should be displayed in the scene tile before the target avatar's action. Since the target avatar's action sequence is higher than the first avatar's, the target avatar has already moved when the first avatar executes its first skill. Therefore, the target avatar should be displayed in the first scene tile after the target avatar's action.

[0087] For example, Figure 5 As shown, the action sequence of the first virtual character is superior to that of the target virtual character, and the position of the target virtual character after the action is preset (such as Figure 5 At this time, the target virtual character will be displayed in the scene block before the target virtual character takes action.

[0088] For example, Figure 6 As shown, the action sequence of the target virtual character is superior to that of the first virtual character, and the position of the target virtual character after the action is preset (such as Figure 6 At this time, the target virtual character will be displayed in the scene block (i.e., position A) after the target virtual character takes action.

[0089] In this method, by comparing the speed values ​​of the target virtual character and the first virtual character, the order in which the characters will appear in battle can be determined, and then the display position of the target virtual character can be determined. This can ensure that during the combat phase, when the virtual character performs a skill, the display positions of other virtual characters are consistent with the display position of the currently determined virtual character, thereby improving the player's operation accuracy, avoiding operational errors, and thus improving the player's gaming experience.

[0090] Furthermore, the first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene plot; wherein, the first virtual character and the virtual sub-character can be displayed simultaneously in the same scene plot, or the virtual sub-character can be hidden and displayed.

[0091] The method further includes: in response to a skill selection operation for the virtual sub-character, determining an action sequence for the first virtual character and the virtual sub-character based on the character attributes of the first virtual character and the character attributes of the virtual sub-character;

[0092] According to the action sequence, the designated position before or after the virtual sub-character takes action is displayed in the game scene; wherein, the designated position before the action is the scene block before the first virtual character takes action, and the designated position after the action is the scene block after the first virtual character takes action.

[0093] After configuring skills for the first virtual character, you also need to configure skills for the virtual sub-character. One possible implementation method is: if the virtual sub-character's action sequence takes precedence over the first virtual character, the designated position before the virtual sub-character's action is displayed in the game scene; or, if the first virtual character's action sequence takes precedence over the virtual sub-character, the designated position after the virtual sub-character's action is displayed in the game scene.

[0094] If the action order of the virtual sub-character takes precedence over that of the first virtual character, the virtual sub-character and the release range of the skills configured for the virtual sub-character are displayed based on the scene plot before the first virtual character takes action; if the action order of the first virtual character takes precedence over that of the virtual sub-character, the virtual sub-character and the release range of the skills configured for the virtual sub-character are displayed based on the scene plot after the first virtual character takes action.

[0095] The above-mentioned virtual sub-character follows the first virtual character, that is, the player cannot set the moving position of the virtual sub-character independently.

[0096] Because in the combat phase, if the action order of the virtual sub-character takes precedence over that of the first virtual character, at this time the first virtual character has not yet entered the battle and has not moved, the virtual sub-character at this time is also unable to move and can only execute the configured skills in the scene block before the first virtual character acts. Therefore, in the operation phase, the virtual sub-character will be displayed in the scene block before the first virtual character acts, and the release range will be displayed based on the scene block before the first virtual character acts.

[0097] Similarly, if the first virtual character's action order takes precedence over the virtual sub-character, at this time the first virtual character has already entered the battle, that is, has moved position, and at this time the virtual sub-character also moves position following the first virtual character. The virtual sub-character will perform skills in the scene block after the first virtual character's action. Therefore, in the operation phase, the virtual sub-character will be displayed in the scene block after the first virtual character's action, and the release range will be displayed based on the scene block after the first virtual character's action.

[0098] In this method, the behavior sequence of the first virtual character and the virtual sub-character is compared, and then the display position of the virtual sub-character is determined. This can ensure that during the combat phase, when the virtual sub-character performs a skill, the display position of other virtual characters is consistent with the display position of the currently determined virtual sub-character, thereby improving the player's operation accuracy, avoiding operation errors, and thus improving the player's gaming experience.

[0099] After configuring the first skill for the first virtual character, the method further includes:

[0100] The skill identifier of the first skill is displayed on the first virtual character; if the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, the skill identifier of the second skill is displayed on the first virtual character.

[0101] Because the first avatar and the virtual sub-character are located in the same scene plot, the skill identifiers for the first skill and the second skill are both displayed on the first avatar, with the first skill identifier positioned before the second skill identifier and larger than the second skill identifier. This approach allows players to understand the avatar's skills in advance by displaying the avatar's skill identifiers during the gameplay phase, further enhancing their gaming experience.

[0102] During the battle phase, since the game interface includes multiple virtual characters, many special effects will be displayed during the battle, making the battle process dazzling and making it difficult for players to observe the specific battle process. Based on this, after the game enters the battle phase, the above method further includes:

[0103] The virtual character that has not taken action is controlled to be displayed in the first display mode, and a first identifier is displayed on the virtual character that is currently taking action; the first identifier is used to indicate the virtual character that is currently taking action.

[0104] Specifically, the transparency of the virtual character that is not taking action can be increased, and a first mark can be displayed on the virtual character that is taking action to indicate the virtual character that is currently taking action. Figure 7 As shown, in the battle phase, there are five enemy avatars and five teammate avatars. The avatar currently taking action is displayed normally with an arrow above it, and the transparency of other avatars is increased ( Figure 7 (The first display mode is indicated by grayscale in the figure). During the movement of the first virtual character, the arrow moves along with the movement of the first virtual character. It should be noted that when the first virtual character releases a skill at a target object, the target object returns to its normal display state, i.e., the first display mode is canceled.

[0105] In this method, by changing the display mode of the virtual character that is not taking action and displaying the first identifier on the virtual character that is taking action, the interference of irrelevant content in the game interface can be reduced to a certain extent, and the combat display effect of the virtual character can be improved.

[0106] Considering that when setting the movement position of the virtual character, the first virtual character will be displayed simultaneously in the scene block before the first virtual character takes action, and in the scene block after the first virtual character takes action, in addition to distinguishing the two virtual characters in different display methods, different identifiers can also be displayed on the two virtual characters. When the game enters the operation phase, and the first virtual character is in the scene block before taking action, a second identifier is displayed on the first virtual character in the scene block before taking action, and the second identifier is used to indicate the virtual character controlled by the first terminal device.

[0107] The second logo can be a text logo or a graphic logo, for example, Figure 2 As shown, in the combat operation phase, "Ready" is displayed on the first virtual character in the scene plot before the action. When the player sets the moving position of the first virtual character, a third mark will be displayed on the first virtual character in the first scene plot, and the third mark is different from the second mark.

[0108] Of course, during the battle phase, the second logo displayed on the avatar will be deleted.

[0109] The above-mentioned first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are located in the same scene plot, and the virtual sub-character is hidden and displayed; the above-mentioned method also includes: displaying the life mark of the first virtual character and the life mark of the virtual sub-character on the first virtual character; in response to the virtual sub-character releasing a skill or being attacked, hiding and displaying the first virtual character and displaying the virtual sub-character; in response to the virtual sub-character and the first virtual character being attacked at the same time, unhiding and displaying the virtual sub-character.

[0110] To save space, an avatar with a virtual sub-character is typically hidden, with only the avatar displayed. However, the avatar's vitals are still displayed, and the primary avatar's vitals are typically larger than the avatar's. However, during combat, if the avatar performs a skill or is attacked, only the avatar will be displayed on the scene, hiding the primary avatar. If both the avatar and the primary avatar are attacked simultaneously, both will be displayed.

[0111] In response to a selection operation on a target virtual character, the selected target virtual character is determined as a release object of a first skill, including: providing a selection window for the target virtual character; in response to a trigger operation on a second target virtual character in the selection window, determining the second target virtual character as a release object of the first skill.

[0112] For example, taking the target virtual character as the enemy virtual character, as Figure 8 As shown, the selection window includes virtual character A and virtual character B. If virtual character A is clicked, the target of the first skill is virtual character A.

[0113] Alternatively, in response to a selection operation on a target virtual character displayed in the game scene, the selected target virtual character is determined as a release object of the first skill, wherein the target virtual character is displayed at a target position before or after the target virtual character takes action.

[0114] The player can also directly click, double-click, or long press the target virtual character in the scene block before or after the action in the game scene. For example, the third target virtual character is selected and the third target virtual character is determined as the release target of the first skill.

[0115] See also Figure 9As shown, when selecting the skill of the first virtual character, it is first determined whether the selected skill is an attack skill. If so, only the enemy unit (i.e., the enemy virtual character) is displayed in the game interface. If not, it is necessary to compare the speed of the first virtual character and the teammate virtual character. If the speed of the teammate virtual character is fast, the phantom of the teammate virtual character is displayed in the scene block after moving (i.e., the first display mode); if the speed of the teammate virtual character is slow, the phantom of the teammate virtual character is displayed in the scene block before moving (i.e., the first display mode).

[0116] When selecting a skill for a summoned spirit (corresponding to the aforementioned virtual sub-character), first determine the speed of the virtual sub-character and the first virtual character. If the speed of the virtual sub-character is fast, display the virtual sub-character on the scene block before the first virtual character moves, and display the skill release range based on the scene block before the movement. If the speed of the virtual sub-character is slow, display the virtual sub-character on the scene block after the first virtual character moves, and display the skill release range based on the scene block after the movement.

[0117] Corresponding to the above-mentioned method embodiment, the embodiment of the present invention provides a game operation control device, which provides a graphical user interface through a first terminal device, and the graphical user interface includes at least part of the game scene, and the game scene includes multiple scene blocks and multiple virtual characters. The virtual characters are located in the scene blocks, such as Figure 10 As shown, the device includes:

[0118] The skill selection module 1001 is configured to, when the game enters the operation phase, respond to a skill selection operation for a first virtual character, determine a first skill corresponding to the skill selection operation, and at least one target virtual character that the first skill can act on, and configure the first skill for the first virtual character; the first virtual character is controlled via a first terminal device;

[0119] An action sequence determining module 1002 is configured to determine an action sequence of the target virtual character and the first virtual character based on the character attributes of the target virtual character and the character attributes of the first virtual character;

[0120] A target position display module 1003 is used to display the target position of the target virtual character before or after the action in the game scene according to the action sequence, and the target position is located at at least one of the multiple scene blocks;

[0121] A release target determination module 1004 is configured to, in response to a selection operation on a target virtual character, determine the selected target virtual character as a release target for the first skill;

[0122] The skill releasing module 1005 is used to control the first virtual character to release the first skill to the releasing object according to the action sequence when the game enters the battle stage.

[0123] In this method, during the operation phase, each player can simultaneously configure the skills of the virtual character. The game interface displays the position of the team's virtual characters before or after an action in real time. During the combat phase, each virtual character releases pre-selected skills in the order of action, which reduces the player's game waiting time, enriches the gameplay, improves the player's gaming experience, and saves terminal power consumption.

[0124] The above-mentioned character attributes include shooting speed; the above-mentioned action sequence determination module is also used to: when the shooting speed of the target virtual character is greater than the shooting speed of the first virtual character, determine that the action sequence of the target virtual character takes precedence over the first virtual character; when the shooting speed of the target virtual character is less than the shooting speed of the first virtual character, determine that the action sequence of the first virtual character takes precedence over the target virtual character.

[0125] The above-mentioned target position display module is also used to: when the action sequence of the target virtual character takes precedence over that of the first virtual character, display the target position after the target virtual character takes action in the game scene; or, when the action sequence of the first virtual character takes precedence over that of the target virtual character, display the target position before the target virtual character takes action in the game scene.

[0126] The skill selection module is also used to: respond to a skill selection operation for a first virtual character, determine the first skill corresponding to the skill selection operation and the release range corresponding to the first skill; display at least one scene plot corresponding to the skill release range of the first skill in a first preset manner in the game scene; and determine at least one virtual character that is within the skill release range and on which the first skill can act as at least one target virtual character.

[0127] The above-mentioned device further includes a hidden display module, which is used to: hide and display virtual characters other than the at least one target virtual character and the first virtual character among the multiple virtual characters.

[0128] The target position after the above action is the position to be moved by the target virtual character when the game enters the battle stage; in the scene block corresponding to the target position after the action, the target virtual character is displayed in a second preset manner during the game operation stage.

[0129] The above-mentioned device also includes a position operation module, which is used to: respond to the position selection operation for the first virtual character, display the scene block after the first virtual character's action in the game scene, and display the first virtual character in the scene block after the action in a second preset manner; determine the designated scene block that the first virtual character passes through when moving from the scene block before the action to the scene block after the action, and display the designated scene block in the game scene in a third preset manner.

[0130] The target virtual character is a virtual character controlled by the second terminal device and belongs to the same game camp as the first virtual character; the above-mentioned device also includes a position update module, which is used to: respond to receiving a position operation instruction for the target virtual character sent by the second terminal device, and update the display position of the target virtual character after the action in the graphical user interface.

[0131] The above-mentioned device also includes a display cancellation module, which is used to: cancel the display of the first target virtual character if the position of the first target virtual character after the action is not within the skill range of the first skill; wherein the first target virtual character cannot be used as a release object of the first skill.

[0132] The first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene plot; the above-mentioned device also includes a designated position determination module, which is used to: respond to a skill selection operation for the virtual sub-character, and determine the action sequence of the first virtual character and the virtual sub-character according to the character attributes of the first virtual character and the character attributes of the virtual sub-character; according to the action sequence, display the designated position of the virtual sub-character before or after the action in the game scene; wherein, the designated position before the action is the scene plot before the first virtual character acts, and the designated position after the action is the scene plot after the first virtual character acts.

[0133] The above-mentioned designated position determination module is also used to: when the action sequence of the virtual sub-character takes precedence over that of the first virtual character, display the designated position of the virtual sub-character before the action in the game scene; or, when the action sequence of the first virtual character takes precedence over that of the virtual sub-character, display the designated position of the virtual sub-character after the action in the game scene.

[0134] The above-mentioned device also includes a skill identification display module for: displaying the skill identification of the first skill on the first virtual character; if the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, displaying the skill identification of the second skill on the first virtual character; wherein, the virtual sub-character is associated with the first virtual character and is located in the same scene plot.

[0135] The first identification display module of the above device is used to: control the virtual character that has not taken action to be displayed in the first display mode, and control the virtual character that is currently taking action to display the first identification; the first identification is used to indicate the virtual character that is currently taking action.

[0136] When the game enters the operation phase and the first virtual character is in the scene block before taking action, a second identifier is displayed on the first virtual character, and the second identifier is used to indicate the virtual character controlled by the first terminal device.

[0137] The first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are located in the same scene plot, and the virtual sub-character is hidden and displayed; the above-mentioned device also includes a sub-character display module, which is used to: display the life mark of the first virtual character and the life mark of the virtual sub-character on the first virtual character; if the virtual sub-character releases a skill or is attacked, hide the first virtual character and display the virtual sub-character; if the virtual sub-character and the first virtual character are attacked at the same time, unhide and display the virtual sub-character.

[0138] The above-mentioned release object determination module is also used to: provide a selection window for the target virtual character; in response to a trigger operation on the second target virtual character in the selection window, determine the second target virtual character as the release object of the first skill; or, in response to a selection operation on the target virtual character displayed in the game scene, determine the selected target virtual character as the release object of the first skill, wherein the target virtual character is displayed at the target position before or after the target virtual character takes action.

[0139] The above-mentioned device also includes a range display module for: responding to a trigger operation on a second virtual character belonging to the same game camp as the first virtual character, displaying the preset action range of the second virtual character and the skill range corresponding to the pre-configured skills.

[0140] The game operation control device provided by the embodiment of the present invention has the same technical features as the game operation control method provided by the above embodiment, and therefore can solve the same technical problems and achieve the same technical effects.

[0141] This embodiment further provides an electronic device including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game operation control method. The electronic device can be a server or a terminal device.

[0142] See also Figure 11 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the operation control method of the above game.

[0143] Furthermore, Figure 11 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0144] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is achieved through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 11 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.

[0145] The processor 100 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 100 or software instructions. The above processor 100 may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium well-known in the art, such as a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or register. The storage medium is located in the memory 101. The processor 100 reads the information in the memory 101 and, in conjunction with its hardware, completes the steps of the method of the aforementioned embodiment.

[0146] The processor in the electronic device can implement the following operations in the game operation control method by executing machine-executable instructions:

[0147] When the game enters the operation stage, in response to a skill selection operation for the first virtual character, the first skill corresponding to the skill selection operation and at least one target virtual character on which the first skill can act are determined, and the first skill is configured for the first virtual character; the first virtual character is controlled through the first terminal device; the action sequence of the target virtual character and the first virtual character is determined according to the character attributes of the target virtual character and the character attributes of the first virtual character; the target position of the target virtual character before or after the action is displayed in the game scene according to the action sequence, and the target position is located in at least one of the multiple scene blocks; in response to the selection operation of the target virtual character, the selected target virtual character is determined as the release object of the first skill; when the game enters the combat stage, the first virtual character is controlled to release the first skill to the release object according to the action sequence.

[0148] The character attributes include the shooting speed; determining the action sequence of the target virtual character and the first virtual character includes: when the shooting speed of the target virtual character is greater than the shooting speed of the first virtual character, determining that the action sequence of the target virtual character takes precedence over the first virtual character; when the shooting speed of the target virtual character is less than the shooting speed of the first virtual character, determining that the action sequence of the first virtual character takes precedence over the target virtual character.

[0149] Displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence includes: when the action sequence of the target virtual character takes precedence over the first virtual character, displaying the target position of the target virtual character after the action in the game scene; or, when the action sequence of the first virtual character takes precedence over the target virtual character, displaying the target position of the target virtual character before the action in the game scene.

[0150] In response to a skill selection operation for a first virtual character, determining a first skill corresponding to the skill selection operation and at least one target virtual character on which the first skill can act, includes: in response to a skill selection operation for the first virtual character, determining the first skill corresponding to the skill selection operation and a release range corresponding to the first skill; displaying at least one scene plot corresponding to the skill release range of the first skill in a game scene in a first preset manner; and determining at least one virtual character that is within the skill release range and on which the first skill can act as at least one target virtual character.

[0151] After displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence, the method further includes: hiding and displaying virtual characters other than the at least one target virtual character and the first virtual character among the multiple virtual characters.

[0152] The target position after the action is the position to be moved by the target virtual character when the game enters the battle stage; in the scene block corresponding to the target position after the action, the target virtual character is displayed in a second preset manner during the game operation stage.

[0153] When the game enters the operation stage, the method also includes: responding to a position selection operation for the first virtual character, displaying the scene block after the first virtual character's action in the game scene, and displaying the first virtual character in the scene block after the action in a second preset manner; determining a designated scene block that the first virtual character passes through when moving from the scene block before the action to the scene block after the action, and displaying the designated scene block in the game scene in a third preset manner.

[0154] The target virtual character is a virtual character controlled by the second terminal device and belongs to the same game camp as the first virtual character; the above method also includes: in response to receiving a position operation instruction for the target virtual character sent by the second terminal device, updating the display position of the target virtual character after the action in the graphical user interface.

[0155] After determining at least one virtual character that is within the skill release range and on which the first skill can act as at least one target virtual character, the method further includes: if the position of the first target virtual character among the target virtual characters after the action is not within the skill range of the first skill, canceling the display of the first target virtual character; wherein the first target virtual character cannot be used as the release object of the first skill.

[0156] The first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene plot; the method also includes: responding to a skill selection operation for the virtual sub-character, determining an action sequence for the first virtual character and the virtual sub-character based on the character attributes of the first virtual character and the character attributes of the virtual sub-character; and displaying a designated position of the virtual sub-character before or after an action in the game scene based on the action sequence; wherein the designated position before the action is the scene plot before the first virtual character acts, and the designated position after the action is the scene plot after the first virtual character acts.

[0157] According to the order of actions, the designated position of the virtual sub-character before or after the action is displayed in the game scene, including: when the order of actions of the virtual sub-character takes precedence over the first virtual character, the designated position of the virtual sub-character before the action is displayed in the game scene; or, when the order of actions of the first virtual character takes precedence over the virtual sub-character, the designated position of the virtual sub-character after the action is displayed in the game scene.

[0158] After configuring the first skill for the first virtual character, the method also includes: displaying the skill identifier of the first skill on the first virtual character; if the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, displaying the skill identifier of the second skill on the first virtual character; wherein the virtual sub-character is associated with the first virtual character and is located in the same scene plot.

[0159] After the game enters the battle phase, the method further includes: controlling the virtual characters that have not taken action to be displayed in a first display mode, and controlling the virtual characters that are currently taking action to display a first identifier; the first identifier is used to indicate the virtual characters that are currently taking action.

[0160] When the game enters the operation phase and the first virtual character is in the scene block before taking action, a second identifier is displayed on the first virtual character, and the second identifier is used to indicate the virtual character controlled by the first terminal device.

[0161] The first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are located in the same scene plot, and the virtual sub-character is hidden and displayed; the method also includes: displaying the life mark of the first virtual character and the life mark of the virtual sub-character on the first virtual character; if the virtual sub-character releases a skill or is attacked, hiding and displaying the first virtual character and displaying the virtual sub-character; if the virtual sub-character and the first virtual character are attacked at the same time, unhiding and displaying the virtual sub-character.

[0162] In response to a selection operation on a target virtual character, the selected target virtual character is determined as the release object of the first skill, including: providing a selection window for the target virtual character; in response to a trigger operation on a second target virtual character in the selection window, the second target virtual character is determined as the release object of the first skill; or, in response to a selection operation on a target virtual character displayed in a game scene, the selected target virtual character is determined as the release object of the first skill, wherein the target virtual character is displayed at the target position before or after the target virtual character takes action.

[0163] After the game enters the operation phase, the method further includes: responding to a trigger operation on a second virtual character belonging to the same game camp as the first virtual character, displaying a preset action range of the second virtual character and a skill range corresponding to a pre-configured skill.

[0164] In this method, during the operation phase, each player can simultaneously configure the skills of the virtual character. The game interface displays the position of the team's virtual characters before or after an action in real time. During the combat phase, each virtual character releases pre-selected skills in the order of action, which reduces the player's game waiting time, enriches the gameplay, improves the player's gaming experience, and saves terminal power consumption.

[0165] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the operation control method of the above-mentioned game.

[0166] The machine-executable instructions stored in the machine-readable storage medium can implement the following operations in the game operation control method by executing the machine-executable instructions:

[0167] When the game enters the operation stage, in response to a skill selection operation for the first virtual character, the first skill corresponding to the skill selection operation and at least one target virtual character on which the first skill can act are determined, and the first skill is configured for the first virtual character; the first virtual character is controlled through the first terminal device; the action sequence of the target virtual character and the first virtual character is determined according to the character attributes of the target virtual character and the character attributes of the first virtual character; the target position of the target virtual character before or after the action is displayed in the game scene according to the action sequence, and the target position is located in at least one of the multiple scene blocks; in response to the selection operation of the target virtual character, the selected target virtual character is determined as the release object of the first skill; when the game enters the combat stage, the first virtual character is controlled to release the first skill to the release object according to the action sequence.

[0168] The character attributes include the shooting speed; determining the action sequence of the target virtual character and the first virtual character includes: when the shooting speed of the target virtual character is greater than the shooting speed of the first virtual character, determining that the action sequence of the target virtual character takes precedence over the first virtual character; when the shooting speed of the target virtual character is less than the shooting speed of the first virtual character, determining that the action sequence of the first virtual character takes precedence over the target virtual character.

[0169] Displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence includes: when the action sequence of the target virtual character takes precedence over the first virtual character, displaying the target position of the target virtual character after the action in the game scene; or, when the action sequence of the first virtual character takes precedence over the target virtual character, displaying the target position of the target virtual character before the action in the game scene.

[0170] In response to a skill selection operation for a first virtual character, determining a first skill corresponding to the skill selection operation and at least one target virtual character on which the first skill can act, includes: in response to a skill selection operation for the first virtual character, determining the first skill corresponding to the skill selection operation and a release range corresponding to the first skill; displaying at least one scene plot corresponding to the skill release range of the first skill in a game scene in a first preset manner; and determining at least one virtual character that is within the skill release range and on which the first skill can act as at least one target virtual character.

[0171] After displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence, the method further includes: hiding and displaying virtual characters other than the at least one target virtual character and the first virtual character among the multiple virtual characters.

[0172] The target position after the action is the position to be moved by the target virtual character when the game enters the battle stage; in the scene block corresponding to the target position after the action, the target virtual character is displayed in a second preset manner during the game operation stage.

[0173] When the game enters the operation stage, the method also includes: responding to a position selection operation for the first virtual character, displaying the scene block after the first virtual character's action in the game scene, and displaying the first virtual character in the scene block after the action in a second preset manner; determining a designated scene block that the first virtual character passes through when moving from the scene block before the action to the scene block after the action, and displaying the designated scene block in the game scene in a third preset manner.

[0174] The target virtual character is a virtual character controlled by the second terminal device and belongs to the same game camp as the first virtual character; the above method also includes: in response to receiving a position operation instruction for the target virtual character sent by the second terminal device, updating the display position of the target virtual character after the action in the graphical user interface.

[0175] After determining at least one virtual character that is within the skill release range and on which the first skill can act as at least one target virtual character, the method further includes: if the position of the first target virtual character among the target virtual characters after the action is not within the skill range of the first skill, canceling the display of the first target virtual character; wherein the first target virtual character cannot be used as the release object of the first skill.

[0176] The first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene plot; the method also includes: responding to a skill selection operation for the virtual sub-character, determining an action sequence for the first virtual character and the virtual sub-character based on the character attributes of the first virtual character and the character attributes of the virtual sub-character; and displaying a designated position of the virtual sub-character before or after an action in the game scene based on the action sequence; wherein the designated position before the action is the scene plot before the first virtual character acts, and the designated position after the action is the scene plot after the first virtual character acts.

[0177] According to the order of actions, the designated position of the virtual sub-character before or after the action is displayed in the game scene, including: when the order of actions of the virtual sub-character takes precedence over the first virtual character, the designated position of the virtual sub-character before the action is displayed in the game scene; or, when the order of actions of the first virtual character takes precedence over the virtual sub-character, the designated position of the virtual sub-character after the action is displayed in the game scene.

[0178] After configuring the first skill for the first virtual character, the method also includes: displaying the skill identifier of the first skill on the first virtual character; if the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, displaying the skill identifier of the second skill on the first virtual character; wherein the virtual sub-character is associated with the first virtual character and is located in the same scene plot.

[0179] After the game enters the battle phase, the method further includes: controlling the virtual characters that have not taken action to be displayed in a first display mode, and controlling the virtual characters that are currently taking action to display a first identifier; the first identifier is used to indicate the virtual characters that are currently taking action.

[0180] When the game enters the operation phase and the first virtual character is in the scene block before taking action, a second identifier is displayed on the first virtual character, and the second identifier is used to indicate the virtual character controlled by the first terminal device.

[0181] The first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are located in the same scene plot, and the virtual sub-character is hidden and displayed; the method also includes: displaying the life mark of the first virtual character and the life mark of the virtual sub-character on the first virtual character; if the virtual sub-character releases a skill or is attacked, hiding and displaying the first virtual character and displaying the virtual sub-character; if the virtual sub-character and the first virtual character are attacked at the same time, unhiding and displaying the virtual sub-character.

[0182] In response to a selection operation on a target virtual character, the selected target virtual character is determined as the release object of the first skill, including: providing a selection window for the target virtual character; in response to a trigger operation on a second target virtual character in the selection window, the second target virtual character is determined as the release object of the first skill; or, in response to a selection operation on a target virtual character displayed in a game scene, the selected target virtual character is determined as the release object of the first skill, wherein the target virtual character is displayed at the target position before or after the target virtual character takes action.

[0183] After the game enters the operation phase, the method further includes: responding to a trigger operation on a second virtual character belonging to the same game camp as the first virtual character, displaying a preset action range of the second virtual character and a skill range corresponding to a pre-configured skill.

[0184] In this method, during the operation phase, each player can simultaneously configure the skills of the virtual character. The game interface displays the position of the team's virtual characters before or after an action in real time. During the combat phase, each virtual character releases pre-selected skills in the order of action, which reduces the player's game waiting time, enriches the gameplay, improves the player's gaming experience, and saves terminal power consumption.

[0185] The computer program products of the game operation control methods, devices, and systems provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.

[0186] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0187] In addition, in the description of the embodiments of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; they may refer to mechanical connections or electrical connections; they may refer to direct connections or indirect connections through an intermediate medium; and they may refer to internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on the specific circumstances.

[0188] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.

[0189] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0190] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.

Claims

1. A method for controlling a game operation, characterized in that: A graphical user interface is provided through a first terminal device, the graphical user interface including at least a portion of a game scene, the game scene including a plurality of scene plots and a plurality of virtual characters, the virtual characters being located in the scene plots, and the method comprising: When the game enters an operation phase, responding to a skill selection operation for a first virtual character, determining a first skill corresponding to the skill selection operation and at least one target virtual character that the first skill can act on, and configuring the first skill for the first virtual character; the first virtual character is controlled via the first terminal device; determining an action sequence of the target virtual character and the first virtual character according to the character attributes of the target virtual character and the character attributes of the first virtual character; Displaying a target position of the target virtual character before or after an action in the game scene according to the action sequence, wherein the target position is located at at least one of a plurality of scene plots; In response to a selection operation on the target virtual character, determining the selected target virtual character as a target for releasing the first skill; When the game enters a battle phase, controlling the first virtual character to release the first skill to the release object according to the action sequence; The character attribute includes a shooting speed; and determining the action sequence of the target virtual character and the first virtual character includes: When the target virtual character's shooting speed is greater than the first virtual character's shooting speed, determining that the target virtual character's action sequence takes precedence over the first virtual character; When the attack speed of the target virtual character is slower than the attack speed of the first virtual character, it is determined that the action sequence of the first virtual character takes precedence over that of the target virtual character.

2. The method according to claim 1, characterized in that The step of displaying the target position of the target virtual character before or after an action in the game scene according to the action sequence includes: When the action sequence of the target virtual character takes precedence over that of the first virtual character, the target position after the action of the target virtual character is displayed in the game scene; or When the action sequence of the first virtual character takes precedence over that of the target virtual character, the target position of the target virtual character before the action is displayed in the game scene.

3. The method according to claim 1, characterized in that The step of responding to a skill selection operation for a first virtual character and determining a first skill corresponding to the skill selection operation and at least one target virtual character on which the first skill can be applied includes: In response to a skill selection operation for a first virtual character, determining a first skill corresponding to the skill selection operation and a release range corresponding to the first skill; Displaying at least one scene plot corresponding to the skill release range of the first skill in the game scene in a first preset manner; At least one virtual character that is within the skill release range and on which the first skill can act is determined as at least one target virtual character.

4. The method according to claim 1, wherein After displaying the target position of the target virtual character before or after an action in the game scene according to the action sequence, the method further includes: The virtual characters other than the at least one target virtual character and the first virtual character among the plurality of virtual characters are hidden and displayed.

5. The method according to claim 1, wherein The target position after the action is the position to be moved by the target virtual character when the game enters the battle stage; in the scene block corresponding to the target position after the action, the target virtual character is displayed in a second preset manner during the game operation stage.

6. The method according to claim 1, characterized in that When the game enters the operation phase, the method further includes: In response to a position selection operation for the first virtual character, displaying a scene block after the first virtual character takes action in the game scene, and displaying the first virtual character in a second preset manner in the scene block after the action; A designated scene block that the first virtual character passes through when moving from the scene block before the action to the scene block after the action is determined, and the designated scene block is displayed in the game scene in a third preset manner.

7. The method according to claim 1, characterized in that The target virtual character is a virtual character controlled by a second terminal device and belonging to the same game camp as the first virtual character; the method further includes: In response to receiving the position operation instruction for the target virtual character sent by the second terminal device, the display position of the target virtual character after the action is updated in the graphical user interface.

8. The method according to claim 3, characterized in that After determining at least one virtual character within the skill release range and capable of using the first skill as at least one target virtual character, the method further includes: If the position of the first target virtual character among the target virtual characters after the action is not within the skill range of the first skill, the first target virtual character is canceled from being displayed; wherein, the first target virtual character cannot be used as a release target of the first skill.

9. The method according to claim 1, characterized in that The first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene plot; The method further comprises: In response to a skill selection operation for the virtual sub-character, determining an action sequence for the first virtual character and the virtual sub-character based on the character attributes of the first virtual character and the character attributes of the virtual sub-character; According to the action sequence, the designated position of the virtual sub-character before or after the action is displayed in the game scene; wherein the designated position before the action is the scene block before the first virtual character acts, and the designated position after the action is the scene block after the first virtual character acts.

10. The method according to claim 9, characterized in that The step of displaying the designated position of the virtual sub-character before or after the action in the game scene according to the action sequence includes: When the action sequence of the virtual sub-character takes precedence over that of the first virtual character, the designated position of the virtual sub-character before the action is displayed in the game scene; or When the action sequence of the first virtual character takes precedence over that of the virtual sub-character, the designated position of the virtual sub-character after the action is displayed in the game scene.

11. The method according to claim 1, wherein After configuring the first skill for the first virtual character, the method further includes: Displaying a skill identifier of the first skill on the first virtual character; If the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, a skill identifier of the second skill is displayed on the first virtual character; wherein the virtual sub-character is associated with the first virtual character and is located in the same scene plot.

12. The method according to claim 1, characterized in that After the game enters the battle phase, the method further includes: The virtual character that has not taken action is controlled to be displayed in a first display mode, and the virtual character that is currently taking action is controlled to display a first identifier; the first identifier is used to indicate the virtual character that is currently taking action.

13. The method according to claim 1, wherein When the game enters the operation phase and the first virtual character is in the scene block before taking action, a second identifier is displayed on the first virtual character, and the second identifier is used to indicate the virtual character controlled by the first terminal device.

14. The method according to claim 1, wherein The first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are located in the same scene plot, and the virtual sub-character is hidden and displayed; the method further includes: Displaying the life mark of the first virtual character and the life mark of the virtual sub-character on the first virtual character; If the virtual sub-character releases a skill or is attacked, the first virtual character is hidden and the virtual sub-character is displayed; If the virtual sub-character and the first virtual character are attacked at the same time, the virtual sub-character is unhidden and displayed.

15. The method according to claim 1, wherein In response to a selection operation on the target virtual character, determining the selected target virtual character as a target for releasing the first skill includes: Providing a selection window for the target virtual character; In response to a triggering operation on a second target virtual character in the selection window, determining the second target virtual character as a target for releasing the first skill; or In response to a selection operation on a target virtual character displayed in the game scene, the selected target virtual character is determined as a release object of the first skill, wherein the target virtual character is displayed at a target position before or after the target virtual character takes an action.

16. The method according to claim 1, wherein After the game enters the operation phase, the method further includes: In response to a triggering operation on a second virtual character belonging to the same game camp as the first virtual character, a preset action range of the second virtual character and a skill range corresponding to a pre-configured skill are displayed.

17. A game operation control device, characterized in that: A graphical user interface is provided through a first terminal device, the graphical user interface including at least a portion of a game scene, the game scene including a plurality of scene plots and a plurality of virtual characters, the virtual characters being located in the scene plots, and the apparatus comprising: a skill selection module, configured to, when the game enters an operation phase, respond to a skill selection operation for a first virtual character, determine a first skill corresponding to the skill selection operation, and at least one target virtual character on which the first skill can be applied, and configure the first skill for the first virtual character; the first virtual character being controlled via the first terminal device; an action sequence determining module, configured to determine an action sequence of the target virtual character and the first virtual character according to the character attributes of the target virtual character and the character attributes of the first virtual character; a target position display module, configured to display a target position of the target virtual character before or after an action in the game scene according to the action sequence, wherein the target position is located at at least one of the plurality of scene plots; a release target determination module, configured to, in response to a selection operation on the target virtual character, determine the selected target virtual character as a release target for the first skill; a skill releasing module, configured to control the first virtual character to release the first skill to the releasing object according to the action sequence when the game enters the battle phase; The character attribute includes a shooting speed; the action sequence determination module is further configured to: when the shooting speed of the target virtual character is greater than the shooting speed of the first virtual character, determine that the action sequence of the target virtual character takes precedence over the first virtual character; When the attack speed of the target virtual character is slower than the attack speed of the first virtual character, it is determined that the action sequence of the first virtual character takes precedence over that of the target virtual character.

18. An electronic device, characterized in that: The system comprises a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the game operation control method according to any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game operation control method according to any one of claims 1 to 16.

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