Game control methods, devices, equipment, storage media, and computer program products
By monitoring the touch point status of target skill controls in the game scene, displaying character icons and releasing skills, the problem of selection difficulties caused by a large number of characters or overlapping models is solved, and precise skill release is achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-04-18
- Publication Date
- 2026-03-13
AI Technical Summary
In game scenarios, due to the large number of characters or overlapping character models, the target character cannot be accurately selected, resulting in misoperation when selecting the target for skill release.
The terminal device provides a graphical user interface to monitor the state of the touch point of the target skill control within the monitoring area. If the touch point remains within the monitoring area for a preset time, the character identifier corresponding to the target virtual character is displayed, and the target skill is released when a second trigger command is received.
It enables precise selection of skill release targets when there are many characters or overlapping models, avoiding misoperation and improving selection accuracy.
Smart Images

Figure CN116617652B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a game control method, apparatus, device, storage medium, and computer program product. Background Technology
[0002] In related technologies, when a skill needs to be selected and then the target character to be released needs to be clicked in a game scene, the target character may not be accurately selected due to the large number of characters or overlapping character models. Summary of the Invention
[0003] In view of this, the purpose of this application is to provide a game control method, device, equipment, storage medium and computer program product.
[0004] In view of the above objectives, in a first aspect, this application provides a game control method that provides a graphical user interface via a terminal device, wherein the graphical user interface displays a virtual scene and target skill controls, and the virtual scene includes a target virtual character; the method includes:
[0005] In response to receiving a first trigger command for the target skill control, it is determined whether the touch point corresponding to the first trigger command maintains the target state within the monitoring area for a preset time;
[0006] In response to determining that the touch point maintains the target state within the monitoring area for a preset time, a character identifier corresponding to the target virtual character is displayed at the target position corresponding to the touch point, wherein the target virtual character is a virtual character determined in the virtual scene based on the target position;
[0007] In response to receiving a second trigger command for a target character identifier, the target skill corresponding to the target skill control is released to the target virtual character corresponding to the target character identifier.
[0008] In a second aspect, this application provides a game control device that provides a graphical user interface via a terminal device. The graphical user interface displays a virtual scene and target skill controls, the virtual scene including a target virtual character; the device includes:
[0009] The first determining module is configured to, in response to receiving a first trigger instruction for the target skill control, determine whether the touch point corresponding to the first trigger instruction maintains the target state within the listening area for a preset time.
[0010] The second determining module is configured to, in response to determining that the touch point maintains the target state within the listening area for a preset time, display a character identifier corresponding to the target virtual character at the target position corresponding to the touch point, wherein the target virtual character is a virtual character determined in the virtual scene based on the target position;
[0011] The control module is configured to, in response to receiving a second trigger command for a target character identifier, release the target skill corresponding to the target skill control to the target virtual character corresponding to the target character identifier.
[0012] In a third aspect, this application provides an electronic device including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor, when executing the program, implements the game control method as described in the first aspect.
[0013] In a fourth aspect, this application provides a computer-readable storage medium storing computer instructions for causing a computer to perform the game control method as described in the first aspect.
[0014] In a fifth aspect, this application provides a computer program product including computer program instructions that, when executed on a computer, cause the computer to perform the game control method as described in the first aspect.
[0015] As can be seen from the above description, the game control method, device, equipment, storage medium, and computer program product provided in this application provide a graphical user interface through a terminal device. The graphical user interface displays a virtual scene and a target skill control. The virtual scene includes a target virtual character. When a first trigger command is received for the target skill control, a trigger point corresponding to the first trigger command can be determined, and it can be determined whether the trigger point maintains the target state within the monitoring area for a preset time. Further, when it is determined that the touch point maintains the target state within the monitoring area for a preset time, a character identifier corresponding to the target virtual character can be displayed at the target position corresponding to the touch point. The target virtual character is a virtual character determined in the virtual scene based on the target position. Furthermore, when a second trigger command is received for the target character identifier, the target skill corresponding to the target skill control can be released to the target virtual character corresponding to the target character identifier. By monitoring the state of the touch point corresponding to the first trigger command of the target skill control within the monitoring area, and then generating and displaying the character identifier corresponding to the selectable target virtual character when the touch point maintains the target state within the monitoring area for a preset time requirement, the problem of difficulty in selecting characters due to a large number of characters or overlapping models of characters can be effectively avoided, thereby achieving the effect of accurately selecting the target of skill release. Attached Figure Description
[0016] To more clearly illustrate the technical solutions in this application or related technologies, the drawings used in the description of the embodiments or related technologies will be briefly introduced below. Obviously, the drawings described below are only embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0017] Figure 1 A schematic diagram showing overlapping game character models in related technologies is shown.
[0018] Figure 2 An exemplary flowchart of a game control method provided in an embodiment of this application is shown.
[0019] Figure 3 An exemplary schematic diagram of a listening area according to an embodiment of this application is shown.
[0020] Figure 4 An exemplary schematic diagram of a scenario for selecting a role identifier according to an embodiment of this application is shown.
[0021] Figure 5 An exemplary structural diagram of a game control device provided in an embodiment of this application is shown.
[0022] Figure 6 This illustration shows an exemplary structural diagram of an electronic device provided in an embodiment of this application. Detailed Implementation
[0023] To make the objectives, technical solutions, and advantages of this application clearer, the following detailed description is provided in conjunction with specific embodiments and the accompanying drawings.
[0024] It should be noted that, unless otherwise defined, the technical or scientific terms used in the embodiments of this application should have the ordinary meaning understood by one of ordinary skill in the art to which this application pertains. The terms "first," "second," and similar terms used in the embodiments of this application do not indicate any order, quantity, or importance, but are merely used to distinguish different components. Terms such as "comprising" or "including" mean that the element or object preceding the word encompasses the elements or objects listed after the word and their equivalents, without excluding other elements or objects. Terms such as "connected" or "linked" are not limited to physical or mechanical connections, but can include electrical connections, whether direct or indirect. Terms such as "upper," "lower," "left," and "right" are only used to indicate relative positional relationships; when the absolute position of the described object changes, the relative positional relationship may also change accordingly.
[0025] As described in the background section, when a skill needs to be selected and then the target character to be released needs to be clicked in a game scene, the target character may not be accurately selected due to the large number of characters or overlapping character models.
[0026] Figure 1 A schematic diagram showing overlapping game character models in related technologies is shown.
[0027] Through the inventor's research, it was discovered that in the relevant technology, references Figure 1 The scene can include characters A, B, and C. When the player selects a target to release a skill, a halo representing the selected state will appear around the selected object model when the player touches the screen (e.g., ...). Figure 1 The dotted circle corresponding to character C is shown, but even with multiple models significantly obscuring each other, it still cannot help players quickly and accurately determine the currently selected target. Therefore, the relevant technical center has identified a problem where, during the process of a player selecting a target with their finger, the finger becomes obscured, making it impossible to determine which target has been selected, leading to misoperation when selecting a target for skill release.
[0028] Therefore, this application provides a game control method, apparatus, device, storage medium, and computer program product, which provides a graphical user interface through a terminal device. The graphical user interface displays a virtual scene and a target skill control. The virtual scene includes a target virtual character. When a first trigger command is received for the target skill control, a trigger point corresponding to the first trigger command can be determined, and it can be determined whether the trigger point maintains the target state within the monitoring area for a preset time. Further, when it is determined that the touch point maintains the target state within the monitoring area for a preset time, a character identifier corresponding to the target virtual character can be displayed at the target position corresponding to the touch point. The target virtual character is a virtual character determined in the virtual scene based on the target position. Furthermore, when a second trigger command is received for the target character identifier, the target skill corresponding to the target skill control can be released to the target virtual character corresponding to the target character identifier. By monitoring the state of the touch point corresponding to the first trigger command of the target skill control within the monitoring area, and then generating and displaying the character identifier corresponding to the selectable target virtual character when the touch point maintains the target state within the monitoring area for a preset time requirement, the problem of difficulty in selecting characters due to a large number of characters or overlapping models of characters can be effectively avoided, thereby achieving the effect of accurately selecting the target of skill release.
[0029] The game control method provided in this application will be specifically described below through specific embodiments.
[0030] Figure 2 An exemplary flowchart of a game control method provided in an embodiment of this application is shown.
[0031] refer to Figure 2 The game control method provided in this application embodiment can provide a graphical user interface through a terminal device. The graphical user interface displays a virtual scene and target skill controls. The virtual scene includes a target virtual character. Specifically, it includes the following steps:
[0032] S202: In response to receiving a first trigger instruction for the target skill control, determine whether the touch point corresponding to the first trigger instruction maintains the target state within the monitoring area for a preset time.
[0033] S204: In response to determining that the touch point maintains the target state within the monitoring area for a preset time, a character identifier corresponding to the target virtual character is displayed at the target position corresponding to the touch point, wherein the target virtual character is a virtual character determined in the virtual scene based on the target position.
[0034] S206: In response to receiving a second trigger command for a target character identifier, release the target skill corresponding to the target skill control to the target virtual character corresponding to the target character identifier.
[0035] Figure 3 An exemplary schematic diagram of a listening area according to an embodiment of this application is shown.
[0036] In some embodiments, reference Figure 3 A listening area can be created in the region corresponding to the target virtual character, allowing the listening area to cover the target virtual character. Specifically, it can monitor whether the target virtual character exists in the current virtual scene. If the target virtual character exists in the current virtual scene, a listening area can be created to cover the target virtual character. The listening area can be used to monitor the current state of touch points. For example, it can detect touch events that affect the target virtual character within the listening area.
[0037] Furthermore, the currently controlled virtual character can be identified, that is, the virtual character to which the target skill control belongs. When creating the listening area, the target virtual character can be a friendly character of the current virtual character, such as a virtual character belonging to the same faction as the current virtual character, which can be identified as the first target virtual character. The target virtual character can also be a local character of the current virtual character, such as a virtual character belonging to a different faction as the current virtual character, which can be identified as the second target virtual character.
[0038] Furthermore, a listening zone can be created that covers both the first and second target virtual characters. To ensure more targeted monitoring of target virtual characters from different factions, a first listening zone can be created in the area where the first target virtual character is located, ensuring its coverage. Similarly, a second listening zone can be created in the area where the second target virtual character is located, ensuring its coverage. Touch events targeting the first target virtual character are monitored within the first listening zone, and touch events targeting the second target virtual character are monitored within the second listening zone.
[0039] In some embodiments, when a first trigger command is received for a target skill control, the listening area can be put into a listening state. Further, the maximum instantaneous speed of the touch point corresponding to the first trigger command within a preset time period in the listening area can be determined, and it can be determined whether the maximum instantaneous speed exceeds a preset speed threshold. The first trigger command may include a key command signal generated by performing a first trigger operation on a target button of the target peripheral. The target button may be one button or a combination of buttons on the target peripheral. For example, a key command signal can be generated by pressing the "K" key on a keyboard; or by simultaneously pressing the "X" and "Y" keys on a gamepad; or by moving the mouse, hovering over the target skill control, and clicking. When performing the first trigger operation on the target skill control using the mouse, specific operations include, but are not limited to, single-click, double-click, and long-press operations.
[0040] Furthermore, if it is determined that the maximum instantaneous speed does not exceed a preset speed threshold within a preset time, then it is determined that the touch point has maintained the target state within the monitoring area for the preset time. The target state can be a hovering state, meaning the touch point has maintained a hovering state within the monitoring area for the preset time. It should be noted that if the maximum instantaneous speed does not exceed the preset speed threshold within the preset time, it can be considered that the touch point is relatively stationary relative to the monitoring area within the preset time. Therefore, it can be determined that the touch point has maintained a hovering state within the monitoring area for the preset time, that is, it is determined that the touch point has maintained the target state within the monitoring area for the preset time.
[0041] Furthermore, when it is determined that the touch point maintains the target state within the monitoring area for a preset time, a character identifier corresponding to the target virtual character can be generated and displayed at the target position corresponding to the touch point.
[0042] In some embodiments, if it is determined that the touch point has not maintained the target state within the listening area for a preset time, it can be further determined whether the touch point remains within the listening area throughout the duration of the first trigger instruction, i.e., whether the touch point has ever left the listening area. When it is determined that the touch point remains within the listening area throughout the duration of the first trigger instruction and has never left the listening area, a trigger area is displayed at the corresponding position of the virtual character within the listening area. For example, a ring is displayed under the feet of each virtual character within the listening area, and this ring is the trigger area for that virtual character. When the touch point is within any trigger area, it can be determined that the target skill corresponding to the target skill control is released to the virtual character corresponding to that trigger area. It should be noted that the trigger area can also be an area enclosed by a circle, square, or any polygon centered on the centroid of the virtual character.
[0043] Furthermore, if it is determined that the touch point left the listening area during the duration of the first trigger instruction, the first time point at which the touch point left the listening area can be determined, and the first trigger instruction can be terminated at the first time point.
[0044] Figure 4 An exemplary schematic diagram of a scenario for selecting a role identifier according to an embodiment of this application is shown.
[0045] Specifically, refer to Figure 4 The system can determine the character identifier corresponding to the target virtual character. For example, when there are multiple target virtual characters, the character identifier can include a first character identifier, a second character identifier, a third character identifier, and so on. Furthermore, the system can determine the relative distance between the target virtual character and the touch point. For example, the relative distance between target virtual character A and the touch point is the closest, followed by target virtual character B, whose relative distance is in the middle, while target virtual character C has the farthest relative distance. Then, the character identifiers can be displayed sequentially at the target positions corresponding to the touch point, in order of increasing relative distance. For example, the first character identifier corresponding to target virtual character A, the second character identifier corresponding to target virtual character B, and the third character identifier corresponding to target virtual character C can be displayed sequentially at the target positions.
[0046] It should be noted that the order in which character icons are arranged at the target location is not limited to the order from closest to furthest relative to the target, but can also be the order from furthest to closest relative to the target. Preferably, the order from closest to furthest relative to the target is preferred because when players operate the target skill controls, they usually subconsciously place the touch point near the target virtual character they want to release the skill. Therefore, arranging the character icons in the order from closest to furthest relative to the target virtual character ensures that the character icon corresponding to the target virtual character closest to the touch point appears in the foremost position, making it easier to select.
[0047] In some embodiments, the display position of the character identifier can also be determined based on the current health information of the target virtual character. For example, the character identifier corresponding to the target virtual character and the health information corresponding to the target virtual character can be determined. Furthermore, the character identifiers can be displayed sequentially at the target positions corresponding to the touch point in order of increasing health information. For example, if target virtual character A currently has the lowest health, followed by target virtual character B with intermediate health, and target virtual character C currently has the highest health, then the character identifiers can be displayed sequentially at the target positions corresponding to the touch point in order of increasing health information. For example, the first character identifier corresponding to target virtual character A, the second character identifier corresponding to target virtual character B, and the third character identifier corresponding to target virtual character C can be displayed sequentially at the target positions.
[0048] It should be noted that the order in which character icons are arranged at the target location is not limited to ascending order of health information, but can also be arranged in descending order of health information. Preferably, it can be arranged in ascending order of health information, because when the player operates the target skill control, if the target of the skill is an enemy character, they can prioritize focusing fire on the enemy character with lower health, thereby reducing the enemy's numbers and increasing the player's chances of victory.
[0049] In some embodiments, upon receiving a second trigger instruction for a target character identifier, it can be determined whether the target skill corresponding to the target skill control is a buff skill. The second trigger instruction may include a key command signal generated by performing a second trigger operation on a target button on the target peripheral. The target button may be one or a combination of buttons on the target peripheral. For example, a key command signal may be generated by pressing the "K" key on a keyboard; or by simultaneously pressing the "X" and "Y" keys on a gamepad; or by moving the mouse, hovering over the target character identifier, and clicking. When performing the second trigger operation on the target character identifier using the mouse, specific operations include, but are not limited to, single-click, double-click, and long-press operations.
[0050] Furthermore, if the target skill is a buff skill, it can be cast on a friendly faction's target virtual character. Therefore, it can be determined whether the target virtual character corresponding to the target character identifier is the primary target virtual character, where the primary target virtual character is a target virtual character belonging to the same faction as the currently casting skill. When it is determined that the target virtual character corresponding to the target character identifier is the primary target virtual character, that is, when the target virtual character selected through the second trigger command is a friendly faction's virtual character, the target skill can be cast on it, applying a buff effect.
[0051] In some embodiments, upon receiving a second trigger command for a target character identifier, it can be determined whether the target skill corresponding to the target skill control is a debuff skill. If the target skill is a debuff skill, it can be released towards a target virtual character of the enemy faction. Therefore, it can be determined whether the target virtual character corresponding to the target character identifier is a second target virtual character, where the second target virtual character belongs to a different faction than the virtual character currently releasing the skill. When it is determined that the target virtual character corresponding to the target character identifier is the second target virtual character, that is, when the target virtual character selected by the second trigger command is a virtual character of the enemy faction, the target skill can be released towards it, applying a debuff effect.
[0052] It should be noted that when a buff skill is cast on a second target virtual character or a debuff skill is cast on a first target virtual character, a prompt message can be generated to inform the player that the skill cannot be cast on that target virtual character and to prohibit the casting of the target skill.
[0053] In some embodiments, when there are at least two targets for the release of the target skill, the same number of target virtual characters as the number of targets for the release of the target skill can be selected by a second triggering instruction, thereby releasing the target skill to these selected target virtual characters.
[0054] In some embodiments, when it is determined that no second trigger instruction for the target character identifier has been received for a period of time, the character identifier can be hidden, that is, the listening state can be restored. When the first trigger instruction for the target skill control is received again, steps S202, S204, and S206 in this application are re-executed.
[0055] In some embodiments, the graphical user interface may also include a termination interaction control. Upon receiving a third trigger instruction for the termination interaction control, the triggering operation on the target skill control can be terminated, and the character identifier can be hidden, i.e., the system can return to the listening state. Upon receiving a first trigger instruction for the target skill control again, steps S204, S206, and S208 of this application are re-executed. The third trigger instruction may include a key command signal generated by performing a third trigger operation on a target button of the target peripheral. The target button may be one button or a combination of multiple buttons on the target peripheral. For example, a key command signal can be generated by pressing the "K" key on a keyboard; or by simultaneously pressing the "X" and "Y" keys on a gamepad; or by moving the mouse, hovering over the termination interaction control, and clicking it. When performing a third trigger operation on the termination interaction control using the mouse, specific operations include, but are not limited to, single-click, double-click, and long-press operations.
[0056] As can be seen from the above description, the game control method, device, equipment, storage medium, and computer program product provided in this application provide a graphical user interface through a terminal device. The graphical user interface displays a virtual scene and a target skill control. The virtual scene includes a target virtual character. When a first trigger command is received for the target skill control, a trigger point corresponding to the first trigger command can be determined, and it can be determined whether the trigger point maintains the target state within the monitoring area for a preset time. Further, when it is determined that the touch point maintains the target state within the monitoring area for a preset time, a character identifier corresponding to the target virtual character can be generated and displayed at the target location corresponding to the touch point. The target virtual character is a virtual character determined in the virtual scene based on the target location. Furthermore, when a second trigger command is received for the target character identifier, the target skill corresponding to the target skill control can be released to the target virtual character corresponding to the target character identifier. By monitoring the state of the touch point corresponding to the first trigger command of the target skill control within the monitoring area, and then displaying the character identifier corresponding to the selectable target virtual character when the touch point maintains the target state within the monitoring area for a preset time requirement, the problem of difficulty in selecting characters due to a large number of characters or overlapping models of characters can be effectively avoided, thereby achieving the effect of accurately selecting the target of skill release.
[0057] It should be noted that the method in this embodiment can be executed by a single device, such as a computer or server. The method can also be applied in a distributed scenario, where multiple devices cooperate to complete the task. In such a distributed scenario, one of these devices may execute only one or more steps of the method in this embodiment, and the multiple devices will interact with each other to complete the method described.
[0058] It should be noted that the above description describes some embodiments of this application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in a different order than that shown in the above embodiments and still achieve the desired result. Furthermore, the processes depicted in the drawings do not necessarily require a specific or sequential order to achieve the desired result. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0059] Figure 5 An exemplary structural diagram of a game control device provided in an embodiment of this application is shown.
[0060] Based on the same inventive concept, corresponding to any of the above embodiments, this application also provides a game control device.
[0061] refer to Figure 5 The game control device provides a graphical user interface (GUI) via a terminal device, which displays a virtual scene and target skill controls. The virtual scene includes a target virtual character. The device includes: a first determining module, a second determining module, and a control module.
[0062] The first determining module is configured to, in response to receiving a first trigger instruction for the target skill control, determine whether the touch point corresponding to the first trigger instruction maintains the target state within the listening area for a preset time.
[0063] The second determining module is configured to, in response to determining that the touch point maintains the target state within the listening area for a preset time, display a character identifier corresponding to the target virtual character at the target position corresponding to the touch point, wherein the target virtual character is a virtual character determined in the virtual scene based on the target position;
[0064] The control module is configured to, in response to receiving a second trigger command for a target character identifier, release the target skill corresponding to the target skill control to the target virtual character corresponding to the target character identifier.
[0065] In one possible implementation, the apparatus further includes: a creation module;
[0066] The creation module is configured as follows:
[0067] Detect whether the target virtual character exists in the current virtual scene;
[0068] If the target virtual character exists in the current virtual scene, a listening area is created to cover the target virtual character; wherein, the listening area is used to monitor the current state of the touch point.
[0069] In one possible implementation, the first determining module is further configured as follows:
[0070] In response to determining that the touch point has not maintained the target state within the monitoring area for a preset time, it is determined whether the touch point remains within the monitoring area throughout the duration of the first trigger instruction;
[0071] In response to the fact that the touch point remains within the listening area for the duration of the first trigger instruction, the trigger area is displayed at the corresponding position of the virtual character within the listening area;
[0072] In response to the touch point being within any of the trigger areas, the target skill corresponding to the target skill control is released to the virtual character corresponding to the trigger area.
[0073] In one possible implementation, the first determining module is further configured as follows:
[0074] Determine a first time point during the duration of the first trigger instruction when the touch point leaves the monitoring area, and terminate the first trigger instruction at the first time point.
[0075] In one possible implementation, the first determining module is further configured as follows:
[0076] In response to receiving a first trigger command for the target skill control, the maximum instantaneous speed of the touch point corresponding to the first trigger command in the monitoring area within the preset time is determined, and it is determined whether the maximum instantaneous speed exceeds the preset speed; wherein, the first trigger command includes a key command signal generated by performing a first trigger operation on a target key of the target peripheral; the target key is one key or a combination of multiple keys on the target peripheral;
[0077] If the maximum instantaneous speed does not exceed the preset speed within the preset time, then it is determined that the touch point maintains the target state within the monitoring area for the preset time.
[0078] In one possible implementation, the second determining module is further configured as follows:
[0079] Determine the character identifier corresponding to the target virtual character, and determine the relative distance between the target virtual character and the touch point;
[0080] The character icons are displayed sequentially at the target positions corresponding to the touch points, in order of increasing relative distance.
[0081] In one possible implementation, the second determining module is further configured as follows:
[0082] Determine the character identifier corresponding to the target virtual character and the health information corresponding to the target virtual character;
[0083] The character icons are displayed sequentially at the target positions corresponding to the touch points, in order of increasing health points.
[0084] In one possible implementation, the target virtual character includes: a first target virtual character belonging to the same faction as the current virtual character to which the target skill control belongs;
[0085] The control module is further configured to:
[0086] In response to receiving a second trigger command for a target character identifier, it is determined whether the target skill corresponding to the target skill control is a buff skill; wherein, the second trigger command includes a key command signal generated by performing a second trigger operation on a target key of the target peripheral; the target key is one key or a combination of multiple keys on the target peripheral;
[0087] If the target skill is a buff skill, then determine whether the target virtual character corresponding to the target character identifier is the first target virtual character;
[0088] If the target virtual character corresponding to the target character identifier is the first target virtual character, then the target skill is released to the first target virtual character.
[0089] In one possible implementation, the target virtual character includes: a second target virtual character belonging to a different faction than the current virtual character to which the target skill control belongs;
[0090] The control module is further configured to:
[0091] Determine whether the target skill corresponding to the target skill control is a debuff skill;
[0092] If the target skill is a debuff skill, then determine whether the target virtual character corresponding to the target character identifier is the second target virtual character;
[0093] If the target virtual character corresponding to the target character identifier is the second target virtual character, then the target skill is released to the first target virtual character.
[0094] In one possible implementation, the device further includes: a hidden module;
[0095] The hidden module is configured as follows:
[0096] If no second trigger command for the target character identifier is received within a target time, the character identifier is hidden at the target location.
[0097] In one possible implementation, the graphical user interface further includes: a termination interaction control;
[0098] The hidden module is further configured as follows:
[0099] In response to receiving a third trigger command for the termination interaction control, the trigger operation on the target skill control is terminated, and the character identifier is hidden at the target location.
[0100] For ease of description, the above devices are described in terms of function, divided into various modules. Of course, in implementing this application, the functions of each module can be implemented in one or more software and / or hardware.
[0101] The apparatus described above is used to implement the corresponding game control method in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0102] Figure 6 This illustration shows an exemplary structural diagram of an electronic device provided in an embodiment of this application.
[0103] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the program to implement the game control method described in any of the above embodiments. Figure 6 This embodiment illustrates a more specific hardware structure of an electronic device, which may include a processor 610, a memory 620, an input / output interface 630, a communication interface 640, and a bus 650. The processor 610, memory 620, input / output interface 630, and communication interface 640 are interconnected internally via the bus 650.
[0104] The processor 610 can be implemented using a general-purpose CPU (Central Processing Unit), microprocessor, application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.
[0105] The memory 620 can be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 620 can store the operating system and other applications. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program code is stored in the memory 620 and is called and executed by the processor 610.
[0106] The input / output interface 630 is used to connect input / output modules to enable information input and output. Input / output modules can be configured as components within the device (not shown in the figure) or externally connected to the device to provide corresponding functions. Input devices may include keyboards, mice, touchscreens, microphones, various sensors, etc., while output devices may include displays, speakers, vibrators, indicator lights, etc.
[0107] The communication interface 640 is used to connect a communication module (not shown in the figure) to enable communication between this device and other devices. The communication module can communicate via wired means (e.g., USB, Ethernet cable) or wireless means (e.g., mobile network, Wi-Fi, Bluetooth).
[0108] Bus 650 includes a pathway for transmitting information between various components of the device, such as processor 610, memory 620, input / output interface 630, and communication interface 640.
[0109] It should be noted that although the above-described device only shows the processor 610, memory 620, input / output interface 630, communication interface 640, and bus 650, in specific implementations, the device may also include other components necessary for normal operation. Furthermore, those skilled in the art will understand that the above-described device may only include the components necessary for implementing the embodiments of this specification, and not necessarily all the components shown in the figures.
[0110] The electronic devices described above are used to implement the corresponding game control methods in any of the foregoing embodiments and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0111] Based on the same inventive concept, corresponding to the methods of any of the above embodiments, this application also provides a non-transitory computer-readable storage medium that stores computer instructions for causing the computer to execute the game control method as described in any of the above embodiments.
[0112] The computer-readable medium of this embodiment includes permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. Information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage devices, or any other non-transfer medium that can be used to store information accessible by a computing device.
[0113] The computer instructions stored in the storage medium of the above embodiments are used to cause the computer to execute the game control method as described in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0114] Based on the same inventive concept, corresponding to the game control method described in any of the above embodiments, this disclosure also provides a computer program product, which includes computer program instructions. In some embodiments, the computer program instructions can be executed by one or more processors of a computer to cause the computer and / or the processor to execute the game control method. Corresponding to the execution entity for each step in each embodiment of the game control method, the processor executing the corresponding step may belong to the corresponding execution entity.
[0115] The computer program products of the above embodiments are used to cause the computer and / or the processor to execute the game control method as described in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0116] Those skilled in the art should understand that the discussion of any of the above embodiments is merely exemplary and is not intended to imply that the scope of this application (including the claims) is limited to these examples; within the framework of this application, the technical features of the above embodiments or different embodiments can also be combined, the steps can be implemented in any order, and there are many other variations of different aspects of the embodiments of this application as described above, which are not provided in the details for the sake of brevity.
[0117] Additionally, to simplify the description and discussion, and to avoid obscuring the embodiments of this application, the well-known power / ground connections to integrated circuit (IC) chips and other components may or may not be shown in the provided drawings. Furthermore, the apparatus may be shown in block diagram form to avoid obscuring the embodiments of this application, and this also takes into account the fact that the details of the implementation of these block diagram apparatuses are highly dependent on the platform on which the embodiments of this application will be implemented (i.e., these details should be fully understood by those skilled in the art). While specific details (e.g., circuits) have been set forth to describe exemplary embodiments of this application, it will be apparent to those skilled in the art that the embodiments of this application can be implemented without these specific details or with variations thereof. Therefore, these descriptions should be considered illustrative rather than restrictive.
[0118] Although this application has been described in conjunction with specific embodiments thereof, many substitutions, modifications, and variations of these embodiments will be apparent to those skilled in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may be used with the embodiments discussed.
[0119] The embodiments of this application are intended to cover all such substitutions, modifications, and variations that fall within the broad scope of the appended claims. Therefore, any omissions, modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the embodiments of this application should be included within the protection scope of this application.
Claims
1. A game control method characterized by comprising: A graphical user interface is provided by a terminal device, the graphical user interface displays a virtual scene and a target skill control, the virtual scene includes a target virtual character; the method comprises: In response to receiving a first trigger instruction for the target skill control, it is determined whether a touch point corresponding to the first trigger instruction maintains a target state in a listening area for a preset time; In response to determining that the touch point maintains the target state in the listening area for the preset time, a character identifier corresponding to the target virtual character is displayed at a target position corresponding to the touch point, wherein the target virtual character is a virtual character determined in the virtual scene according to the target position; In response to receiving a second trigger instruction for the target character identifier, a target skill corresponding to the target skill control is released to a target virtual character corresponding to the target character identifier; In response to receiving a first trigger instruction for the target skill control, it is determined whether a touch point corresponding to the first trigger instruction maintains a target state in a listening area for a preset time, comprising: In response to receiving a first trigger instruction for the target skill control, it is determined whether a touch point corresponding to the first trigger instruction maintains a target state in a listening area for a preset time, comprising: If the maximum instantaneous speed does not exceed the preset speed within the preset time, it is determined that the touch point maintains the target state in the listening area for the preset time.
2. The method of claim 1, wherein, Before the response to receiving a first trigger instruction for the target skill control, it is determined whether a touch point corresponding to the first trigger instruction maintains a target state in a listening area for a preset time, further comprising: Detecting whether the target virtual character exists in the current virtual scene; If the target virtual character exists in the current virtual scene, a listening area is created to cover the target virtual character; wherein the listening area is used to listen to the current state of the touch point.
3. The method of claim 1, wherein, After the determination of whether the touch point corresponding to the first trigger instruction maintains the target state in the listening area for the preset time, further comprising: In response to determining that the touch point does not maintain the target state in the listening area for the preset time, it is determined whether the touch point is always located in the listening area within the duration of the first trigger instruction; In response to the touch point being always located in the listening area within the duration of the first trigger instruction, a trigger area is displayed at a corresponding position of a virtual character in the listening area; In response to the touch point being in any of the trigger areas, a target skill corresponding to the target skill control is released to a virtual character corresponding to the trigger area.
4. The method of claim 3, wherein, After the determination of whether the touch point is always located in the listening area within the duration of the first trigger instruction, further comprising: determine a first time point at which the touch point leaves the listening area within a duration of the first trigger instruction, and terminate the first trigger instruction at the first time point.
5. The method of claim 1, wherein, The displaying the character identifier corresponding to the target virtual character at the target position corresponding to the touch point comprises: determining the character identifier corresponding to the target virtual character and a relative distance between the target virtual character and the touch point; displaying the character identifier at the target position corresponding to the touch point in turn according to the relative distance from near to far.
6. The method of claim 1, wherein, The displaying the character identifier corresponding to the target virtual character at the target position corresponding to the touch point comprises: determining the character identifier corresponding to the target virtual character and blood information corresponding to the target virtual character; displaying the character identifier at the target position corresponding to the touch point in turn according to the blood information from low to high.
7. The method of claim 1, wherein, The target virtual character comprises a first target virtual character subordinate to a same camp as a current virtual character to which the target skill control belongs. The releasing the target skill corresponding to the target skill control to the target virtual character corresponding to the target character identifier in response to receiving a second trigger instruction for the target character identifier comprises: determining whether the target skill corresponding to the target skill control is a gain type skill in response to receiving a second trigger instruction for a target character identifier; wherein the second trigger instruction comprises a key instruction signal generated by a second trigger operation on a target key of a target external device; the target key is one key or a combination of multiple keys on the target external device; if the target skill is a gain type skill, determining whether the target virtual character corresponding to the target character identifier is the first target virtual character; if the target virtual character corresponding to the target character identifier is the first target virtual character, releasing the target skill to the first target virtual character.
8. The method of claim 7, wherein, The target virtual character comprises a second target virtual character subordinate to a different camp as a current virtual character to which the target skill control belongs. The method further comprises: determining whether the target skill corresponding to the target skill control is a debuff type skill; if the target skill is a debuff type skill, determining whether the target virtual character corresponding to the target character identifier is the second target virtual character; if the target virtual character corresponding to the target character identifier is the second target virtual character, releasing the target skill to the first target virtual character.
9. The method of claim 1, wherein, The displaying the character identifier corresponding to the target virtual character at the target position corresponding to the touch point further comprises: in response to not receiving the second trigger instruction for the target character identifier within a target time, hiding the character identifier at the target position.
10. The method of claim 1, wherein, The graphical user interface further comprises a termination interaction control. The method further comprises: In response to receiving a third triggering instruction for the termination interaction control, a triggering operation on the target skill control is terminated, and the character identifier is hidden at the target position.
11. A game control device, characterized by comprising: A graphical user interface is provided by a terminal device, the graphical user interface showing a virtual scene and a target skill control, the virtual scene including a target virtual character; the device includes: A first determination module is configured to, in response to receiving a first triggering instruction for the target skill control, determine whether a touch point corresponding to the first triggering instruction maintains a target state in a listening area for a preset time; A second determination module is configured to, in response to determining that the touch point maintains the target state in the listening area for the preset time, display a character identifier corresponding to the target virtual character at a target position corresponding to the touch point, wherein the target virtual character is a virtual character determined in the virtual scene according to the target position; A control module is configured to, in response to receiving a second triggering instruction for the target character identifier, release a target skill corresponding to the target skill control to a target virtual character corresponding to the target character identifier. The first determination module is specifically configured to: In response to receiving a first triggering instruction for the target skill control, determine a maximum instantaneous speed of a touch point corresponding to the first triggering instruction in the listening area within the preset time, and determine whether the maximum instantaneous speed exceeds a preset speed; wherein the first triggering instruction includes a key instruction signal generated by performing a first triggering operation on a target key of a target peripheral device; the target key is one key or a combination of multiple keys on the target peripheral device; If the maximum instantaneous speed does not exceed the preset speed within the preset time, it is determined that the touch point maintains the target state in the listening area for the preset time.
12. An electronic device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, The processor executes the program to implement the method of any one of claims 1-10.
13. A computer-readable storage medium storing computer instructions, wherein, The computer instructions are used to make the computer implement the method of any one of claims 1-10.
14. A computer program product comprising computer program instructions which, when executed on a computer, cause the computer to perform the method of any one of claims 1-10.
Citation Information
Patent Citations
Skill release method and device, terminal equipment and storage medium
CN115920405A