Method, device and electronic terminal for controlling a virtual character in a game

CN116850590BActive Publication Date: 2026-08-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310952019.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-07-31
Publication Date
2026-08-21
Estimated Expiration
2043-07-31

AI Technical Summary

Technical Problem

但是,现有的这种方式的操作成本较高,导致游戏中多个虚拟角色之间切换控制的操作效率较低

Benefits of technology

[0016]This disclosure provides a method, device, and electronic terminal for controlling a virtual character in a game. Responding to an operation on a first control, the method controls a first virtual character in the game scene according to the first control; responding to an operation on a target second control among a plurality of second controls, the method determines a target skill corresponding to the target second control and a target virtual character to which the target skill belongs; the method switches the first virtual character currently controlled by the control device to the target virtual character, and controls the target virtual character to release the target skill in the game scene. In this solution, by enabling the player to switch the currently controlled character to the virtual character to which the skill belongs when operating a skill control, and simultaneously enabling the virtual character to release the skill, the method simplifies the operation process between switching control and releasing skills among multiple characters, making the character switching and skill release process smoother, improving the operational efficiency of switching control between multiple virtual characters in the game, and alleviating the technical problem of low operational efficiency in switching control between multiple virtual characters in the game.

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Abstract

The present disclosure provides a method and device for controlling a virtual character in a game and an electronic terminal, and relates to the technical field of games, which alleviates the technical problem of low operation efficiency of switching control between multiple virtual characters in a game. The method comprises: in response to an operation on a first control, controlling a first virtual character in a game scene according to the first control; in response to an operation on a target second control among multiple second controls, determining a target skill corresponding to the target second control and a target virtual character to which the target skill corresponds; switching the first virtual character currently controlled by the control device to the target virtual character, and controlling the target virtual character to release the target skill in the game scene.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method, device, and electronic terminal for controlling virtual characters in games. Background Technology

[0002] In many games, multiple virtual characters can be controlled using the same control device. For example, in role-playing games (RPGs), a game controller can control one virtual character at a time and then switch to control another virtual character.

[0003] The current method of character switching involves first navigating to a series of character switching controls on the game controller to switch between different virtual characters, and then using the skill controls on the game controller to control the switched virtual character to unleash skills. However, this existing method is costly and results in low efficiency in switching between multiple virtual characters in the game. Summary of the Invention

[0004] The purpose of this disclosure is to provide a method, device, and electronic terminal for controlling virtual characters in a game, so as to alleviate the technical problem of low operational efficiency when switching control between multiple virtual characters in a game.

[0005] In a first aspect, embodiments of this disclosure provide a method for controlling virtual characters in a game, characterized in that a control device is connected to a terminal device, the control device provides a first control and a plurality of second controls, each second control corresponding to a skill, the terminal device provides a graphical user interface, the graphical user interface displays at least a portion of the game scene, the game scene includes a plurality of virtual characters controlled by the control device, and each skill corresponds to one of the virtual characters; the method includes:

[0006] In response to an operation on the first control, control the first virtual character in the game scene according to the first control;

[0007] In response to an operation on a target second control among a plurality of second controls, the target skill corresponding to the target second control and the target virtual character to which the target skill belongs are determined;

[0008] The first virtual character currently controlled by the control device is switched to the target virtual character, and the target virtual character is controlled to release the target skill in the game scene.

[0009] Secondly, a control device for virtual characters in a game is provided, which is connected to a terminal device via the control device. The control device provides a first control and a plurality of second controls, each of the second controls corresponding to a skill. The terminal device provides a graphical user interface, which displays at least a portion of the game scene. The game scene includes a plurality of virtual characters controlled by the control device, and each skill corresponds to one of the virtual characters.

[0010] A first control module is configured to respond to an operation on the first control and control a first virtual character in the game scene according to the first control;

[0011] The determination module is configured to, in response to an operation on a target second control among a plurality of second controls, determine the target skill corresponding to the target second control and the target virtual character to which the target skill belongs;

[0012] The second control module is used to switch the first virtual character currently controlled by the control device to the target virtual character, and control the target virtual character to release the target skill in the game scene.

[0013] Thirdly, this disclosure also provides an electronic terminal, including a memory and a processor, wherein the memory stores a computer program that can run on the processor, and the processor executes the computer program to implement the method described in the first aspect above.

[0014] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method described in the first aspect above.

[0015] The embodiments disclosed herein bring the following beneficial effects:

[0016] This disclosure provides a method, device, and electronic terminal for controlling a virtual character in a game. Responding to an operation on a first control, the method controls a first virtual character in the game scene according to the first control; responding to an operation on a target second control among a plurality of second controls, the method determines a target skill corresponding to the target second control and a target virtual character to which the target skill belongs; the method switches the first virtual character currently controlled by the control device to the target virtual character, and controls the target virtual character to release the target skill in the game scene. In this solution, by enabling the player to switch the currently controlled character to the virtual character to which the skill belongs when operating a skill control, and simultaneously enabling the virtual character to release the skill, the method simplifies the operation process between switching control and releasing skills among multiple characters, making the character switching and skill release process smoother, improving the operational efficiency of switching control between multiple virtual characters in the game, and alleviating the technical problem of low operational efficiency in switching control between multiple virtual characters in the game.

[0017] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0018] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0019] Figure 1 A schematic diagram of the structure of a game controller in the prior art is shown;

[0020] Figure 2 This diagram illustrates another structural schematic of a game controller in the prior art;

[0021] Figure 3 The illustration shows an application scenario provided by an embodiment of this disclosure;

[0022] Figure 4 A schematic diagram of the structure of a terminal device provided in an embodiment of this disclosure is shown;

[0023] Figure 5 Another structural schematic diagram of a terminal device provided in an embodiment of this disclosure is shown;

[0024] Figure 6 A flowchart illustrating a method for controlling a virtual character in a game, as provided in an embodiment of this disclosure;

[0025] Figure 7 A schematic diagram of the structure of a game controller provided in an embodiment of this disclosure is shown;

[0026] Figure 8 A schematic diagram of a terminal displaying a graphical user interface is shown according to an embodiment of the present disclosure;

[0027] Figure 9 A schematic diagram of a terminal displaying another graphical user interface is shown, according to an embodiment of this disclosure;

[0028] Figure 10 This is a schematic diagram of the structure of a control device for a virtual character in a game, provided as an embodiment of this disclosure.

[0029] Figure 11 A schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure is shown. Detailed Implementation

[0030] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0031] The terms “comprising” and “having”, and any variations thereof, used in the embodiments of this disclosure are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the steps or units listed, but may optionally include other steps or units not listed, or may optionally include other steps or units inherent to such processes, methods, products, or devices.

[0032] Currently, in RPGs and similar games, players need to switch between multiple characters and control them to move and unleash various skills. To address this issue, existing gamepad control methods include the following two approaches.

[0033] One method is to use the directional buttons on the controller to switch characters; different directional buttons correspond to different characters. For example... Figure 1As shown, when a player presses directional key 101, the character corresponding to directional key 101 replaces the currently controlled character. This method has several drawbacks. Players typically use the left joystick to control character movement, so switching characters simultaneously makes it difficult to effectively control the current character's movement. This can easily cause lag in real-time combat, affecting the smoothness and enjoyment of the player experience. Furthermore, when switching characters, players often want to use the skills of the prepared character, but in this solution, switching characters and using the corresponding character's skills are two separate steps, requiring multiple operations to achieve this.

[0034] Another method is to use the ZL or ZR button as a toggle to switch between characters, such as... Figure 2 As shown, pressing and holding the ZL or ZR button, then simultaneously pressing the L or R button, will switch to the corresponding character. However, pressing ZL and L simultaneously is a relatively difficult operation; most players are accustomed to using a single index finger to control both buttons. This is a relatively common operation because before pressing the ZL or ZR button to switch characters, players don't receive a direct prompt indicating which character will be switched to after pressing L or R. Players need to first press the character switch switch (ZL or ZR button), and then see the UI prompt appearing on the graphical user interface to know which character will be switched to after pressing L or R. Therefore, switching characters and using the corresponding character's skills are two separate steps, requiring multiple operations to achieve.

[0035] It is evident that the existing operation method has a high cost, resulting in low efficiency in switching control between multiple virtual characters in the game.

[0036] Based on this, the present disclosure provides a method, device, and electronic terminal for controlling virtual characters in a game. This method can alleviate the technical problem of low operational efficiency when switching between multiple virtual characters in a game.

[0037] In one embodiment of this disclosure, the method for controlling virtual characters in a game can run on a local terminal device control device or a server. When the method for controlling virtual characters in a game runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0038] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of the control methods for the virtual characters in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a terminal device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0039] In an optional implementation, taking a game as an example, the local terminal device stores the game program and uses it to display the game screen. The local terminal device interacts with the player through a control device and the graphical user interface displayed on the screen; that is, the game program is downloaded, installed, and run conventionally via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's screen or providing it to the player via holographic projection. For example, the local terminal device may include a screen, a control device, and a processor. The screen is used to display the graphical user interface, which includes the game screen; the control device is used to receive the player's control operations; 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 terminal device according to the control device.

[0040] In one possible implementation, this disclosure provides a method for controlling a virtual character in a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0041] For example, such as Figure 3 As shown, Figure 3 This is a schematic diagram illustrating an application scenario provided by an embodiment of this disclosure. The application scenario may include a terminal device 102 (e.g., a computer, a game console with a controller) and a server 101. The terminal device can communicate with the server 101 via a wired or wireless network. The terminal device runs a virtual desktop and receives control operations. Through the virtual desktop and the control device receiving the control operations, it can interact with the server 101 to control the content on the server 101.

[0042] The terminal device in this embodiment is described using a game device 103 as an example. Figure 4 As shown, the gaming device 103 includes a display 1031 and a game controller 1032. Those skilled in the art will understand that... Figure 4 The game device structure shown does not constitute a limitation on the game device and may include more or fewer parts than shown, or combine some parts, or split some parts, or have different arrangements of parts.

[0043] like Figure 5 As shown, the gaming device 103 may also include other components such as a radio frequency (RF) circuit 110, a memory 120, and a processor 130. The RF circuit 110 can also communicate wirelessly with networks and other devices. The wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).

[0044] The memory 120 can be used to store software programs and modules. The processor 130 executes various functional applications and data processing of the game device 103 by running the software programs and modules stored in the memory 120. The memory 120 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function, etc.; the data storage area may store data created based on the use of the game device 103, etc. In addition, the memory 120 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0045] The processor 130 is the control center of the game device 103. It connects various parts of the game device through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 120, and calling data stored in the memory 120, it performs various functions of the game device 103 and processes data, thereby monitoring the game device as a whole.

[0046] The embodiments of this disclosure will be further described below with reference to the accompanying drawings.

[0047] Figure 6 This is a flowchart illustrating a method for controlling a virtual character in a game, provided as an embodiment of this disclosure. The method can be applied to a terminal device (e.g., Figure 4 The game device 103 shown is connected to a terminal device via a control device. The control device provides a first control and multiple second controls, each second control corresponding to a skill. The terminal device provides a graphical user interface (GUI) displaying at least a portion of the game scene. The game scene includes multiple virtual characters controlled by the control device, and each skill belongs to one of the virtual characters. Figure 6 As shown, the method includes:

[0048] Step S610: In response to an operation on the first control, control the first virtual character in the game scene according to the first control.

[0049] As one possible implementation, the control device can be a game controller. For example, regarding the interaction when using a game controller, such as... Figure 7 As shown, the first control 701 includes control L, control R, and multiple controls on the front of the game controller, and the second control 702 includes control ZL and control ZR.

[0050] In practical applications, the second control can correspond to the virtual character's special skills, while the first control can correspond to the virtual character's ordinary skills and virtual actions. For example, such as... Figure 7 and Figure 8 As shown, when the player operates the first control 701, it corresponds to controlling the virtual character A, i.e., the first virtual character. For example, when the player presses control L or control R, the virtual character A is controlled to release a normal skill; when the player presses the joystick on the front of the controller, the virtual character A, i.e., the first virtual character, is controlled to move.

[0051] It should be noted that the special skill corresponding to each second control belongs to a virtual character. For example, such as Figure 7 and Figure 8 As shown, the special skill corresponding to control ZL (i.e., the second control 702) belongs to virtual character C, and the special skill corresponding to control ZR (i.e., the second control 702) belongs to virtual character B. For example, the release of the ultimate skills of the remaining two virtual characters can be controlled through controls ZL and ZR.

[0052] Step S620: In response to an operation on a target second control among multiple second controls, determine the target skill corresponding to the target second control and the target virtual character to which the target skill belongs.

[0053] like Figure 7 and Figure 8 As shown, as an example, when a player presses control ZL (i.e., the target second control) in multiple second controls 702, it is determined that the ultimate skill corresponding to control ZL belongs to virtual character C (i.e., the target virtual character). As another example, when a player presses control ZR (i.e., the target second control) in multiple second controls 702, it is determined that the ultimate skill corresponding to control ZR belongs to virtual character B (i.e., the target virtual character).

[0054] In practical applications, the operation methods for the target's second control can include various operation methods such as clicking, sliding, and long-pressing. Each operation method can correspond to a skill release method. For example, long-pressing the target's second control is used to charge up power, sliding the target's second control is used to specify the direction, and clicking the target's second control is used to aim. The various operation methods do not affect the switching process of the target virtual character. That is, the process of switching the controlled character can be compatible with the release of skills of multiple types.

[0055] Step S630: Switch the first virtual character currently controlled by the control device to the target virtual character, and control the target virtual character to release the target skill in the game scene.

[0056] As an example, such as Figure 8 and Figure 9 As shown, if the player presses control ZL (i.e., the target second control), the virtual character currently controlled by the control device will switch from the previous virtual character A (i.e., the first virtual character) to virtual character C (i.e., the target virtual character). At the same time, the player can also control virtual character C (i.e., the target virtual character) to release its corresponding ultimate skill (target skill) in the game scene, which is the skill corresponding to control ZL.

[0057] As another example, if a player presses the control ZR (i.e., the target second control), while the virtual character currently controlled by the control device switches from the previous virtual character A (i.e., the first virtual character) to virtual character B (i.e., the target virtual character), the player can also control virtual character B (i.e., the target virtual character) to release its corresponding ultimate skill (target skill) in the game scene, which is the skill corresponding to control ZR.

[0058] In this embodiment, by allowing the player to switch the currently controlled character to the virtual character to which the skill belongs when operating a skill control, and simultaneously enabling the virtual character to release the skill, the operation process between switching control and releasing skills among multiple characters is simplified. This makes the character switching and skill release process smoother and improves the operational efficiency of switching control among multiple virtual characters in the game. For example, in a real-time combat game, this enables smooth switching between multiple characters and smooth release of multiple skills on the gamepad. Skill release and character switching can all be completed by the player's index finger, allowing the player to focus more on controls operated by the thumb, such as movement, thus improving the smoothness of controlling the virtual character.

[0059] The steps described above will be explained in detail below.

[0060] In some embodiments, the interface may indicate the virtual character to which each control belongs, as well as the position of each control on the controller, to reduce the burden of memorizing key bindings for the player. As an example, the method may further include the following steps:

[0061] Step a) Display the first prompt message for the second control in the graphical user interface.

[0062] The first prompt message is used to indicate the virtual character to which each second control belongs, as well as the setting position of the second control in the control device.

[0063] In practical applications, the graphical user interface can indicate the location of the actual controls on the controller and the virtual character to which the corresponding skill belongs. This allows players to quickly select the physical button on the controller to operate directly from the location indicated in the graphical user interface, eliminating the need for players to specifically check the physical button layout on the controller to determine the button to operate. This effectively reduces the cost of memorizing button layouts for players, enhances the "mashing the keyboard" experience during controller operation, and improves the smoothness of character operation.

[0064] Based on step a) above, the prompts in the interface can be implemented using control identifiers and role identifiers and their corresponding positions to more intuitively indicate the location and role of each control. As an example, step a) above may include the following steps:

[0065] Step b) Based on the setting position of the second control in the control device, display the second control identifier of the second control and the role identifier of the virtual character to which each second control belongs at the corresponding position in the graphical user interface.

[0066] In practical applications, the key positions displayed in the graphical user interface are consistent with the actual key positions on the gamepad, meaning that the positions of each physical button on the gamepad and the positions of each virtual button in the graphical user interface correspond one-to-one.

[0067] In one alternative implementation, identifiers such as control icons and role icons can be either a large or a small area on the graphical user interface (GUI). Identifiers can be square, rectangular, box-shaped, or other shapes (e.g., circles). The content presented in the GUI can include the entire identifier or only a portion of the content hotspot. For example, when an identifier is magnified in the GUI, a portion of the content hotspot is displayed on the terminal device's GUI. Identifiers can be displayed in the upper left, upper right, or other positions on the GUI; this exemplary embodiment is not limited to these locations.

[0068] For example, such as Figure 9 As shown, the relative positions of controls ZL, ZR, L, and R are indicated by control labels in the graphical user interface. That is, controls ZL and L are on the left, and controls ZR and R are on the right. After switching roles, control ZL belongs to virtual role A, control ZR belongs to virtual role B, and controls L and R belong to virtual role C.

[0069] In this embodiment, since the positions of the controls on the controller and the positions of the controls in the graphical user interface are displayed identically, players can more intuitively and quickly select the physical buttons on the controller to be operated directly through the positions of the virtual buttons in the graphical user interface. Players no longer need to specifically check the physical button layout on the controller to determine the button to be operated. Even though the buttons for different character skills constantly change with character switching, players can easily distinguish the skills corresponding to the buttons, effectively reducing the memory cost of button layouts and enhancing the satisfying feeling of "mashing the keyboard" during controller operation, thus improving the smoothness of character operation. Furthermore, it allows players to feel a more realistic connection between the virtual and real worlds through a single controller, enhancing the game's realistic experience.

[0070] In some embodiments, when a role is switched, the role controlled by the second control is also changed, so that the second control always corresponds to the new role that can be switched to, that is, a role other than the currently controlled role, in order to prepare for the next role switch in advance and ensure that the real-time correspondence can be displayed at any time. As an example, the above step S630 may include the following steps:

[0071] Step c) Switch the first virtual character currently controlled by the control device to the target virtual character, and cancel the correspondence between the target second control and the target virtual character, as well as the correspondence between the target second control and the target skill;

[0072] Step d) Determine the first skill of the first virtual character corresponding to the first second control from among multiple second controls.

[0073] In practical applications, the button mappings for different character skills constantly change as the character is switched. For example, ... Figure 8 and Figure 9 As shown, before the virtual character currently controlled by the control device switches from virtual character A (first virtual character) to virtual character C (target virtual character), control ZL (target second control) belongs to virtual character C (target virtual character), control ZR (other second controls besides target second control) belongs to virtual character B, and control L and control R should belong to virtual character A (first virtual character).

[0074] After the virtual character currently controlled by the control device switches from virtual character A (first virtual character) to virtual character C (target virtual character), control ZL (target second control) no longer corresponds to virtual character C (target virtual character), but instead corresponds to virtual character A (first virtual character). Control ZR (other second controls besides the target second control) corresponds to virtual character B, and controls L and R should belong to virtual character C (target virtual character).

[0075] In this embodiment of the disclosure, even though the button for different character skills is constantly changing with the character switching, the real-time correspondence between the control and the character is guaranteed. Since players can easily distinguish the skill corresponding to the button and the virtual character to which it belongs, the key memory cost for players can be effectively reduced at any time.

[0076] Based on steps c) and d) above, the interface can continuously display the virtual character currently controlled by the device, its corresponding controls, and their positions, allowing players to quickly identify the currently controlled character and its corresponding controls. As an example, the method may also include the following steps:

[0077] Step e) In response to the switching of the first virtual character currently controlled by the control device to the target virtual character, a second prompt message for the virtual character after the character switch is displayed in the graphical user interface.

[0078] The second prompt information is used to indicate that the target virtual character is the virtual character currently controlled by the control device, the first control belongs to the target virtual character, and the first and second controls correspond to the first skill of the first virtual character.

[0079] As an alternative implementation, effects such as disc rotation and fan-shaped changes can be used to display the character switching process, and the key positions prompted in the graphical user interface are always consistent with the actual key positions of the controller, making players feel that they are more realistically connected to the virtual world and the real world through a controller, thus enhancing the realism of the game experience.

[0080] For example, such as Figure 9As shown, the graphical user interface indicates that the virtual character currently controlled by the control device is virtual character C (target virtual character), and the relative positions of controls ZL (first and second controls), ZR (second control), L (first control), and R (first control) are shown. After the character is switched, control ZL (first and second controls) corresponds to virtual character A (first virtual character), control ZR corresponds to virtual character B, and control L (first control) and control R (first control) correspond to virtual character C (target virtual character).

[0081] In this embodiment of the disclosure, during the character switching process, the virtual character currently controlled by the control device and its corresponding controls and their positions can be displayed at all times, so that the player can quickly identify the currently controlled character and its corresponding operation controls.

[0082] Based on step e) above, during the switching process, the interface can display indicators at any time showing the virtual character controlled by the new device and its corresponding controls, allowing players to more intuitively and quickly identify the new character and its corresponding controls. As an example, step e) above may include the following steps:

[0083] Step f): In response to the switching of the first virtual character currently controlled by the control device to the target virtual character, according to the setting positions of the first control and the second control in the control device, the first control identifier of the first control and the second control identifier of the second control are displayed at the corresponding positions of the setting positions in the graphical user interface, the character identifier of the target virtual character is highlighted at the corresponding position of the first control identifier, and the character identifier of the virtual character corresponding to the second control after the character switching is displayed at the corresponding position of each second control identifier.

[0084] In practical applications, the display position of each character icon changes with the switching process after the character is switched. For example, effects such as rotating discs or changing fan shapes can be used to show the change in the position of the character icons after the character is switched. During this process, the key positions prompted in the graphical user interface are always consistent with the actual key positions on the controller, making the player feel that they are more realistically connected to the virtual world and the real world through a controller, thus enhancing the realism of the game experience.

[0085] For example, such as Figure 9As shown, after the role switch, the most prominent position in the middle of the role identifier indicates that the virtual role currently controlled by the control device is virtual role C (target virtual role). The control ZL (target second control) no longer corresponds to the virtual role C (target virtual role) before the role switch, but corresponds to virtual role A (first virtual role). The control ZR (other second controls besides the target second control) corresponds to virtual role B. The controls L (first control) and R (first control) no longer correspond to the virtual role A (first virtual role) before the role switch, but correspond to virtual role C (target virtual role).

[0086] In this embodiment of the disclosure, as the switching process proceeds, the virtual character and corresponding controls controlled by the control device after the switch can be displayed on the interface at any time through icons, so that players can more intuitively and quickly identify the character controlled after the switch and its corresponding operation controls.

[0087] Based on step f) above, the character switching process and the replacement process of the corresponding controls for each character can be displayed by changing the position of the character identifier, so that players can more intuitively identify the process and result of character switching and control replacement. As an example, before the character switch, the character identifier of the first virtual character is highlighted in the corresponding position of the first control identifier in the graphical user interface, and the character identifier of the virtual character corresponding to each second control is displayed in the corresponding position of each second control identifier before the character switch; step f) above may include the following steps:

[0088] Step g) Keep the display positions of the first control identifier and the second control identifier in the graphical user interface unchanged, and change the display positions of the character identifiers of at least two virtual characters in the graphical user interface, so as to highlight the character identifier of the target virtual character in the corresponding position of the first control identifier, and display the character identifier of the virtual character corresponding to the second control after the character switch in the corresponding position of each second control identifier.

[0089] In this embodiment, the display position of each character identifier changes during the character switching process, but the currently controlled character is always centered. Effects such as disc rotation and fan-shaped changes can be used to demonstrate the change in the position of the character identifier after the character switch, and the currently controlled character is always centered during this process, so that the player can more intuitively identify the process and result of character switching and control replacement.

[0090] In some embodiments, after a role switch, the first control no longer corresponds to the first virtual character controlled by the device before the switch, but instead corresponds to the target virtual character after the switch, so that the first control can always control the virtual character currently controlled by the device. As an example, after step S630 above, the method may further include the following steps:

[0091] Step h) responds to an operation on the first control and controls the target virtual character in the game scene according to the first control.

[0092] In this embodiment of the disclosure, after the role is switched, the first control cannot control the first virtual role controlled by the device before the switch, but instead controls the target virtual role after the switch, so that the first control can always control the virtual role controlled by the current device, and the normal control operation of the currently controlled role is not affected after the role is switched.

[0093] Based on step h) above, after switching roles, the currently controlled role can be controlled by the first control to perform the actions corresponding to that first control, ensuring that role switching does not affect the normal operation of the first control. As an example, step h) above may include the following steps:

[0094] Step i) In response to an operation on a first control, control the target virtual character to perform the virtual action corresponding to the first control in the game scene.

[0095] In practical applications, the first control can include controls for controlling the virtual character's basic skills, as well as controls for controlling the virtual character's virtual actions. For example, such as Figure 9 As shown, after switching characters, when the player presses control L (first control) or control R (first control), the virtual character C (target virtual character) is controlled to release a normal skill. For example, when the player presses the joystick on the front of the controller (first control), the virtual character C (target virtual character) is controlled to move.

[0096] In this embodiment of the disclosure, after switching characters, the currently controlled character can be controlled by the first control to perform virtual actions such as movement, attack, and release of normal skills, so as to ensure that the function of the first control is normal after the character is switched.

[0097] Based on step h) above, simultaneously operating multiple first controls allows the currently controlled character to release special skills, thereby improving the fault tolerance of skill release operations. Furthermore, this method also increases the functionality of the same first control across multiple different functions. As an example, step h) above may include the following steps:

[0098] Step j) In response to operations on multiple first controls, control the target virtual character to release the target skill in the game scene.

[0099] As one possible implementation, when a player simultaneously presses multiple primary controls, they can control the currently controlled character to unleash a powerful special skill. For example, such as... Figure 9 As shown, if the player presses controls L and R simultaneously, the virtual character C (the currently controlled target virtual character) will unleash the ultimate skill of virtual character C.

[0100] This method increases the functionality of the controls. Different operation methods of the controls can correspond to different functions. That is, operating control L alone and operating control R alone, or operating control L and control R simultaneously, can control different skill effects.

[0101] In this embodiment of the disclosure, if a player can simultaneously operate multiple first controls to control the currently controlled character to release special skills, then the player does not need to consider the correspondence between a certain control and a certain character's skill before operating the control, thus avoiding the player accidentally operating another character's special skill and improving the fault tolerance of the skill release operation.

[0102] In some embodiments, simultaneously operating multiple second controls can control the currently controlled character to release special skills, thereby improving the fault tolerance of skill release operations. Furthermore, this also increases the number of different functions of the same second control. As another example, after step S630 above, the method may further include the following steps:

[0103] Step k) responds to operations on multiple second controls by controlling the target virtual character to release the target skill in the game scene.

[0104] As another possible implementation, when a player simultaneously presses multiple secondary controls, they can control the currently controlled character to unleash a powerful special skill. For example, such as... Figure 9 As shown, if the player presses controls ZL and ZR simultaneously, the virtual character C (the currently controlled target virtual character) will unleash the ultimate skill of virtual character C.

[0105] This method increases the functionality of the controls. Different operation methods of the controls can correspond to different functions, namely, operating the control ZL alone and operating the control ZR alone, and operating the control ZL and control ZR at the same time can control different skill effects.

[0106] In this embodiment of the disclosure, if a player can control the currently controlled character to release special skills by operating multiple second controls simultaneously, the player does not need to consider the correspondence between a certain second control and a certain character's skill before operating the control, thus avoiding the player accidentally operating another character's special skill and improving the fault tolerance of skill release operation.

[0107] In some embodiments, the controlled character can also be controlled to perform normal actions during character switching, making the process of character switching and character action control smoother. As an example, before step S630 above, the method may further include the following steps:

[0108] Step 1) In response to the operation on the target second control and the operation on the first control, the first virtual character currently controlled by the control device is switched to the target virtual character, and the target virtual character is controlled to release target skills and perform virtual actions corresponding to the first control in the game scene.

[0109] In practical applications, while controlling the switching of characters, it is also possible to control the current character's movement, release of normal skills and other virtual actions. This ensures that the character switching process does not affect the release of the controlled character's special skills, nor does it affect the controlled character's normal movement and release of normal skills, making the process of character switching and character action control smoother.

[0110] Figure 10 A schematic diagram of a control device for virtual characters in a game is provided. The control device is connected to a terminal device. The control device provides a first control and multiple second controls, each second control corresponding to a skill. The terminal device provides a graphical user interface (GUI) displaying at least a portion of the game scene. The game scene includes multiple virtual characters controlled by the control device, and each skill belongs to one of the virtual characters. Figure 10 As shown, the control device 1000 for the virtual character in the game includes:

[0111] The first control module 1001 is used to respond to an operation on the first control and control the first virtual character in the game scene according to the first control;

[0112] The determining module 1002 is configured to, in response to an operation on a target second control among a plurality of second controls, determine the target skill corresponding to the target second control and the target virtual character to which the target skill belongs;

[0113] The second control module 1003 is used to switch the first virtual character currently controlled by the control device to the target virtual character, and control the target virtual character to release the target skill in the game scene.

[0114] In this way, when a player operates a skill control, the currently controlled character can be switched to the virtual character to which the skill belongs. At the same time, the virtual character can also release the skill. This simplifies the operation process of switching between multiple characters and releasing skills, making the process smoother and improving the efficiency of switching between multiple virtual characters in the game. For example, on the gamepad, it enables smooth switching between multiple characters and smooth release of multiple skills in real-time combat games. Skill release and character switching can all be completed by the player's index finger, allowing the player to focus more on the controls operated by the thumb, such as movement, thus improving the smoothness of controlling the virtual character.

[0115] In one feasible implementation, the device further includes:

[0116] A first display module is used to display first prompt information for the second control in the graphical user interface; wherein the first prompt information is used to indicate the virtual character to which each of the second controls belongs, and the setting position of the second control in the control device.

[0117] In one feasible implementation, the display module is specifically used for:

[0118] According to the setting position of the second control in the control device, the second control identifier of the second control and the role identifier of the virtual character to which each second control belongs are displayed at the corresponding position of the setting position in the graphical user interface.

[0119] In one feasible implementation, the switching module is specifically used for:

[0120] Switch the first virtual character currently controlled by the control device to the target virtual character, and cancel the correspondence between the target second control and the target virtual character, as well as the correspondence between the target second control and the target skill;

[0121] Determine the first skill of the first virtual character from among the multiple second controls.

[0122] In one feasible implementation, the device further includes:

[0123] The second display module is configured to, in response to the switching of the first virtual character currently controlled by the control device to the target virtual character, display a second prompt message for the virtual character after the character switch in the graphical user interface; wherein the second prompt message is used to indicate that the target virtual character is the virtual character currently controlled by the control device, that the first control corresponds to the target virtual character, and that the first and second controls correspond to the first skill of the first virtual character.

[0124] In one feasible implementation, the second display module is specifically used for:

[0125] In response to the switching of the first virtual character currently controlled by the control device to the target virtual character, according to the setting positions of the first control and the second control in the control device, the first control identifier of the first control and the second control identifier of the second control are displayed at the corresponding positions of the setting positions in the graphical user interface, the character identifier of the target virtual character is highlighted at the corresponding position of the first control identifier, and the character identifier of the virtual character corresponding to the second control after the character switching is displayed at the corresponding position of each second control identifier.

[0126] In one feasible implementation, before the role switch, the character identifier of the first virtual character is highlighted at the corresponding position of the first control identifier in the graphical user interface, and the character identifier of the virtual character corresponding to each second control is displayed at the corresponding position of each second control identifier before the role switch; the second display module is further configured to:

[0127] The display positions of the first control identifier and the second control identifier in the graphical user interface remain unchanged, and the display positions of the character identifiers of at least two of the virtual characters in the graphical user interface are changed, so as to highlight the character identifier of the target virtual character at the corresponding position of the first control identifier, and display the character identifier of the virtual character corresponding to the second control after the character switch at the corresponding position of each second control identifier.

[0128] In one feasible implementation, the device further includes:

[0129] The third control module is used to respond to the operation of the first control and control the target virtual character in the game scene according to the first control.

[0130] In a feasible implementation, the third control module is specifically used for:

[0131] In response to an operation on the first control, the target virtual character is controlled to perform the virtual action corresponding to the first control in the game scene.

[0132] In one feasible implementation, the third control module is also used for:

[0133] In response to operations on a plurality of the first controls, the target virtual character is controlled to release the target skill in the game scene.

[0134] In one feasible implementation, the device further includes:

[0135] The fourth control module is used to control the target virtual character to release the target skill in the game scene in response to operations on a plurality of the second controls.

[0136] In one feasible implementation, the device further includes:

[0137] The fifth control module is used to respond to operations on the target second control and operations on the first control, to switch the first virtual character currently controlled by the control device to the target virtual character, and to control the target virtual character to release the target skill and perform the virtual action corresponding to the first control in the game scene.

[0138] The control device for virtual characters in games provided in this embodiment has the same technical features as the control method for virtual characters in games provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0139] Figure 11 The diagram illustrates the structure of an electronic device according to an embodiment of this disclosure, including a processor 1101, a storage medium 1102, and a bus 1103. The storage medium 1102 stores machine-readable instructions executable by the processor 1101. When the electronic device runs a virtual character control method in a game as described in the embodiment, the processor 1101 communicates with the storage medium 1102 via the bus 1103. The processor 1101 executes the machine-readable instructions. The preamble of the method item in the processor 1101 performs the following steps:

[0140] In response to an operation on the first control, control the first virtual character in the game scene according to the first control;

[0141] In response to an operation on a target second control among a plurality of second controls, the target skill corresponding to the target second control and the target virtual character to which the target skill belongs are determined;

[0142] The first virtual character currently controlled by the control device is switched to the target virtual character, and the target virtual character is controlled to release the target skill in the game scene.

[0143] In one feasible implementation, the processor is further configured to:

[0144] The graphical user interface displays a first prompt message for the second control; wherein the first prompt message is used to indicate the virtual character to which each of the second controls belongs, and the setting position of the second control in the control device.

[0145] In one feasible implementation, when the processor executes the first prompt message for displaying the second control in the graphical user interface, it is specifically configured to:

[0146] According to the setting position of the second control in the control device, the second control identifier of the second control and the role identifier of the virtual character to which each second control belongs are displayed at the corresponding position of the setting position in the graphical user interface.

[0147] In one feasible implementation, when the processor executes the action of switching the first virtual character currently controlled by the control device to the target virtual character, it specifically performs the following:

[0148] Switch the first virtual character currently controlled by the control device to the target virtual character, and cancel the correspondence between the target second control and the target virtual character, as well as the correspondence between the target second control and the target skill;

[0149] Determine the first skill of the first virtual character from among the multiple second controls.

[0150] In one feasible implementation, the processor is further configured to:

[0151] In response to the switching of the first virtual character currently controlled by the control device to the target virtual character, a second prompt message for the virtual character after the character switch is displayed in the graphical user interface; wherein, the second prompt message is used to indicate that the target virtual character is the virtual character currently controlled by the control device, that the first control belongs to the target virtual character, and that the first and second controls correspond to the first skill of the first virtual character.

[0152] In one feasible implementation, when the processor executes the switching of the first virtual character to the target virtual character in response to the current control of the control device, and displays a second prompt message for the virtual character after the character switching in the graphical user interface, it is specifically configured to:

[0153] In response to the switching of the first virtual character currently controlled by the control device to the target virtual character, according to the setting positions of the first control and the second control in the control device, the first control identifier of the first control and the second control identifier of the second control are displayed at the corresponding positions of the setting positions in the graphical user interface, the character identifier of the target virtual character is highlighted at the corresponding position of the first control identifier, and the character identifier of the virtual character corresponding to the second control after the character switching is displayed at the corresponding position of each second control identifier.

[0154] In one feasible implementation, before the role switch, the character identifier of the first virtual character is highlighted at the corresponding position of the first control identifier in the graphical user interface, and the character identifier of the virtual character corresponding to the second control before the role switch is displayed at the corresponding position of each second control identifier; when the processor executes the process of highlighting the character identifier of the target virtual character at the corresponding position of the first control identifier and displaying the character identifier of the virtual character corresponding to the second control after the role switch at the corresponding position of each second control identifier, it is specifically used for:

[0155] The display positions of the first control identifier and the second control identifier in the graphical user interface remain unchanged, and the display positions of the character identifiers of at least two of the virtual characters in the graphical user interface are changed, so as to highlight the character identifier of the target virtual character at the corresponding position of the first control identifier, and display the character identifier of the virtual character corresponding to the second control after the character switch at the corresponding position of each second control identifier.

[0156] In one feasible implementation, after switching the first virtual character currently controlled by the control device to the target virtual character, the processor is further configured to:

[0157] In response to an operation on the first control, the target virtual character in the game scene is controlled according to the first control.

[0158] In one feasible implementation, when the processor performs an operation in response to the first control, controlling the target virtual character in the game scene according to the first control, it is specifically configured to:

[0159] In response to an operation on the first control, the target virtual character is controlled to perform the virtual action corresponding to the first control in the game scene.

[0160] In one feasible implementation, when the processor performs an operation in response to the first control, controlling the target virtual character in the game scene according to the first control, it is specifically configured to:

[0161] In response to operations on a plurality of the first controls, the target virtual character is controlled to release the target skill in the game scene.

[0162] In one feasible implementation, after switching the first virtual character currently controlled by the control device to the target virtual character, the processor is further configured to:

[0163] In response to operations on multiple second controls, the target virtual character is controlled to release the target skill in the game scene.

[0164] In one feasible implementation, before switching the first virtual character currently controlled by the control device to the target virtual character, the processor is further configured to:

[0165] In response to an operation on the target second control and an operation on the first control, the first virtual character currently controlled by the control device is switched to the target virtual character, and the target virtual character is controlled to release the target skill and perform the virtual action corresponding to the first control in the game scene.

[0166] In this way, when a player operates a skill control, the currently controlled character can be switched to the virtual character to which the skill belongs. At the same time, the virtual character can also release the skill. This simplifies the operation process of switching between multiple characters and releasing skills, making the process smoother and improving the efficiency of switching between multiple virtual characters in the game. For example, on the gamepad, it enables smooth switching between multiple characters and smooth release of multiple skills in real-time combat games. Skill release and character switching can all be completed by the player's index finger, allowing the player to focus more on the controls operated by the thumb, such as movement, thus improving the smoothness of controlling the virtual character.

[0167] In practical applications, the memory 1101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 1104 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc.

[0168] Bus 1103 can be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 11 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0169] The memory 1101 is used to store programs. After receiving an execution instruction, the processor 1102 executes the program. The method executed by the apparatus defined by the process disclosed in any of the foregoing embodiments of this disclosure can be applied to the processor 1102 or implemented by the processor 1102.

[0170] The processor 1102 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 1102 or by instructions in software form. The processor 1102 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 methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 1101. Processor 1102 reads the information in memory 1101 and, in conjunction with its hardware, completes the steps of the above method.

[0171] This disclosure also provides a computer-readable storage medium storing a computer program that is executed by a processor, wherein the processor performs the following steps:

[0172] In response to an operation on the first control, control the first virtual character in the game scene according to the first control;

[0173] In response to an operation on a target second control among a plurality of second controls, the target skill corresponding to the target second control and the target virtual character to which the target skill belongs are determined;

[0174] The first virtual character currently controlled by the control device is switched to the target virtual character, and the target virtual character is controlled to release the target skill in the game scene.

[0175] In one feasible implementation, the processor is further configured to:

[0176] The graphical user interface displays a first prompt message for the second control; wherein the first prompt message is used to indicate the virtual character to which each of the second controls belongs, and the setting position of the second control in the control device.

[0177] In one feasible implementation, when the processor executes the first prompt message for displaying the second control in the graphical user interface, it is specifically configured to:

[0178] According to the setting position of the second control in the control device, the second control identifier of the second control and the role identifier of the virtual character to which each second control belongs are displayed at the corresponding position of the setting position in the graphical user interface.

[0179] In one feasible implementation, when the processor executes the action of switching the first virtual character currently controlled by the control device to the target virtual character, it specifically performs the following:

[0180] Switch the first virtual character currently controlled by the control device to the target virtual character, and cancel the correspondence between the target second control and the target virtual character, as well as the correspondence between the target second control and the target skill;

[0181] Determine the first skill of the first virtual character from among the multiple second controls.

[0182] In one feasible implementation, the processor is further configured to:

[0183] In response to the switching of the first virtual character currently controlled by the control device to the target virtual character, a second prompt message for the virtual character after the character switch is displayed in the graphical user interface; wherein, the second prompt message is used to indicate that the target virtual character is the virtual character currently controlled by the control device, that the first control belongs to the target virtual character, and that the first and second controls correspond to the first skill of the first virtual character.

[0184] In one feasible implementation, when the processor executes the switching of the first virtual character to the target virtual character in response to the current control of the control device, and displays a second prompt message for the virtual character after the character switching in the graphical user interface, it is specifically configured to:

[0185] In response to the switching of the first virtual character currently controlled by the control device to the target virtual character, according to the setting positions of the first control and the second control in the control device, the first control identifier of the first control and the second control identifier of the second control are displayed at the corresponding positions of the setting positions in the graphical user interface, the character identifier of the target virtual character is highlighted at the corresponding position of the first control identifier, and the character identifier of the virtual character corresponding to the second control after the character switching is displayed at the corresponding position of each second control identifier.

[0186] In one feasible implementation, before the role switch, the character identifier of the first virtual character is highlighted at the corresponding position of the first control identifier in the graphical user interface, and the character identifier of the virtual character corresponding to the second control before the role switch is displayed at the corresponding position of each second control identifier; when the processor executes the process of highlighting the character identifier of the target virtual character at the corresponding position of the first control identifier and displaying the character identifier of the virtual character corresponding to the second control after the role switch at the corresponding position of each second control identifier, it is specifically used for:

[0187] The display positions of the first control identifier and the second control identifier in the graphical user interface remain unchanged, and the display positions of the character identifiers of at least two of the virtual characters in the graphical user interface are changed, so as to highlight the character identifier of the target virtual character at the corresponding position of the first control identifier, and display the character identifier of the virtual character corresponding to the second control after the character switch at the corresponding position of each second control identifier.

[0188] In one feasible implementation, after switching the first virtual character currently controlled by the control device to the target virtual character, the processor is further configured to:

[0189] In response to an operation on the first control, the target virtual character in the game scene is controlled according to the first control.

[0190] In one feasible implementation, when the processor performs an operation in response to the first control, controlling the target virtual character in the game scene according to the first control, it is specifically configured to:

[0191] In response to an operation on the first control, the target virtual character is controlled to perform the virtual action corresponding to the first control in the game scene.

[0192] In one feasible implementation, when the processor performs an operation in response to the first control, controlling the target virtual character in the game scene according to the first control, it is specifically configured to:

[0193] In response to operations on a plurality of the first controls, the target virtual character is controlled to release the target skill in the game scene.

[0194] In one feasible implementation, after switching the first virtual character currently controlled by the control device to the target virtual character, the processor is further configured to:

[0195] In response to operations on multiple second controls, the target virtual character is controlled to release the target skill in the game scene.

[0196] In one feasible implementation, before switching the first virtual character currently controlled by the control device to the target virtual character, the processor is further configured to:

[0197] In response to an operation on the target second control and an operation on the first control, the first virtual character currently controlled by the control device is switched to the target virtual character, and the target virtual character is controlled to release the target skill and perform the virtual action corresponding to the first control in the game scene.

[0198] In this way, when a player operates a skill control, the currently controlled character can be switched to the virtual character to which the skill belongs. At the same time, the virtual character can also release the skill. This simplifies the operation process of switching between multiple characters and releasing skills, making the process smoother and improving the efficiency of switching between multiple virtual characters in the game. For example, on the gamepad, it enables smooth switching between multiple characters and smooth release of multiple skills in real-time combat games. Skill release and character switching can all be completed by the player's index finger, allowing the player to focus more on the controls operated by the thumb, such as movement, thus improving the smoothness of controlling the virtual character.

[0199] In this embodiment of the disclosure, when the computer program is run by the processor, it can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0200] In the embodiments provided in this disclosure, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings or direct couplings or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0201] For example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, may be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.

[0202] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0203] In addition, the functional units in the embodiments provided in this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0204] If the aforementioned functions are implemented as 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 this disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the virtual character control method in the game described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0205] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0206] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this disclosure. All should be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for controlling a virtual character in a game, characterized in that, The method involves connecting a control device to a terminal device, wherein the control device provides a first control and multiple second controls, each second control corresponding to a skill; the terminal device provides a graphical user interface (GUI) displaying at least a portion of the game scene, the game scene containing multiple virtual characters controlled by the control device, and each skill corresponding to one of the virtual characters; the method includes: In response to an operation on the first control, control the first virtual character in the game scene according to the first control; In response to an operation on a target second control among a plurality of second controls, the target skill corresponding to the target second control and the target virtual character to which the target skill belongs are determined; The first virtual character currently controlled by the control device is switched to the target virtual character, and the target virtual character is controlled to release the target skill in the game scene.

2. The method according to claim 1, characterized in that, The method further includes: The graphical user interface displays a first prompt message for the second control; wherein the first prompt message is used to indicate the virtual character to which each of the second controls belongs, and the setting position of the second control in the control device.

3. The method according to claim 2, characterized in that, The first prompt message displayed in the graphical user interface for the second control includes: According to the setting position of the second control in the control device, the second control identifier of the second control and the role identifier of the virtual character to which each second control belongs are displayed at the corresponding position of the setting position in the graphical user interface.

4. The method according to claim 1, characterized in that, The step of switching the first virtual character currently controlled by the control device to the target virtual character includes: Switch the first virtual character currently controlled by the control device to the target virtual character, and cancel the correspondence between the target second control and the target virtual character, as well as the correspondence between the target second control and the target skill; Determine the first skill of the first virtual character from among the multiple second controls.

5. The method according to claim 4, characterized in that, The method further includes: In response to the switching of the first virtual character currently controlled by the control device to the target virtual character, a second prompt message for the virtual character after the character switch is displayed in the graphical user interface; wherein, the second prompt message is used to indicate that the target virtual character is the virtual character currently controlled by the control device, that the first control belongs to the target virtual character, and that the first and second controls correspond to the first skill of the first virtual character.

6. The method according to claim 5, characterized in that, In response to the first virtual character currently controlled by the control device switching to the target virtual character, a second prompt message for the virtual character after the character switch is displayed in the graphical user interface, including: In response to the switching of the first virtual character currently controlled by the control device to the target virtual character, according to the setting positions of the first control and the second control in the control device, the first control identifier of the first control and the second control identifier of the second control are displayed at the corresponding positions of the setting positions in the graphical user interface, the character identifier of the target virtual character is highlighted at the corresponding position of the first control identifier, and the character identifier of the virtual character corresponding to the second control after the character switching is displayed at the corresponding position of each second control identifier.

7. The method according to claim 6, characterized in that, Before the character switch, the character identifier of the first virtual character is highlighted at the corresponding position of the first control identifier in the graphical user interface, and the character identifier of the virtual character corresponding to the second control before the character switch is displayed at the corresponding position of each second control identifier; The step of highlighting the character identifier of the target virtual character at the corresponding position of the first control identifier, and displaying the character identifier of the virtual character corresponding to the second control after character switching at the corresponding position of each second control identifier, includes: The display positions of the first control identifier and the second control identifier in the graphical user interface remain unchanged, and the display positions of the character identifiers of at least two of the virtual characters in the graphical user interface are changed, so as to highlight the character identifier of the target virtual character at the corresponding position of the first control identifier, and display the character identifier of the virtual character corresponding to the second control after the character switch at the corresponding position of each second control identifier.

8. The method according to claim 1, characterized in that, After switching the first virtual character currently controlled by the control device to the target virtual character, the method further includes: In response to an operation on the first control, the target virtual character in the game scene is controlled according to the first control.

9. The method according to claim 8, characterized in that, The step of controlling the target virtual character in the game scene in response to an operation on the first control includes: In response to an operation on the first control, the target virtual character is controlled to perform the virtual action corresponding to the first control in the game scene.

10. The method according to claim 8, characterized in that, The step of controlling the target virtual character in the game scene in response to an operation on the first control includes: In response to operations on a plurality of the first controls, the target virtual character is controlled to release the target skill in the game scene.

11. The method according to claim 1, characterized in that, After switching the first virtual character currently controlled by the control device to the target virtual character, the method further includes: In response to operations on multiple second controls, the target virtual character is controlled to release the target skill in the game scene.

12. The method according to claim 1, characterized in that, Before switching the first virtual character currently controlled by the control device to the target virtual character, the method further includes: In response to an operation on the target second control and an operation on the first control, the first virtual character currently controlled by the control device is switched to the target virtual character, and the target virtual character is controlled to release the target skill and perform the virtual action corresponding to the first control in the game scene.

13. A control device for a virtual character in a game, characterized in that, The device connects to a terminal device via a control device, the control device providing a first control and multiple second controls, each second control corresponding to a skill; the terminal device provides a graphical user interface displaying at least a portion of the game scene, the game scene containing multiple virtual characters controlled by the control device, each skill corresponding to one of the virtual characters; the device includes: A first control module is configured to respond to an operation on the first control and control a first virtual character in the game scene according to the first control; The determination module is configured to, in response to an operation on a target second control among a plurality of second controls, determine the target skill corresponding to the target second control and the target virtual character to which the target skill belongs; The second control module is used to switch the first virtual character currently controlled by the control device to the target virtual character, and control the target virtual character to release the target skill in the game scene.

14. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the method described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method according to any one of claims 1 to 12.

Citation Information

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