Control method, device, electronic equipment and readable storage medium in game
Patent Information
- Application Number
- CN202311528510.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-11-15
- Publication Date
- 2026-09-22
- Estimated Expiration
- 2043-11-15
AI Technical Summary
[0019]本申请实施例提供的游戏中的控制方法,包括:显示图形用户界面;图形用户界面中包括虚拟游戏的游戏场景和移动操作区域,游戏场景中包括至少一个虚拟角色,移动操作区域用于通过触发操作控制虚拟角色移动;响应于针对移动操作区域的第一触发操作,显示虚拟角色在游戏场景中进行移动的画面;响应于针对所述移动操作区域中的第一操作位置的第二触发操作,在位于第一方向上、且位于移动操作区域的外围位置处显示技能标识;其中,第一方向为从移动操作区域的中心位置到第一操作位置的方向;响应于针对技能标识的第三触发操作,显示虚拟角色释放技能的画面。
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Figure CN117531195B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically to a control method, device, electronic device, and computer-readable storage medium for games. Background Technology
[0002] Currently, portrait-oriented games have garnered widespread attention due to their ability to efficiently utilize users' fragmented time for quick gameplay. In mainstream landscape-oriented games, users typically use both hands to control movement and skill activation. However, in portrait-oriented games, the smaller horizontal screen space makes two-handed operation feel cramped and uncomfortable. Summary of the Invention
[0003] This application provides a control method, device, electronic device, and computer-readable storage medium for games, enabling single-handed control of movement and skill release, thereby improving the comfort of gameplay. The specific solution is as follows:
[0004] In a first aspect, embodiments of this application provide a control method for a game, the method comprising:
[0005] The graphical user interface is displayed; the graphical user interface includes a game scene of a virtual game and a movement operation area, the game scene includes at least one virtual character, and the movement operation area is used to control the movement of the virtual character by triggering operations;
[0006] In response to a first trigger operation targeting the movement operation area, a screen is displayed showing the virtual character moving within the game scene;
[0007] In response to a second trigger operation targeting a first operation position within the mobile operation area, a skill icon is displayed at a location located in a first direction and at the periphery of the mobile operation area; wherein, the first direction is the direction from the center of the mobile operation area to the first operation position;
[0008] In response to a third trigger operation for the skill identifier, a screen is displayed showing the virtual character releasing a skill.
[0009] Secondly, embodiments of this application provide a control device for a game, the device comprising:
[0010] The first display unit is used to display a graphical user interface; the graphical user interface includes a game scene of a virtual game and a movement operation area, the game scene includes at least one virtual character, and the movement operation area is used to control the movement of the virtual character through trigger operations;
[0011] The second display unit is configured to display a scene of the virtual character moving in the game scene in response to a first trigger operation on the movement operation area;
[0012] A third display unit is configured to, in response to a second trigger operation targeting a first operation position within the mobile operation area, display a skill identifier at a location located in a first direction and at the periphery of the mobile operation area; wherein, the first direction is the direction from the center of the mobile operation area to the first operation position;
[0013] The fourth display unit is used to display the screen of the virtual character releasing a skill in response to a third trigger operation for the skill identifier.
[0014] Thirdly, this application also provides an electronic device, including:
[0015] Processor; and
[0016] A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, executes the method described in the first aspect.
[0017] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method described in the first aspect.
[0018] Compared with the prior art, this application has the following advantages:
[0019] The control method in the game provided in this application includes: displaying a graphical user interface; the graphical user interface includes a game scene of a virtual game and a movement operation area, the game scene includes at least one virtual character, and the movement operation area is used to control the movement of the virtual character through trigger operations; in response to a first trigger operation on the movement operation area, displaying a screen showing the virtual character moving in the game scene; in response to a second trigger operation on a first operation position in the movement operation area, displaying a skill icon located in a first direction and at the periphery of the movement operation area; wherein, the first direction is the direction from the center of the movement operation area to the first operation position; and in response to a third trigger operation on the skill icon, displaying a screen showing the virtual character releasing a skill.
[0020] As can be seen, in the game control method provided in this application, when the virtual character needs to move, a trigger operation can be performed on the movement operation area; when the virtual character releases a skill while moving, a trigger operation can be performed on the first operation position within the movement operation area. After the first operation position within the movement operation area is triggered, a skill icon is displayed at the outer perimeter of the movement operation area, in the direction between the center of the movement operation area and the first operation position. Furthermore, since the skill icon is located in the direction from the center of the movement operation area to the first operation position and is located on the outer perimeter of the movement operation area, the display position of the skill icon always changes with the change of the first operation position after the user triggers the operation. This allows the user to more conveniently and comfortably trigger the skill icon after triggering the operation on the first operation position, thereby enabling the virtual character to release skills in the game scene. In this application, triggering an operation within the movement control area allows the virtual character to move. A second trigger operation at a first operation position within the movement control area displays a skill icon near the first operation position, enabling the virtual character to unleash skills. This allows users to move the virtual character and unleash skills within the game scene using only one hand. Therefore, the game control method provided by this application allows for one-handed control of movement and skill release, improving the comfort of gameplay without affecting the virtual game's controls. Attached Figure Description
[0021] Figure 1 This is a schematic diagram of the operation of a portrait-oriented game in the prior art provided in the embodiments of this application;
[0022] Figure 2 This is a system architecture diagram of the game control method provided in the embodiments of this application;
[0023] Figure 3 This is a flowchart of a game control method provided in an embodiment of this application;
[0024] Figure 4-a This is a schematic diagram of an example of the operation interface of the control method in the game provided in the embodiments of this application;
[0025] Figure 4-b This is a schematic diagram of the user interface of another example of the control method in the game provided in the embodiments of this application;
[0026] Figure 5-a This is a schematic diagram of an operation interface for an example of controlling a virtual character to release skills in a game control method provided in this application embodiment;
[0027] Figure 5-bThis is a schematic diagram of the operation interface of another example of the control method for controlling a virtual character to release skills in the game provided in the embodiments of this application;
[0028] Figure 6 This is a schematic diagram illustrating the automatic correction of movement direction after releasing a skill in the game control method provided in this application embodiment;
[0029] Figure 7-a This is a schematic diagram of a skill withdrawal operation in a game control method provided in this application embodiment;
[0030] Figure 7-b This is a schematic diagram of another example of a skill withdrawal operation in the game control method provided in the embodiments of this application;
[0031] Figure 8-a This is a schematic diagram of a combo skill release operation, one example of the control method in the game provided in this application embodiment;
[0032] Figure 8-b This is a schematic diagram of another example of a combo skill release operation in the game control method provided in this application embodiment;
[0033] Figure 9-a This is a schematic diagram of the skill selection area displayed in the game control method provided in the embodiments of this application;
[0034] Figure 9-b This is a schematic diagram of the skill direction selection operation in the game control method provided in the embodiments of this application;
[0035] Figure 10-a This is a schematic diagram illustrating an example of the visualization of the display duration of a region provided in an embodiment of this application;
[0036] Figure 10-b This is a schematic diagram illustrating another example of the visualization of the display duration of a region provided in the embodiments of this application;
[0037] Figure 11 This is a structural block diagram of an example of a game control device provided in the embodiments of this application;
[0038] Figure 12 This is a structural block diagram of an example of an electronic device provided in an embodiment of this application. Detailed Implementation
[0039] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0040] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.
[0041] Before detailing the implementation methods of this application, relevant concepts will be introduced and the prior art will be further explained.
[0042] Introduction to related concepts
[0043] 1. Game software application products: Game software application products refer to applications developed according to game application requirements. The types of games may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.
[0044] In this embodiment of the application, the game software application product (hereinafter referred to as virtual game) is a three-dimensional game application, which can be any of the following applications: multiplayer online battle arena games (Moba) or multiplayer online role-playing games (MMORPG).
[0045] 2. Virtual Characters: Virtual characters refer to characters that do not exist in reality, including fictional characters in at least one creative work such as TV series, movies, comics, and games. Virtual characters can be player characters controlled by the user or non-player characters (NPCs) that are not controlled by the user. Among them, non-player characters can guide the user in the game and interact with the virtual characters controlled by the user.
[0046] In this application embodiment, a user can use a terminal device to operate a virtual character located in a virtual game scene to perform game behaviors, including but not limited to: adjusting body posture, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending at least one of the following.
[0047] 3. Server: A server is a server device that provides computing, storage and other functions for clients. It can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0048] In this embodiment of the application, the server is a device that provides computing, storage and other functions for the terminal device in the virtual game.
[0049] 4. Terminal devices: Terminal devices are any devices with computing hardware capable of supporting and executing various applications. Terminal devices include, but are not limited to, desktop computers, laptops, mobile phones, tablets, servers, etc.
[0050] In this embodiment, the terminal device can support and execute any of the following applications: multiplayer online tactical battle games, multiplayer online role-playing games, etc.
[0051] The terminal device may have one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the user at multiple points on one or more touch displays. The terminal may also be connected to a keyboard and / or mouse and / or game controller, enabling the user to perform interface operations via a keyboard and / or mouse and / or game controller.
[0052] 5. Network: A network is a data link that connects various workstations or hosts together using physical links. Networks can use standard communication technologies and / or protocols. A network can be the Internet, but it can also be any network, including but not limited to local area networks (LANs), metropolitan area networks (MANs), wide area networks (WANs), mobile networks, wired or wireless networks, private networks, or any combination of virtual private networks. In some embodiments, technologies and / or formats including Hypertext Markup Language (HTML), Extensible Markup Language (XML), etc., are used to represent data exchanged over the network. Furthermore, conventional encryption technologies such as Secure Sockets Layer (SSL), Transport Layer Security (TLS), Virtual Private Network (VPN), and Internet Protocol Security (IPsec) can be used to encrypt all or some of the links.
[0053] Further explanation of existing technology
[0054] like Figure 1 The diagram shows an operation illustration of a portrait-oriented game in the prior art. The user operates the game using both hands. The left hand operates on the left joystick 10 to control the virtual character's movement within the game scene, while the right hand operates on the right joystick 11 to control the virtual character's skill activation. Next to the right joystick are three skill controls, used to control the virtual character to activate skill 1, skill 2, and skill 3 respectively. It can be seen that... Figure 1 The illustrated controls for portrait-oriented games require both hands to operate the game using dual joysticks within the limited horizontal space of the screen. This makes the controls overly cramped and extremely uncomfortable. Furthermore, operating within this confined space makes it easy to accidentally touch other controls, leading to frequent errors.
[0055] For the reasons mentioned above, in order to improve the comfort of operation in the game by controlling displacement and skill release with one hand, the first embodiment of this application provides a control method in the game. The method is applied to an electronic device, which may be a desktop computer, laptop computer, game console, smartwatch, tablet computer, mobile phone, television, etc., or other electronic devices that can perform control in the game. The embodiments of this application are not specifically limited.
[0056] Before introducing the game control methods provided in this application, the following will first combine... Figure 2 This application describes the system architecture of the game control method provided in the embodiments.
[0057] like Figure 2 As shown, the system architecture of the game control method provided in this application embodiment includes a terminal device 101 and a server 102. The terminal device 101 communicates and interacts with the server 102 via a network 103. The terminal device 101 may include multiple terminals, and the server may include multiple physical machines. When the system architecture includes multiple terminals, multiple servers, and multiple networks, different terminals and different servers can be interconnected through different networks.
[0058] In one embodiment of this application, the game control method can run on a local terminal device or a server. When the game control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0059] In one alternative implementation, a cloud application can run within the cloud interaction system to implement the control methods in the game. This cloud application could be, for example, a cloud game, a gaming method based on cloud computing. In the cloud game's operating mode, the game program and the game screen presentation are separate. The storage and execution of the game's control methods are completed on the cloud game server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device could be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, information processing is performed by the cloud game server in the cloud. During gameplay, the user operates the client device to send operation commands to the cloud game server. The cloud game server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0060] In one alternative implementation, the local terminal device may store a virtual game application and use it to display the game screen of the virtual game. The local terminal device can interact with the virtual game via a graphical user interface (GUI), i.e., by downloading and installing the virtual game application and running it. Furthermore, the local terminal device can provide the GUI to the user in various ways, such as rendering it on the local terminal device's display screen or providing it to the user via holographic projection. For example, the local terminal device may include a display screen for displaying the GUI, which includes game screens, and a processor for running the virtual game, generating the GUI, and controlling the display of the GUI on the display screen.
[0061] In one possible implementation, the present invention provides a control method for a game, which provides a graphical user interface for implementing the control method in the game through a terminal device. The terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.
[0062] The following, combined with Figures 3 to 10-b This application introduces a game control method provided by an embodiment.
[0063] like Figure 3 As shown, the control method in the game provided in this application includes the following steps S201 to S204.
[0064] Step S201: Display a graphical user interface; the graphical user interface includes a game scene of a virtual game and a movement operation area, the game scene includes at least one virtual character, and the movement operation area is used to control the movement of the virtual character by triggering an operation.
[0065] Understandably, the game scene displayed in the graphical user interface (GUI) can be the entire game scene or only a portion of it. A virtual scene can be the virtual environment provided to the user within the game for controlling virtual characters. The movement area displayed in the GUI is the area where the virtual character's movement is controlled by triggering actions.
[0066] The game scene may currently display one or more virtual characters (including two or more), with at least one virtual character being operated by the user holding the terminal device displaying the graphical user interface. When only one virtual character is displayed, it can be an virtual character operated by the user holding the terminal device displaying the graphical user interface; when multiple virtual characters are displayed, they can be virtual characters from the same faction in the virtual game, or virtual characters from different factions.
[0067] In practical applications, the game scenes displayed on terminal devices can be captured by a virtual camera. Typically, virtual games include a virtual camera, which is a camera embedded in the software of an electronic device. It serves as a tool for representing the viewpoint in a three-dimensional virtual environment. During gameplay, the game footage displayed is captured by this virtual camera. In practice, different game scenes can be displayed on the graphical user interface of the terminal device by controlling the movement of the virtual camera within the game.
[0068] Step S202: In response to a first trigger operation for the movement operation area, display a screen showing the virtual character moving in the game scene.
[0069] Step S202 is used to enable the virtual character to move in the game scene by triggering the user's operation on the movement operation area.
[0070] In one optional implementation, the moving operation area in this application can be circular or rectangular. In this embodiment, for ease of description, a wheel with a circular moving operation area is used as an example. This application does not limit the shape of the moving operation area.
[0071] In a specific implementation, the movement control area can be the control area of a joystick. When the user triggers an operation on the joystick, they can control the virtual character to move within the game scene. The movement control area can be equipped with a virtual joystick, which can initially be located at the center of the movement control area. The user can operate the virtual joystick to control the virtual character's movement.
[0072] The operation to be triggered in the movement area can be triggered by sliding the virtual joystick from the center position to other positions in the movement area, or by clicking other positions in the movement area; this application is not limited to either.
[0073] In this application, the first trigger operation can be applied to the entire movement operation area or only to a portion of the movement operation area (e.g., a preset central area within the movement operation area, i.e., a portion near the center of the movement operation area). The latter will be used as an example below. Specifically, when the first trigger operation is performed on the preset central area within the movement operation area, the virtual character can move within the game scene. The user can control the virtual character to move to different locations in the game scene by performing trigger operations on different positions within the preset central area. When the user performs a trigger operation on a position directly above the center of the preset central area, the virtual character can move due north towards the current position; when the user performs a trigger operation on a position 45° to the left and below the center of the preset central area, the virtual character can move 45° west and south of the current position.
[0074] Therefore, if a user wants to move a virtual character to a specific location within the game scene, they can trigger an action at a location in the center of the preset central area.
[0075] In one alternative implementation, when two locations are in the same direction of the center location and are within the movement operation area, triggering operations on the two locations can cause the virtual character to perform the same movement behavior in the game scene.
[0076] In one optional implementation, the first trigger operation can be a touch operation performed by the user's finger at a certain operation position in a preset central area. While the user's finger remains at that operation position, the virtual character will continue to move within the game scene. When the user's finger leaves the operation position, the first trigger operation can be considered complete, and the first virtual character will stop moving.
[0077] In another optional implementation, the movement distance the virtual character will move in the game scene can be determined based on the operation distance between the user's operation position in the preset central area where the first trigger operation is performed and the center position of the movement operation area. The operation distance and the movement distance can be preset with a corresponding relationship, and the direction from the center position to the operation position is determined as the movement direction of the virtual character in the game scene. Then, based on the movement distance, movement direction, and the virtual character's current position, the desired movement position is determined, and the virtual character is then controlled to move from its current position to the desired movement position. When the first trigger operation is a swipe operation, the operation position of the first trigger operation can be understood as the termination position of the swipe operation.
[0078] Typically, to avoid obstructing the user's view of the game scene displayed in the graphical user interface (GUI) and to facilitate user operation, the movement control area can be positioned at the bottom of the terminal device's display screen. However, considering that most users are right-handed, the movement control area can be positioned on the right side of the GUI. To accommodate left-handed users, the display position of the movement control area can be modified.
[0079] Therefore, this application may further include the following steps: in response to a modification operation on the display position of the mobile operation area, modifying the display position of the mobile operation area to the display position indicated by the modification operation. Furthermore, the display position of the mobile operation area can be bound to the login account used to log in to the virtual game; regardless of which terminal device a login account uses to log in to the virtual game, the mobile operation area will be displayed at the location bound to that login account.
[0080] In one optional implementation, the movement control area can be continuously highlighted in the graphical user interface during gameplay to facilitate user operations, such as displaying the movement control area as a wheel shape. In another optional implementation, to ensure a good user experience, the movement control area can have both a hidden and a highlighted state during gameplay. When not in use, the movement control area can be hidden; when in use, it can be highlighted.
[0081] Step S203: In response to a second trigger operation for a first operation position in the mobile operation area, display a skill icon at a position located in a first direction and at the periphery of the mobile operation area; wherein, the first direction is the direction from the center of the mobile operation area to the first operation position.
[0082] Step S203 is used to display a skill icon by having the user trigger an operation on the first operation area in the mobile operation area, so that the virtual character can release skills in the game scene through the skill icon.
[0083] The first operation area can be the entire area of the movement operation area, or it can be the area within the movement operation area excluding the preset center area (i.e., the first operation area can be the outer ring area corresponding to the movement operation area; if the movement operation area is a circular operation area of a wheel, the first operation area can be the outer ring area of the wheel excluding the preset center area). In the first embodiment, the user can trigger the display of a skill icon by touching any position of the movement operation area. In this embodiment, the first trigger operation and the second trigger operation are actually the same trigger operation. In the second embodiment, when the user touches the preset center area of the movement operation area, they can only control the movement of the virtual character; when touching the first operation area of the movement operation area, they can control the movement of the virtual character and trigger the display of a skill icon at the same time. The following description uses the second embodiment as an example.
[0084] The first operation position can be any location within the first operation area. After a trigger operation is performed at the first operation position, a skill icon will be displayed while the virtual character moves within the game scene. Specifically, the skill icon can be displayed along the line connecting the center position to the first operation position and outside the movement operation area. This way, after the user triggers the operation at the first operation position, the skill icon will be displayed along the line connecting the center position to the first operation position, making it convenient for the user to trigger the displayed skill icon.
[0085] For example, if a user triggers an action at a position 45° below and to the left of the center in the first operation area, the skill icon will be displayed at the outer edge of the movement operation area at 45° below and to the left. If the user triggers an action at a position 30° to the right of the center in the first operation area, the skill icon will be displayed at the outer edge of the movement operation area at 30° to the right. This ensures that the skill icon is always displayed near the first location of the user's first trigger action in the first operation area, allowing the user to quickly trigger the action.
[0086] It should be noted that in this application, when a user performs a first trigger operation on the preset center area of the mobile operation area, they can control only the virtual character to move. When a user performs a second trigger operation on the first operation area, they can control both the virtual character to move and display a skill icon in the direction of the first operation position of the second trigger operation relative to the center position. Since the first operation area is the area outside the preset center area of the mobile operation area, it is the outer ring area of the mobile operation area. In this way, when the display position of the skill icon is located at the outer edge of the mobile operation area, it is convenient for the user who is performing a trigger operation at the first operation position on the outer ring to trigger the skill icon on the outer edge.
[0087] In this application, when a user wants to move a virtual character in a game scene, a trigger operation can be performed on the movement operation area. When a user wants to move a virtual character in a game scene without affecting the virtual character's skill release, a trigger operation can be performed on the first operation area within the movement operation area.
[0088] Specifically, users can control the virtual character to move by moving their finger from the center of the movement operation area to position 1 outside the center of the preset central area; then, users can continue to control the virtual character to move by moving their finger from position 1 to position 2 in the first operation area, and skill icons will be displayed at the outer edge of the movement operation area in the direction of finger movement.
[0089] The displayed skill identifier can be a skill icon or a string. There is a one-to-one correspondence between the skill identifier and the corresponding skill. A unique skill can be identified in the virtual game based on the skill identifier.
[0090] Step S204: In response to the third trigger operation for the skill identifier, display a screen showing the virtual character releasing a skill.
[0091] After the skill icon is displayed, the user can perform a third trigger operation on the skill icon, thus enabling the virtual character to release the skill in the game scene. Specifically, the third trigger operation can be a click operation on the skill icon, or a swipe operation from the first operation position to the skill icon; this application is not limited to either.
[0092] The following is passed Figure 4-a and Figure 4-b The game operations performed in the game control method provided in the embodiments of this application are described below:
[0093] like Figure 4-aThe diagram shown is an example of the operation interface of the control method in a game provided in this application embodiment. The interface displays a game scene, which includes a virtual character. The interface also includes a movement operation area 20, which includes a preset center area 22 and a first operation area 21. The preset center area 22 is the inner area of the movement operation area 20, and the first operation area 21 is the outer area of the movement operation area 20. The movement operation area 20 includes a virtual joystick 23. Users can perform trigger operations in the movement operation area 20 using the virtual joystick 23 to move the virtual character in the game scene. When the user performs a first trigger operation in the preset center area 22 of the movement operation area 20 using the virtual joystick 23, only the virtual character is moved in the game scene. When the user performs a second trigger operation in the first operation position 26 of the first operation area 21 of the movement operation area 20 using the virtual joystick 23, a skill icon 24 can be displayed in the direction of the virtual joystick 23 (i.e., the direction from the center position 25 to the first operation position 26) and at the outer edge of the movement operation area. Figure 4-a The skill identifier 24 includes multiple skill identifiers, which are arranged in a ring around the perimeter of the mobile operation area.
[0094] like Figure 4-b The diagram shown is a schematic representation of the user interface of another example of the game control method provided in this application embodiment. When the user operates the virtual joystick 23 to rotate to... Figure 4-b When an operation is triggered at another operation position in the first operation area 21 in the direction shown, the skill icon 24 is displayed in the direction where the current virtual joystick 23 is located.
[0095] The control method in the game provided in this application includes: displaying a graphical user interface; the graphical user interface includes a game scene of a virtual game and a movement operation area, the game scene includes at least one virtual character, and the movement operation area is used to control the movement of the virtual character through trigger operations; in response to a first trigger operation on the movement operation area, displaying a screen showing the virtual character moving in the game scene; in response to a second trigger operation on a first operation position in the movement operation area, displaying a skill icon located in a first direction and at the periphery of the movement operation area; wherein, the first direction is the direction from the center of the movement operation area to the first operation position; and in response to a third trigger operation on the skill icon, displaying a screen showing the virtual character releasing a skill.
[0096] As can be seen, in the game control method provided in this application, when the virtual character needs to move, a trigger operation can be performed on the movement operation area; when the virtual character releases a skill while moving, a trigger operation can be performed on the first operation position within the movement operation area. After the first operation position within the movement operation area is triggered, a skill icon is displayed at the outer perimeter of the movement operation area, in the direction between the center of the movement operation area and the first operation position. Furthermore, since the skill icon is located in the direction from the center of the movement operation area to the first operation position and is located on the outer perimeter of the movement operation area, the display position of the skill icon always changes with the change of the first operation position after the user triggers the operation. This allows the user to more conveniently and comfortably trigger the skill icon after triggering the operation on the first operation position, thereby enabling the virtual character to release skills in the game scene. In this application, triggering an operation within the movement control area allows the virtual character to move. A second trigger operation at a first operation position within the movement control area displays a skill icon near the first operation position, enabling the virtual character to unleash skills. This allows users to move the virtual character and unleash skills within the game scene using only one hand. Therefore, the game control method provided by this application allows for one-handed control of movement and skill release, improving the comfort of gameplay without affecting the virtual game's controls.
[0097] In an optional implementation, step S204 can be achieved through the following steps:
[0098] The third trigger operation is a touch operation, which, in response to a touch operation on the skill icon, displays a first control at a position within a preset distance from the location of the skill icon;
[0099] In response to the end of the touch operation, a screen is displayed showing the virtual character stopping its movement and releasing its skill.
[0100] In this application, the skill icon can be equipped with a first control. On one hand, players can choose to control the virtual character to release skills through the skill icon; on the other hand, players can also choose to control the virtual character to release skills through the first control. Specifically:
[0101] In response to a touch operation on the skill icon, a first control is displayed at a position within a preset distance from the location of the skill icon; in response to the end of the touch operation, the virtual character is controlled to stop moving and the virtual character is controlled to release a skill.
[0102] In response to a trigger operation on the first control, a screen showing the moving virtual character releasing a skill is displayed; the touch operation on the skill icon and the trigger operation on the first control are continuous and uninterrupted operations.
[0103] In this application, a virtual character can release a skill while stationary by triggering an operation on a skill icon. The triggering operation on the skill icon can be a touch operation on the skill icon. Touch operations refer to users directly using their fingers or other objects to operate on the screen, such as swiping, clicking, or long-pressing.
[0104] In this application, the first control can be displayed when a finger taps / swipes / long-presses the skill icon. For example, the first control can be displayed when the finger slides from the first operation position to the skill icon; or the first control can be displayed after long-pressing the skill icon for 3 seconds. This application is not limited to this.
[0105] In another embodiment, the first control can also be displayed simultaneously with the skill icon. That is, in response to the user performing a second trigger operation in the mobile operation area, the skill icon is displayed at the outer edge of the mobile operation area, and the first control is displayed at a position within a preset distance from the position of the skill icon.
[0106] In practical applications, after a touch operation, a first control can be displayed near the skill icon's display location. This way, after seeing the nearby first control, the user can decide whether to control the virtual character to stop moving and release the skill or control the virtual character to continue moving and release the skill.
[0107] After the touch operation ends, the virtual character can be controlled to stop moving and release a skill. In this application, the end of the touch operation can be understood as the finger leaving the display screen of the terminal device. Thus, when a virtual character needs to release a skill in place, it can stop moving and release the skill by touching the skill icon and ending the touch operation.
[0108] In this application, the virtual character can release skills during movement through the displayed first control, which can be understood as another operation area for the skill. Since the virtual character will release the skill after the touch operation on the skill icon ends, the trigger operation on the first control and the touch operation on the skill icon can be continuous and uninterrupted operations. When transitioning from the touch operation on the skill icon to the trigger operation on the first control, the touch operation on the skill icon can be considered as not yet finished.
[0109] After triggering the first control, the virtual character can be controlled to release skills while moving. In this way, when one virtual character needs to release a skill on another virtual character that is moving, the first control can be used to release the skill while moving, increasing the operability of vertical screen games.
[0110] The following is passed Figure 5-a and Figure 5-b The operation of controlling a virtual character to release skills in the game control method provided in this application embodiment is described below:
[0111] like Figure 5-a The diagram shown is an example of the operation interface for controlling a virtual character to release skills in a game control method provided in this application embodiment. The user can trigger an operation for one of the skill icons. The triggering operation can be triggered by controlling the virtual joystick to slide from the first operation area to a certain skill icon in the skill panel. A corresponding first control 27 can be displayed near each skill icon. When the user's finger leaves the skill icon, the virtual character is controlled to release the skill corresponding to the selected skill icon.
[0112] like Figure 5-b The diagram shown is an operation interface diagram of another example of the control method for controlling a virtual character to release skills in the game provided in this application embodiment. After the user triggers an operation on a certain skill icon, without leaving the screen, the user continues to drag the virtual joystick to the first control corresponding to the skill icon, triggers an operation on the first control, and then the virtual character will continue to move and release skills during the movement.
[0113] It should be noted that, in Figure 5-a and Figure 5-b In the game, each skill identifier can correspond to a first control. In practical applications, multiple skill identifiers can also correspond to a first control. If the user first triggers an operation on one of the multiple skill identifiers and then triggers an operation on the first control, the virtual character can be controlled to release the skill identifier that was triggered while moving.
[0114] In practical applications, once a virtual character's skill is used, it will stop moving. If the user wants to continue controlling the virtual character's movement after the skill is used, an action needs to be triggered in the movement control area to allow the virtual character to continue moving in the game scene. In this case, when the user triggers an action again in the first control area, there will be a certain offset between the direction of the line connecting the triggering position and the first control position to the center position. This may cause the virtual character's movement direction to change.
[0115] Therefore, to ensure that the virtual character's movement direction remains unchanged before and after releasing a skill, the system can assist the user in locating the first operation position when the finger returns to a position close to the first operation position within the first operation area. Therefore, the game control method provided in this application embodiment may further include the following steps:
[0116] In response to a fourth trigger operation performed in the first operation area after a first preset time following the completion of the third trigger operation, the first operation position is highlighted; the operation position of the fourth trigger operation is located within a preset area centered on the first operation position.
[0117] In response to a trigger operation at the first operation position, display a screen showing the virtual character moving along the first direction in the game scene; or
[0118] In response to a fourth trigger operation performed in the first operation area after a first preset time following the completion of the third trigger operation, a screen is displayed showing the virtual character moving along the first direction in the game scene.
[0119] In this application, a preset area can be set for the first operation position. The preset area can be a rectangular area centered on the first operation position or a circular area centered on the first operation position. The preset area can be located within the first operation position area.
[0120] In one optional implementation, within a first preset time period (e.g., within 3 seconds) after the virtual character releases a skill and stops moving, when the user triggers an operation on a certain location within the preset area, the original contact point can be automatically located at the first operation position, and the first operation position can be highlighted. In this way, the user can trigger an operation on the highlighted first operation position to make the virtual character move in the game scene with the first direction as the movement direction, so that the movement direction of the virtual character is consistent with the movement direction before releasing the skill.
[0121] In another optional implementation, within a first preset time period after the virtual character completes its skill release and stops moving, when the user triggers an operation at a certain location within a preset area, the location of the user's triggered operation can be directly corrected, controlling the virtual character to move in the game scene in the first direction before releasing the skill. It should be noted that if the user wants to deviate from the virtual character's movement direction before releasing the skill, this can be achieved by triggering the operation at the location of the fourth trigger operation. In this case, it can be assumed that the user does not want to control the virtual character to maintain the movement direction before releasing the skill; therefore, the direction from the center position to the location of the fourth trigger operation is used as the virtual character's movement direction to move in the game scene.
[0122] If a user triggers an operation in an area outside the preset area, the movement direction of the virtual character is determined by the location of the triggered operation, and the virtual character is then controlled to move in the game scene in the determined movement direction.
[0123] If a trigger operation is performed in the first operation area at a time when the duration from the end of the third trigger operation is greater than the first preset duration, the first operation position will not be highlighted. The movement direction of the virtual character will be determined by the current operation position of the trigger operation, and the virtual character will be controlled to move in the game scene in the determined movement direction.
[0124] The following is passed Figure 6 This application describes the automatic correction of movement direction before and after skill release provided in its embodiments:
[0125] like Figure 6 As shown, after the user triggers an operation on the preset area 28 centered on the first operation position 26 in the first operation area, the first operation position 26 will be highlighted on the interface. In this way, the user can trigger an operation on the first operation position 26 to control the virtual character to move in the game scene along the first direction from the center position 25 to the first operation position 26.
[0126] It should be noted that a virtual character can have multiple skills. In this case, the skill identifier includes the identifiers of each skill. Therefore, step S204 can be achieved through the following steps:
[0127] In response to a third trigger operation targeting the first skill identifier among the various skill identifiers, the virtual character is shown releasing the skill corresponding to the first skill identifier; wherein, the skill identifier and the skill are in one-to-one correspondence.
[0128] In this application, multiple skill icons can be arranged in a ring around the first position on the periphery of the mobile operation area, and the multiple skill icons can be displayed as a skill panel.
[0129] Understandably, in virtual games, users may want to cancel the release of a skill after selecting it. In this case, the skill release can be canceled through the following steps:
[0130] In response to a skill withdrawal operation targeting the skill identifier, the virtual character's skill release is cancelled; the skill withdrawal operation and the touch operation are continuous and uninterrupted operations.
[0131] Specifically, canceling skill release can include at least the following two methods:
[0132] Method 1: In response to a trigger operation on the second control, cancel the release of the skill by the virtual character. The graphical user interface is provided with a second control for canceling the release of the skill.
[0133] In Method 1, a second control for canceling skill release can be set for the skill icon. The second control can be displayed near the skill icon. In this case, the user can trigger the second control by sliding their finger from the skill icon to the second control. After the triggering operation is completed, the virtual character's skill release can be canceled.
[0134] Method 2: In response to a swipe operation from the touch operation position to the position in the mobile operation area, cancel the virtual character's skill release.
[0135] In method two, users can cancel the virtual character's skill release by sliding their finger from the touch operation position corresponding to the skill icon to any position in the movement operation area. Specifically, the skill cancellation operation can be triggered by sliding from the touch operation position to the first operation area in the movement operation area, or by sliding from the touch operation position to the preset center area in the movement operation area; this application is not limited to either.
[0136] It should be noted that, regardless of whether it is Method 1 or Method 2, the touch operation and the skill revocation operation are continuous and uninterrupted. For example, the touch operation is a swipe operation where the finger slides from the first operation position to the skill icon, and the skill revocation operation can be a swipe operation where the finger slides from the skill icon to the second control, or a swipe operation where the finger slides from the skill icon to the movement operation area.
[0137] The following is passed Figure 7-a and Figure 7-b This application describes the skill withdrawal operation in the game control method provided in the embodiments of this application:
[0138] like Figure 7-a The diagram shown is a schematic of a skill withdrawal operation in a game control method provided in this application embodiment. A second control 29 for canceling skill release is displayed near the skill icon and the first control in the interface. The user can operate the virtual joystick to slide from the skill icon or the first control to the second control 29 to trigger the second control 29, thereby controlling the virtual character to cancel the release of the skill.
[0139] like Figure 7-b The diagram shown is a schematic of another example of a skill withdrawal operation in the game control method provided in this application embodiment. The user can operate the virtual joystick to slide from the skill icon or the first control to the movement operation area, thereby controlling the virtual character to cancel the release of the skill.
[0140] In an optional implementation, the game control method provided in this application embodiment can also support combo release. Therefore, this application may further include the following steps: in response to the continuous release of skills triggered for each skill identifier, displaying a screen showing the virtual character continuously releasing each skill corresponding to each skill identifier; wherein, the skill identifier corresponds one-to-one with the skill.
[0141] Specifically, the continuous skill release operation can be triggered in the following ways: in response to the connection operation of the various skill icons, the continuous skill release operation is triggered for each skill selected in the connection operation; or in response to the touch operation of any of the various skill icons, if the duration of the touch operation is greater than a second preset duration, a skill reading progress bar is displayed, and the reading progress of the skill reading progress bar is proportional to the duration of the touch operation; in response to the end operation of the touch operation, the continuous skill release operation is triggered for each skill read by the skill reading progress bar.
[0142] 1. Control the release of multiple skill combos by connecting multiple skill icons.
[0143] In this scenario, after selecting a skill icon with their finger, the user can slide their finger from that skill icon to other skill icons. The skill icon that is slid to is considered selected, and the user can control the virtual character to release the corresponding skill in a combo based on the skill icons connected by the sliding operation.
[0144] 2. Select multiple skill icons by long-pressing a single skill icon.
[0145] In this scenario, skill icons can be equipped with skill loading progress bars. These progress bars represent the progress of skill selection. After a user selects a skill icon with their finger, they can long-press the icon. When the long press exceeds a second preset duration (e.g., 3 seconds), the skill loading progress bar will be displayed. The longer the long press, the more progress the skill loading progress bar completes. When the skill loading progress bar is full, ending the long press allows for a combo attack to release the skill being loaded by the progress bar.
[0146] It should be noted that during continuous skill release operations, users can select any two or more skill icons from the skill icons to control the virtual character to release the skills corresponding to the selected skill icons in a combo. Users can also select all skills to control the virtual character to release all skills in a combo.
[0147] The following is passed Figure 8-a and Figure 8-bThis application describes the combo skill release operation in the game control method provided in the embodiments of this application:
[0148] like Figure 8-a The diagram shown is an example of a combo skill release operation in the game control method provided in this application embodiment. Users can operate the virtual joystick to connect multiple skill icons, thereby controlling the virtual character to release combo skills.
[0149] like Figure 8-b The diagram shown is a schematic of another example of the combo skill release operation in the game control method provided in this application embodiment. The user can operate the virtual joystick to one of the multiple skill icons, press and hold for several seconds to display the skill loading progress bar, and select multiple skills by pressing and holding. After releasing the finger, the user can control the virtual character to release the skills loaded by the skill loading progress bar in a combo.
[0150] The continuous skill release method provided in this application embodiment can enable a virtual character to release multiple skills continuously in a game scene through a single game operation, reducing the difficulty of operation.
[0151] In virtual games, the effects of each skill of a virtual character are usually not the same. For example, skill 1 is a skill that can deal small skill damage to the opponent's virtual character, skill 2 is a stun skill that can control the opponent's virtual character to be unable to move for a few seconds, and skill 3 is an ultimate skill that can deal high skill damage to the opponent's virtual character.
[0152] Different skill release orders can cause different levels of damage to the opponent's virtual character. For example, if a skill with lower damage is released first, the opponent's virtual character may launch a counterattack immediately, or the opponent's virtual character may move to another position or trigger the opponent's virtual character's passive skill. Thus, if a skill with lower damage is released first and then a skill with higher damage is released, the skill damage to the opponent's virtual character may not be maximized.
[0153] Therefore, in order to enable virtual characters to gain an advantage in game matches, the skill release order can be set for skills released in continuous skill release operations. Thus, the step "displaying the screen of the virtual character releasing each skill corresponding to each skill identifier" may include the following steps: determining the release order of each skill according to the skill type of each skill corresponding to each skill identifier; displaying the screen of the virtual character releasing each skill in the release order; or displaying the screen of the virtual character releasing each skill in a preset skill release order.
[0154] For example, if the selected skills include those that can prevent the opponent's virtual character from performing any game actions for a period of time, then that skill can be selected first for release. The skill release order set according to the skill type can be stun skill → ultimate skill → normal attack skill.
[0155] In one optional implementation, this application can also preset the release order of each skill for each type of virtual character. After a continuous skill release operation is triggered, the skills are released according to the release order. The preset skill release order can be determined by the magnitude of skill damage caused to the opponent's virtual character by combo releases in historical data, and the skill release order that causes the greatest skill damage is determined as the preset skill release order.
[0156] Understandably, in virtual games, there is often a need to change the direction of skill release based on the game scenario. For example, if the opponent's virtual character is 30° south of east of the virtual character, then the virtual character needs to release the skill in the direction of 30° south of east; or, if the opponent's virtual character is 25° north of west of the virtual character, then the virtual character needs to release the skill in the direction of 25° north of west.
[0157] In this application, in order to enable users to quickly change the release direction of skills according to the game scene, users can be allowed to select the direction of skills. Therefore, the control method in the game provided in this application embodiment may further include the following steps:
[0158] In response to a skill direction display operation triggered by the skill identifier, a skill direction selection area is displayed, and a screen showing the virtual character moving in the game scene is displayed;
[0159] In response to a direction selection operation triggered in the skill direction selection area, a screen is displayed showing the moving virtual character releasing a skill in the direction selected in the direction selection operation.
[0160] In this application, to minimize the number of elements displayed in the graphical user interface, the skill direction selection area can have a preset display duration. The skill direction selection area can begin displaying in the graphical user interface after the triggering time of the skill direction display operation, and end displaying at a time after the triggering time that is equal to the area display duration. Therefore, this application can display the skill direction selection area within a display period; the start time of the display period can be the triggering time of the skill direction display operation, and the end time of the display period is a time after the triggering time that is equal to the area display duration.
[0161] In a specific implementation, the user can trigger a skill direction display operation by pressing and holding the skill icon. This will display the skill direction selection area for a period of time (e.g., 5 seconds), during which the virtual character can continue to move.
[0162] During the designated display period, users can select the direction in which skills are released, allowing the moving virtual character to unleash skills in the chosen direction. When the display period ends, the skill direction selection area will no longer be displayed, and users will no longer be able to select the skill direction.
[0163] It should be noted that during the designated area display period following a skill direction display operation, the virtual character will continue to move within the game scene. If the user does not trigger an action on the movement area by the end of the designated display period, the virtual character will stop moving. If the user triggers an action on the movement area by the end of the designated display period, the virtual character will resume moving.
[0164] The following is passed Figure 9-a and Figure 9-b This application describes the skill direction selection operation in the game control method provided in the embodiments of this application:
[0165] like Figure 9-a The diagram shown is a schematic of the skill selection area displayed in the game control method provided in this application embodiment. The user can operate the virtual joystick to slide to one of multiple skill icons and trigger a skill direction display operation on that skill icon. Then, the skill direction selection area 31 is displayed near that skill icon. Afterwards, as... Figure 9-b The diagram shown is a schematic diagram of the skill direction selection operation in the game control method provided in this application embodiment. The user can perform a direction selection operation in the skill direction selection area 31, thereby enabling the virtual character to release skills in the direction selected by the direction selection operation.
[0166] In this application, in order to intuitively display the duration of the area to the user, so that the user can make timely selections of skill directions and control the virtual character to continue moving in time when the virtual character is about to stop moving, this application provides the following optional implementation methods to display the duration of the area to the user:
[0167] In one optional implementation, this application can display the remaining display time corresponding to the skill direction selection area after triggering a skill direction display operation for the skill identifier. The remaining display time is the difference between the display time of the area and the display time of the skill direction selection area in the graphical user interface. Before the remaining display time becomes 0, the user can select the skill direction and control the virtual character to continue moving after the countdown becomes 0 by triggering an operation for the movement operation area.
[0168] In another optional implementation, after a skill direction display operation is triggered for a skill icon, the color of the skill panel corresponding to the skill icon can be controlled to undergo a color gradient during the display period of the skill direction selection area. Specifically, the color gradient can be a gradient from dark to light. Initially, the skill panel can contain dark and light areas. After the skill direction display operation is triggered for a skill icon, the dark areas can gradually become light areas until a second preset time period is reached, at which point the entire skill panel becomes a light area. The gradual change from dark to light areas can mean that the size of the dark areas gradually decreases, or that the size of the dark areas remains constant while the color gradually fades; this application is not limited to this.
[0169] like Figure 10-a and Figure 10-b The image shown is a schematic diagram illustrating the visualization of the display duration of a region, as provided in an embodiment of this application. Figure 10-a A countdown timer control is displayed. After the user triggers the skill direction display operation by targeting the skill icon, the countdown timer control will appear on the interface. Once the countdown value reaches 0, the skill direction selection area will disappear and the direction selection operation will no longer be possible. In this way, the user can clearly see how much time is left before they can make a direction selection operation based on the countdown timer control. Figure 10-b The skill panel is divided into a dark area (32) and a light area (33). After the user triggers the skill direction display operation by targeting a skill icon, the area of the dark area (32) will gradually shrink or the color in the dark area (32) will gradually lighten until the entire skill panel changes to a light color. At this point, the skill direction selection area will no longer be displayed and direction selection will no longer be possible. In this way, the user can clearly see how much time is left before they can select a direction based on the color gradient of the skill panel.
[0170] In one alternative implementation, when a user controls a virtual character to release a skill, the skill may be misdirected, causing it to miss the enemy virtual character. In this case, the hit rate can be improved by displaying the skill release direction that can hit the enemy virtual character.
[0171] Therefore, the game control method provided in this application embodiment may further include the following steps:
[0172] If the skill released by the virtual character misses the opponent's virtual character, the direction of the skill that could have hit the opponent's virtual character will be displayed.
[0173] In response to the selection operation for the skill release direction, a screen is displayed showing the virtual character releasing the skill in the specified skill release direction.
[0174] In this application, when a virtual character's skill release misses the opponent's virtual character, the skill release direction that could hit the opponent's virtual character can be quickly displayed within a very short time. The skill release direction that could hit the opponent's virtual character can be determined based on the virtual character's position in the game scene and the opponent's virtual character's position in the game scene. The user can re-trigger the skill release operation based on the determined skill release direction that could hit the opponent's virtual character, thereby controlling the virtual character to release the skill in the direction that could hit the opponent's virtual character, thus increasing the hit rate of the released skill hitting the opponent's virtual character.
[0175] In the game control method provided in this application, all game operations can be completed with one hand, and the operation area is located within the movement operation area or the outer area of the movement operation area. Each game operation can be completed comfortably and conveniently with one hand, which improves the comfort of game operation in vertical screen games and allows users to more conveniently and comfortably control virtual characters to move, release skills, and release skills while moving in the game scene in vertical screen games.
[0176] Corresponding to the game control method provided in the first embodiment of this application, the second embodiment of this application also provides a game control device, such as... Figure 11 As shown, the control device 1100 in the game includes:
[0177] The first display unit 1101 is used to display a graphical user interface; the graphical user interface includes a game scene of a virtual game and a movement operation area, the game scene includes at least one virtual character, and the movement operation area is used to control the movement of the virtual character through trigger operations;
[0178] The second display unit 1102 is used to display a screen showing the virtual character moving in the game scene in response to a first trigger operation on the movement operation area;
[0179] The third display unit 1103 is configured to display a skill icon at a position located in a first direction and at the periphery of the mobile operation area in response to a second trigger operation for a first operation position in the mobile operation area; wherein the first direction is the direction from the center of the mobile operation area to the first operation position.
[0180] The fourth display unit 1104 is used to display the screen of the virtual character releasing a skill in response to a third trigger operation for the skill identifier.
[0181] Optionally, the fourth display unit 1104 is specifically used for: the third trigger operation being a touch operation; in response to the touch operation on the skill identifier, displaying a first control at a position within a preset distance from the location of the skill identifier; and in response to the end of the touch operation, displaying a screen showing the virtual character stopping movement and releasing a skill.
[0182] Optionally, the fourth display unit 1104 is further configured to: display a screen showing the moving virtual character releasing a skill in response to a trigger operation on the first control; the touch operation on the skill icon and the trigger operation on the first control are continuous and uninterrupted operations.
[0183] Optionally, the fourth display unit 1104 is further configured to: highlight the first operation position in response to a fourth trigger operation performed in the first operation area for a first preset duration after the third trigger operation ends; the operation position of the fourth trigger operation is located within a preset area centered on the first operation position; display a scene of the virtual character moving along the first direction in the game scene in response to a trigger operation for the first operation position; or display a scene of the virtual character moving along the first direction in the game scene in response to a fourth trigger operation performed in the first operation area for a first preset duration after the third trigger operation ends.
[0184] Optionally, the control device 1100 in the game further includes a skill withdrawal unit, which is used to: control the virtual character to cancel the release of the skill in response to a skill withdrawal operation for the skill identifier; the skill withdrawal operation and the touch operation are continuous and uninterrupted operations.
[0185] Optionally, the skill withdrawal unit is specifically used to: control the virtual character to cancel the release of a skill in response to a trigger operation on the second control, wherein the graphical user interface is provided with a second control for canceling skill release; or control the virtual character to cancel the release of a skill in response to a sliding operation from the operation position of the touch operation to the position in the movement operation area.
[0186] Optionally, the skill identifier includes various skill identifiers corresponding to multiple skills, and the fourth display unit 1104 is specifically used to: in response to a third trigger operation on the first skill identifier among the various skill identifiers, display the virtual character releasing the skill corresponding to the first skill identifier; wherein, the skill identifier corresponds one-to-one with the skill.
[0187] Optionally, the skill identifier includes various skill identifiers corresponding to multiple skills, and the fourth display unit 1104 is specifically used to: in response to a continuous skill release operation triggered for each skill identifier, display a screen showing the virtual character continuously releasing each skill corresponding to each skill identifier; wherein, the skill identifier corresponds one-to-one with the skill.
[0188] Optionally, the skill identifiers include individual skill identifiers corresponding to multiple skills, and the fourth display unit 1104 is further specifically used for: in response to a connection operation of the individual skill identifiers, triggering the continuous release skill operation for each skill selected in the connection operation; or in response to a touch operation of any of the individual skill identifiers, displaying a skill reading progress bar when the duration of the touch operation is greater than a second preset duration, wherein the reading progress of the skill reading progress bar is proportional to the duration of the touch operation; and in response to the end operation of the touch operation, triggering the continuous release skill operation for each skill read by the skill reading progress bar.
[0189] Optionally, the fourth display unit 1104 is further configured to: determine the release order of each skill according to the skill type of each skill corresponding to each skill identifier, and display the screen of the virtual character releasing each skill in the release order; or display the screen of the virtual character releasing each skill in a preset skill release order.
[0190] Optionally, the control device 1100 in the game further includes a direction selection unit, which is used to: display a skill direction selection area and display a screen showing the virtual character moving in the game scene in response to a skill direction display operation triggered for the skill identifier; and display a screen showing the moving virtual character releasing a skill in the direction selected in the direction selection operation in response to a direction selection operation triggered in the skill direction selection area.
[0191] Optionally, the skill direction selection area has a preset display duration; the direction selection unit is specifically used to: display the skill direction selection area during the display period; the start display time of the display period is the trigger time of the skill direction display operation, and the end display time of the display period is after the trigger time and the time from the trigger time is the display duration of the area.
[0192] Optionally, the direction selection unit is further configured to: display a color gradient of the skill panel corresponding to the skill identifier during the display period; or display the remaining display time corresponding to the skill direction selection area, wherein the remaining display time is the difference between the display time of the area and the display time of the skill direction selection area in the graphical user interface.
[0193] Optionally, the direction selection unit is further configured to: display a skill release direction that can hit the opponent virtual character when the skill released by the virtual character fails to hit the opponent virtual character; and display a screen showing the virtual character releasing the skill in the direction of the skill release in response to the selection operation for the skill release direction.
[0194] Corresponding to the game control method provided in the first embodiment of this application, the third embodiment of this application also provides an electronic device for game control. For example... Figure 12 As shown, the electronic device 1200 includes: a processor 1201; and a memory 1202 for storing a program of control methods in the game. After the device is powered on and the program of control methods in the game is run by the processor, the following steps are performed:
[0195] The graphical user interface is displayed; the graphical user interface includes a game scene of a virtual game and a movement operation area, the game scene includes at least one virtual character, and the movement operation area is used to control the movement of the virtual character by triggering operations;
[0196] In response to a first trigger operation targeting the movement operation area, a screen is displayed showing the virtual character moving within the game scene;
[0197] In response to a second trigger operation targeting a first operation position within the mobile operation area, a skill icon is displayed at a location located in a first direction and at the periphery of the mobile operation area; wherein, the first direction is the direction from the center of the mobile operation area to the first operation position;
[0198] In response to a third trigger operation for the skill identifier, a screen is displayed showing the virtual character releasing a skill.
[0199] Corresponding to the game control method provided in the first embodiment of this application, the fourth embodiment of this application provides a computer-readable storage medium storing a program for the game control method, which is executed by a processor to perform the following steps:
[0200] The graphical user interface is displayed; the graphical user interface includes a game scene of a virtual game and a movement operation area, the game scene includes at least one virtual character, and the movement operation area is used to control the movement of the virtual character by triggering operations;
[0201] In response to a first trigger operation targeting the movement operation area, a screen is displayed showing the virtual character moving within the game scene;
[0202] In response to a second trigger operation targeting a first operation position within the mobile operation area, a skill icon is displayed at a location located in a first direction and at the periphery of the mobile operation area; wherein, the first direction is the direction from the center of the mobile operation area to the first operation position;
[0203] In response to a third trigger operation for the skill identifier, a screen is displayed showing the virtual character releasing a skill.
[0204] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the second, third and fourth embodiments of this application, please refer to the relevant description of the first embodiment of this application, which will not be repeated here.
[0205] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
[0206] In a typical configuration, a node device in a blockchain includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.
[0207] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0208] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage media, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0209] 2. Those skilled in the art will understand that embodiments of this application can be provided as methods, systems, or computer program products. Therefore, this application can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this application can take the form of a computer program product embodied on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0210] Although this application discloses preferred embodiments as described above, it is not intended to limit this application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this application. Therefore, the scope of protection of this application should be determined by the scope defined in the claims of this application.
Claims
1. A control method for a game, characterized in that, The method includes: The graphical user interface is displayed; the graphical user interface includes a game scene of a virtual game and a movement operation area, the game scene includes at least one virtual character, and the movement operation area is used to control the movement of the virtual character by triggering operations; In response to a first trigger operation targeting the movement operation area, a screen is displayed showing the virtual character moving within the game scene; In response to a second trigger operation targeting a first operation position within the mobile operation area, a skill icon is displayed at a location located in a first direction and at the periphery of the mobile operation area; wherein, the first direction is the direction from the center of the mobile operation area to the first operation position; In response to a third trigger operation on the skill identifier, a screen showing the virtual character releasing a skill is displayed, including: the third trigger operation being a touch operation; in response to the touch operation on the skill identifier, a first control is displayed at a position within a preset distance from the location of the skill identifier; in response to the end of the touch operation, a screen showing the virtual character stopping movement and releasing a skill is displayed. In response to a trigger operation on the first control, a screen showing the moving virtual character releasing a skill is displayed; the touch operation on the skill icon and the trigger operation on the first control are continuous and uninterrupted operations; In response to a skill withdrawal operation targeting the skill identifier, the virtual character is controlled to cancel the release of the skill; the skill withdrawal operation and the touch operation are continuous and uninterrupted operations.
2. The method according to claim 1, characterized in that, The method further includes: In response to a fourth trigger operation performed in the first operation area after a first preset time following the completion of the third trigger operation, the first operation position is highlighted; the operation position of the fourth trigger operation is located within a preset area centered on the first operation position. In response to a trigger operation at the first operation position, display a screen showing the virtual character moving along the first direction in the game scene; or In response to a fourth trigger operation performed in the first operation area after a first preset time following the completion of the third trigger operation, a screen is displayed showing the virtual character moving along the first direction in the game scene.
3. The method according to claim 1, characterized in that, The step of controlling the virtual character to cancel the release of a skill in response to a skill withdrawal operation for the skill identifier includes: In response to a trigger operation on the second control, the virtual character is controlled to cancel the release of a skill; the graphical user interface is provided with a second control for canceling skill release; or In response to a swipe operation from the operation position of the touch operation to a position in the movement operation area, the virtual character is controlled to cancel the release of the skill.
4. The method according to claim 1, characterized in that, The skill identifiers include individual skill identifiers corresponding to multiple skills. The step of displaying a screen showing the virtual character releasing a skill in response to a third trigger operation on the skill identifier includes: In response to a third trigger operation targeting the first skill identifier among the various skill identifiers, the virtual character is shown releasing the skill corresponding to the first skill identifier; wherein, the skill identifier and the skill are in one-to-one correspondence.
5. The method according to claim 1, characterized in that, The skill identifier includes various skill identifiers corresponding to multiple skills, and the method further includes: In response to a continuous skill release operation triggered by each skill identifier, a screen is displayed showing the virtual character continuously releasing each skill corresponding to each skill identifier; wherein, each skill identifier corresponds one-to-one with each skill.
6. The method according to claim 5, characterized in that, The continuous skill release operation is triggered in the following ways: In response to the connection operation of the various skill identifiers, the continuous release skill operation is triggered for each skill selected in the connection operation; or In response to a touch operation on any of the skill icons, if the duration of the touch operation is longer than a second preset duration, a skill reading progress bar is displayed, wherein the reading progress of the skill reading progress bar is proportional to the duration of the touch operation. In response to the end of the touch operation, the continuous skill release operation is triggered for each skill read by the skill reading progress bar.
7. The method according to claim 5, characterized in that, The screen displaying the virtual character releasing each skill corresponding to each skill icon includes: The release order of each skill is determined based on the skill type corresponding to each skill identifier, and the screen of the virtual character releasing each skill in the release order is displayed; or The screen displays the virtual character releasing each skill in a preset skill release order.
8. The method according to claim 1, characterized in that, The method further includes: In response to a skill direction display operation triggered by the skill identifier, a skill direction selection area is displayed, and a screen showing the virtual character moving in the game scene is displayed; In response to a direction selection operation triggered in the skill direction selection area, a screen is displayed showing the moving virtual character releasing a skill in the direction selected in the direction selection operation.
9. The method according to claim 8, characterized in that, The skill direction selection area has a preset display duration; The display skill direction selection area includes: The skill direction selection area is displayed during the display period; The start time of the display period is the trigger time of the skill direction display operation, and the end time of the display period is the time after the trigger time and the time between the trigger time and the display duration of the area.
10. The method according to claim 9, characterized in that, The method further includes: During the specified display period, the skill panel corresponding to the skill icon will display a color gradient; or The remaining display time corresponding to the skill direction selection area is displayed. The remaining display time is the difference between the display time of the area and the display time of the skill direction selection area in the graphical user interface.
11. The method according to claim 8, characterized in that, The method further includes: If the skill released by the virtual character misses the opponent's virtual character, the direction of the skill that could have hit the opponent's virtual character will be displayed. In response to the selection operation for the skill release direction, a screen is displayed showing the virtual character releasing the skill in the specified skill release direction.
12. A control device for a game, characterized in that, The device includes: The first display unit is used to display a graphical user interface; the graphical user interface includes a game scene of a virtual game and a movement operation area, the game scene includes at least one virtual character, and the movement operation area is used to control the movement of the virtual character through trigger operations; The second display unit is configured to display a scene of the virtual character moving in the game scene in response to a first trigger operation on the movement operation area; The third display unit is configured to, in response to a second trigger operation targeting a first operation position within the mobile operation area, display a skill identifier at a location located in a first direction and at the periphery of the mobile operation area; wherein, the first direction is the direction from the center of the mobile operation area to the first operation position; The fourth display unit is configured to display a screen showing the virtual character releasing a skill in response to a third trigger operation on the skill identifier, including: the third trigger operation being a touch operation; in response to the touch operation on the skill identifier, displaying a first control at a position within a preset distance from the location of the skill identifier; and in response to the end of the touch operation, displaying a screen showing the virtual character stopping movement and releasing a skill. The fourth display unit is also configured to display a screen showing the moving virtual character releasing a skill in response to a trigger operation on the first control; the touch operation on the skill icon and the trigger operation on the first control are continuous and uninterrupted operations; The skill withdrawal unit is used to control the virtual character to cancel the release of the skill in response to a skill withdrawal operation for the skill identifier; the skill withdrawal operation and the touch operation are continuous and uninterrupted operations.
13. An electronic device, characterized in that, include: processor; as well as A memory for storing a data processing program, which, when the electronic device is powered on and runs through the processor, performs the method as described in any one of claims 1-11.
14. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as described in any one of claims 1-11.
Citation Information
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