Game control method, device and electronic device
By introducing virtual joysticks in the graphical user interface of action mobile games, responding to the sliding operation to control the character movement and dodge, solve the problem of misunderstanding caused by the densely densely dense interface, improve the game experience and operation diversity.
Patent Information
- Application Number
- CN202310453816.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-04-21
- Publication Date
- 2025-01-24
- Estimated Expiration
- 2043-04-21
AI Technical Summary
In action mobile games, the keys on the right side of the interface are densely set, resulting in high frequency of one-side operation, which is easy to operate incorrectly, affecting the player's experience.
By providing a graphical user interface, including a virtual joystick, and responding to the sliding operation of the virtual joystick to control the movement and avoidance of virtual characters in the game scene, key conflicts are avoided.
Improving the player's game experience, reducing the possibility of misunderstanding, and increasing the diversity of player operation.
Smart Images

Figure CN117717765B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game control method, device and electronic equipment. Background Art
[0002] In action mobile games, dodging is a commonly used function. Generally, the character movement is controlled through the left side of the interface, and the character combat and dodging functions are controlled through the right side of the interface. In the actual game process, the key positions on the right side of the interface are densely set, which on the one hand causes a high frequency of unilateral operation, and on the other hand is prone to misoperation, affecting the player experience. Summary of the invention
[0003] In view of this, the present disclosure provides a game control method, device and electronic device to improve the player's operation fluency, thereby improving the player's gaming experience and increasing user retention rate.
[0004] In a first aspect, an embodiment of the present disclosure provides a game control method, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene and a virtual character in the game scene, and the graphical user interface includes a virtual joystick. The method includes: responding to a first sliding operation on the virtual joystick, and controlling the virtual character to move in the game scene according to the first sliding operation; responding to a second sliding operation on the virtual joystick, and controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation.
[0005] In a second aspect, an embodiment of the present disclosure provides an operation control device for a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes at least a portion of a game scene of a target game, and the game scene includes a virtual character. The device includes: a first movement control module, which is used to respond to a first sliding operation on the virtual joystick, and control the movement of the virtual character in the game scene according to the first sliding operation; and a second movement control module, which is used to control the virtual character to perform an evasive action in the game scene according to the second sliding operation.
[0006] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement any game control method of the first aspect.
[0007] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement any one of the game control methods of the first aspect.
[0008] The present disclosure provides a game control method, device and electronic device, which responds to a first sliding operation on a virtual joystick, controls a virtual character to move in a game scene according to the first sliding operation; and responds to a second sliding operation on the virtual joystick, controls the virtual character to perform a dodge action in the game scene according to the second sliding operation. In this method, the virtual character is controlled to perform a dodge action by a virtual joystick that is separated from other combat controls in the interface, thereby avoiding key position conflicts, solving the problem of untimely dodge caused by high frequency of unilateral operation and easy fatigue, improving the game experience of players, and increasing the diversity of player operations.
[0009] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0010] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0012] Figure 1 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;
[0013] Figure 2 A flowchart of a game control method provided by an embodiment of the present disclosure;
[0014] Figure 3 A schematic diagram of an operating state of a graphical user interface provided by an embodiment of the present disclosure;
[0015] Figure 4a A schematic diagram of an operating state of a graphical user interface provided by an embodiment of the present disclosure;
[0016] Figure 4b A schematic diagram of an operating state of a graphical user interface provided by an embodiment of the present disclosure;
[0017] Figure 5 A schematic diagram of an operating state of a graphical user interface provided by an embodiment of the present disclosure;
[0018] Figure 6A flowchart of a game control method provided by an embodiment of the present disclosure;
[0019] Figure 7 A schematic diagram of an operating state of a graphical user interface provided by an embodiment of the present disclosure;
[0020] Figure 8 A schematic diagram of an operating state of a graphical user interface provided by an embodiment of the present disclosure;
[0021] Fig. 9 A schematic diagram of a graphical user interface provided in an embodiment of the present disclosure
[0022] Fig.10 A schematic diagram of the structure of a game control device provided by an embodiment of the present disclosure;
[0023] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0024] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.
[0025] In action mobile games, dodging is a frequently used function. In existing solutions, the character's movement is generally controlled through the left side of the graphical user interface, and the character's dodging function is controlled through the resident function control on the right side of the graphical user interface that is specifically used for the dodging function. In actual game play, the key positions on the right side of the interface are densely set, which, on the one hand, causes a high frequency of unilateral operation, and on the other hand, is prone to misoperation, affecting the player experience.
[0026] For example, Figure 1A schematic diagram of a graphical user interface in the prior art is shown, and a combat interaction control area 130 is usually included on the right side of the graphical user interface 100. The combat control area 130 includes a plurality of functional controls 120, and the functional controls 120 can be commonly used controls in the combat process, such as attack controls, jump controls, crouch controls, dodge controls, etc. When the player triggers the dodge control, the virtual character is controlled to move quickly along the current direction or the current moving direction for a distance to achieve dodge. However, this control setting method is easy to cause accidental touches, affecting the player's gaming experience. For example, the player wants to trigger the dodge control but accidentally triggers the jump control. Since the jump control controls the virtual character to jump at the current position, the virtual character may still be within the attack range at this time, resulting in untimely dodge; for another example, the attack control is triggered when dodge is needed, resulting in the virtual character having to wait until the attack control corresponding to the move is executed before the dodge can be performed. Especially when the move execution time is long, the player may even lose life value, resulting in the failure of the battle, and the player's gaming experience is not good.
[0027] Based on this, the embodiments of the present disclosure provide a game control method, device and electronic device. The technology can be applied to terminal devices such as mobile phones, tablet computers, and notebooks, and can be especially applied to terminal devices running a target game with a dodge function.
[0028] In one embodiment of the present disclosure, the game control method can be run on a local terminal device or a server. When the game operation control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0029] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game operation control method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0030] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0031] In a possible implementation, the embodiment of the present disclosure provides a game control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or a client device in the cloud interaction system mentioned above. The graphical user interface includes at least part of the game scene of the target game, and the game scene includes a virtual character. Figure 2 As shown, the method comprises the following steps:
[0032] Step S202, responding to a first sliding operation on the virtual joystick, controlling the virtual character to move in the game scene according to the first sliding operation;
[0033] Step S204, responding to a second sliding operation on the virtual joystick, and controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation.
[0034] Through the game control method provided by this embodiment, in response to the first sliding operation on the virtual joystick, the virtual character is controlled to move in the game scene according to the first sliding operation; in response to the second sliding operation on the virtual joystick, the virtual character is controlled to perform a dodge action in the game scene according to the second sliding operation. In this way, the virtual character is controlled to perform a dodge action through the virtual joystick that is separated from other combat controls in the graphical user interface, which avoids key position conflicts, solves the problem of untimely dodge caused by high frequency of unilateral operation and easy fatigue, improves the game experience of the player, and increases the diversity of the player's operation.
[0035] The above-mentioned target games usually refer to multiplayer online competitive games, in which the virtual characters controlled by the players can fight and compete with other virtual characters controlled by other players in the game scene. Figures 3 to 4b Each step of the information processing method in this exemplary embodiment is further described.
[0036] like Figure 3As shown, a graphical user interface 100 is provided by a terminal device, and the graphical user interface 100 displays at least a portion of a game scene 200 and a virtual character 210 located in the game scene 200 . The graphical user interface 100 also includes a virtual joystick 110 and at least one function control 120 .
[0037] Step S202, responding to a first sliding operation on the virtual joystick, and controlling the virtual character to move in the game scene according to the first sliding operation.
[0038] In some embodiments, the virtual joystick 110 is a touch area with a preset geometric shape, which may be a circle, a square, or other preset shapes, and the touch area may be a visible area displayed on a graphical user interface, or may be an invisible area configured in the background. According to the sliding direction of the sliding operation received in the touch area, a mapping direction is determined in the game scene, and the virtual character is controlled to perform actions according to the mapping direction.
[0039] In other embodiments, Figure 3 As shown, the virtual joystick 110 includes a chassis 112 and a moving slider 114. The moving slider 114 can be configured to move within the chassis 112 following the position of the touch point, determine a mapping direction according to the relative direction between the moving slider and the center of the chassis, and control the virtual character to perform actions according to the mapping direction. The response area of the virtual joystick can be consistent with the display area shown in the chassis 112, or it can be larger than the display area of the chassis 112. For example, Figure 3 , the chassis 112 is circular and is displayed on the graphical user interface, and the movable slider 114 is a circular control in the chassis 112 .
[0040] Typically, the virtual joystick 110 and the function control 120 are respectively arranged in different areas on the graphical user interface. For example, the function control 120 is on the right side of the graphical user interface, and the virtual joystick 110 is on the left side of the graphical user interface.
[0041] According to one embodiment of the present disclosure, in response to a first sliding operation on a virtual joystick, controlling a virtual character to move in a game scene according to the first sliding operation includes: in response to the first sliding operation on the virtual joystick, controlling the virtual character to move at a uniform speed according to a first moving speed, wherein the first moving speed is the speed at which the virtual character normally moves in the game scene. For example, if the normal movement of the virtual character in the game scene is walking, the first moving speed is the walking speed. For another example, if the normal movement of the controlled virtual character in the game scene is fast walking, the first moving speed is the fast walking speed.
[0042] Step S204, responding to a second sliding operation on the virtual joystick, and controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation.
[0043] According to one embodiment of the present disclosure, in response to the second sliding operation on the virtual joystick, the virtual character is controlled to perform a dodge action, which is a quick movement action of the virtual character over a short distance (usually predetermined by the game system or calculated by the game system) to avoid the enemy's attack. Usually it is a quick movement, the speed is greater than the default movement speed of the virtual character, and the default situation includes the movement of the virtual character without the help of skills, props, vehicles, etc.; usually the distance is short, for example, 1 meter, 2 meters, 3 meters, 5 meters, 10 meters, etc. in the virtual environment, and the short distance here is relative to other long-distance movements, for example, in some games, the virtual character can achieve long-distance movement in the virtual environment through props such as ziplines; the virtual character can enter a fast running state to move long distances in the virtual environment, for example, the "continuous running" function commonly seen in some games. The dodge action can interrupt or pause the virtual character's action of performing the current virtual action and moving in the dodge direction, wherein the virtual action can be a preparatory action for an attack action. Optionally, the evading action may also be an action of moving in the evading direction while the virtual character is performing the current virtual action, for example, the virtual action is a squatting action. In practical applications, the virtual actions that may be interrupted by the evading action and the actions that may be performed while evading may be set according to the target game.
[0044] According to one embodiment of the present disclosure, the second sliding operation is a sliding operation different from the first sliding operation. Generally, the first sliding operation and the second sliding operation can be distinguished based on judgment conditions such as the position of the operating touch point of the sliding operation, the sliding speed or the sliding trajectory. Exemplarily, the second sliding operation includes a sliding operation with a sliding speed greater than a preset speed, or a sliding operation in which the touch point is terminated within the first response area. Correspondingly, the first sliding operation includes a sliding operation with a sliding speed less than or equal to a preset speed, or a sliding operation in which the touch point is not within the first response area. Listed below are some optional embodiments of the setting methods of the first sliding operation and the second sliding operation.
[0045] In the embodiment in which the aforementioned virtual joystick is a touch area of a preset geometric shape, the virtual joystick includes a first response area and a second response area, and the second response area and the first response area are preset independent response areas. Exemplarily, the second response area is a circular area, the first response area is a concentric ring of the second response area, and the inner ring radius of the ring is greater than or equal to the radius of the second response area. The first sliding operation for the virtual joystick is to terminate the sliding operation of the touch point in the second response area, and the second sliding operation for the virtual joystick is to terminate the sliding operation of the touch point in the first response area. According to the sliding direction of the first sliding operation, a first mapping direction is determined in the game scene, and the virtual character is controlled to move at a first moving speed according to the first mapping direction. According to the sliding direction of the second sliding operation, a second mapping direction is determined in the game scene, and the virtual character is controlled to dodge according to the second mapping direction. The first sliding operation may be an operation in which the touch point continuously slides within the second response area, and the operation trajectory may be in various forms such as a line segment, a curve or a broken line. The movement of the virtual character in the game scene is controlled in real time through the operation trajectory of the first sliding operation, wherein the operation trajectory of the first sliding operation and the movement trajectory of the virtual character have a preset mapping relationship; and the second sliding operation may be an operation in which the touch point slides in any direction, and the sliding trajectory is usually a line segment, and the sliding direction of the second sliding operation is used to control the virtual character to perform an evasive action.
[0046] In the embodiment in which the aforementioned virtual joystick includes a chassis and a moving slider, the first sliding operation is a sliding operation of controlling the moving slider in the chassis by a touch point, and the second sliding operation is a sliding operation in which the starting touch point is in the chassis and the ending touch point is outside the chassis. The position of the slider is determined according to the first sliding operation, and a mapping direction is determined in the game scene according to the direction of the slider relative to the center of the chassis, and the virtual character is controlled to move at a first moving speed according to the mapping direction. A mapping direction is determined in the game scene according to the sliding direction of the second sliding operation, and the virtual character is controlled to perform a dodge according to the mapping direction. The first sliding operation may be an operation in which the touch point slides continuously in the second response area, and the operation trajectory may be in various forms such as a line segment, a curve or a broken line. Through the operation trajectory of the first sliding operation, the virtual character is controlled to move in the game scene in real time, wherein the operation trajectory of the first sliding operation and the moving trajectory of the virtual character have a preset mapping relationship; and the second sliding operation may be an operation in which the touch point slides in any direction, and the sliding trajectory is usually a line segment, and the virtual character is controlled to perform a dodge action through the sliding direction of the second sliding operation.
[0047] In an optional embodiment, the first sliding operation is a sliding operation for a virtual joystick whose sliding speed is less than a preset speed threshold, and the second sliding operation is a sliding operation for a virtual joystick whose sliding speed is greater than or equal to the preset speed threshold. The sliding speed of a sliding operation refers to the displacement of the sliding operation per unit time, which can be obtained by dividing the displacement between the starting touch point and the ending touch starting point of the sliding operation by the duration of the sliding operation. The above-mentioned preset speed threshold can be set according to actual applications. For example, in some games where the dodge operation is frequently used, a smaller preset speed threshold can be set to facilitate players to trigger the dodge operation; in other games, a larger preset speed threshold can be set to prevent false triggering. Optionally, players can adjust the preset speed threshold according to their own gaming habits. The first sliding operation may be an operation in which the touch point slides continuously in the second response area, and the operation trajectory may be in various forms such as a line segment, a curve or a broken line. Through the operation trajectory of the first sliding operation, the movement of the virtual character in the game scene is controlled in real time, wherein the operation trajectory of the first sliding operation and the movement trajectory of the virtual character have a preset mapping relationship; and the second sliding operation may be an operation in which the touch point slides in any direction, and the sliding trajectory is usually a line segment, and the virtual character is controlled to perform an evasive action through the sliding direction of the second sliding operation. The evasive action is controlled by the sliding speed, which is simple and convenient to operate, easy for players to get started and remember, and can better utilize the cooperation of the left and right hands.
[0048] In an optional embodiment, the first sliding operation is a sliding operation within the response area of the virtual joystick, with a moving speed less than a preset speed threshold, and the second sliding operation is a sliding operation in which the touch point is terminated within the chassis area or outside the chassis area, and the moving speed is greater than or equal to the preset speed threshold. The first sliding operation may be an operation in which the touch point slides continuously within the second response area, and the operation trajectory may be in various forms such as a line segment, a curve, or a broken line. The movement of the virtual character in the game scene is controlled in real time through the operation trajectory of the first sliding operation, wherein the operation trajectory of the first sliding operation and the movement trajectory of the virtual character have a preset mapping relationship; and the second sliding operation may be an operation in which the touch point slides in any direction, and the sliding trajectory is usually a line segment. The sliding direction of the second sliding operation is used to control the virtual character to perform an evasive action.
[0049] like Figure 3 As shown, the second sliding operation is that the initial touch point is at point a within the chassis area, the ending touch point is at point b outside the chassis area, the sliding trajectory is vector ab, and the sliding operation speed is greater than the preset threshold speed. According to the second sliding operation, the virtual character is controlled to perform an evasive action.
[0050] It should be noted that the above-mentioned sliding operation, the initial touch point and the end touch point of the sliding operation refer to the touch operation within the response area of the virtual joystick, and do not include the sliding operation input by the player in the non-response area and the sliding operation input in the response area when the virtual joystick is not triggered.
[0051] In an optional embodiment, controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation includes: controlling the virtual character to perform an evasive action in the game scene along the sliding direction of the second sliding operation according to the sliding direction of the second sliding operation.
[0052] The second sliding operation is a sliding operation performed from the center point of the virtual joystick to a direction away from the center point of the virtual joystick. Figure 3 Take the second sliding operation shown in as an example, with point a as the starting touch point and point b as the ending touch point, the sliding direction of the sliding operation is from a to b. The second sliding operation is a two-dimensional operation performed on the graphical user interface, while the virtual character moves in a three-dimensional game scene. There is a preset coordinate mapping method between the touch operation of the virtual joystick and the movement of the virtual character. The relationship between the above-mentioned sliding direction and the movement direction of the virtual character also refers to the preset coordinate mapping method. For example, a sliding operation to the right corresponds to the virtual character performing an action in the east direction of the game scene. In some embodiments, the chassis center of the virtual joystick is adjusted following the initial touch point of the second sliding operation, so that the second sliding operation is a sliding operation from the center point of the virtual joystick to the direction away from the center point of the virtual joystick, so that the sliding direction of the second sliding operation obtained is more accurate.
[0053] Optionally, in some embodiments, in response to the second sliding operation on the virtual joystick, a visual indication mark is provided in the graphical user interface, and the visual indication mark is used to indicate the sliding direction of the second sliding operation. Figure 3 As shown, in response to the second sliding operation, according to the sliding direction of the second sliding operation, an arrow icon 300 is provided on the outer edge of the virtual joystick to indicate the sliding direction of the second sliding operation, so as to make the sliding direction more intuitive.
[0054] In some embodiments, in response to the second sliding operation on the virtual joystick, the virtual character is controlled to perform an evasive action corresponding to the current movement state of the virtual character in the game scene according to the second sliding operation. In the same target game, the virtual character can perform an evasive action in more than one form, for example, the virtual character's side sliding step, sprinting, forward rolling, etc. In some application scenarios, in response to the first second sliding operation, when the physical value of the virtual character meets the physical value required to perform the evasive action, the virtual character is controlled to perform a sprinting action in the corresponding direction according to the sliding direction of the first second sliding operation; within a preset time after the first sliding operation, in response to the second second sliding operation, when the physical value of the virtual character still meets the physical value required to perform the evasive action, the virtual character is controlled to perform a forward rolling action in the corresponding direction according to the sliding direction of the second second sliding operation. In this way, when the evasive action is performed continuously, visual fatigue caused by multiple executions of the same action can be avoided, and the continuous execution of the evasive action can be more intuitively reflected, thereby improving the player's gaming experience.
[0055] Optionally, when the virtual character moves at the first moving speed, in response to the second sliding operation, the virtual character is controlled to sprint in the corresponding direction according to the sliding direction of the second sliding operation; and when the moving speed of the virtual character is greater than the first moving speed, in response to the second sliding operation, the virtual character is controlled to roll forward in the corresponding direction according to the sliding direction of the second sliding operation. In this way, the evasive action can be performed in different forms when the moving speed of the virtual character is different, increasing the diversity of the game screen and avoiding visual fatigue caused by the same action.
[0056] After the virtual character performs an evasive action in the game scene along the sliding direction of the second sliding operation, the virtual character can maintain the existing character orientation. For example, the virtual character originally stands or walks toward the due north of the game map in the game scene, and in response to the second sliding operation from the center area of the virtual joystick to the due right, the virtual character performs an evasive action toward the due east, and after the evasive action is completed, the virtual character still stands toward the due north of the game map.
[0057] In an optional embodiment, the orientation of the virtual character in the game scene can also be adjusted according to the sliding direction of the second sliding operation. For example, the virtual character originally stands or walks toward the north direction of the game map in the game scene. In response to the second sliding operation from the center area of the virtual joystick to the right, the virtual character is controlled to turn to the east and perform a dodge action toward the east. After the dodge action is completed, the virtual character still faces the east direction of the game map. In this way, the virtual character can perform dodge actions more coherently and the look and feel is more natural; and the time required to adjust the orientation of the virtual character separately is saved, making the game operation more compact and improving the game experience.
[0058] In some embodiments, in response to a third sliding operation on the virtual joystick, the virtual character is controlled to move automatically in the game scene, and the third sliding operation is a sliding operation different from the first sliding operation and the second sliding operation. In response to the third sliding operation, the virtual character is controlled to move automatically in the game scene, and the speed of automatic movement is greater than the movement speed of the virtual character under the first sliding operation. In some practical application scenarios, in response to the first sliding operation, the virtual character walks in the game scene, and in response to the third sliding operation, the virtual character performs sprinting in the game scene. This further improves the touch diversity of the virtual joystick, and realizes more control functions without increasing the number of controls on the graphical user interface.
[0059] In some embodiments, the third sliding operation is a sliding operation performed in a specified direction. For example, the third sliding operation is a sliding operation from the initial contact point upward. The sliding operation in the specified direction is more targeted, reduces the probability of false triggering, and is easier for players to remember. The above-mentioned sliding operation in the specified direction includes a sliding operation in the specified direction exceeding a preset distance or a sliding operation in the specified direction to a preset area.
[0060] Sliding in a specified direction beyond a preset distance means sliding in a specified direction and the displacement of the end touch point relative to the initial touch point exceeds a preset distance. Figure 4a As shown, the virtual joystick includes a chassis 112, and the response area of the virtual joystick is consistent with the display area of the chassis, wherein the radius of the chassis 112 is r. In response to a third sliding operation in which the touch point slides from O to A and the sliding distance is greater than r, the virtual character is controlled to move automatically in the game scene. Optionally, the chassis center of the virtual joystick is adjusted following the initial touch point of the second sliding operation, so that the sliding direction of the sliding operation obtained is more accurate.
[0061] In an optional embodiment, the sliding operation performed along the specified direction includes a sliding operation of sliding along the specified direction to a preset area. Figure 4b As shown, the virtual joystick includes a chassis 112, and the response area of the virtual joystick is consistent with the display area of the chassis. A preset area 44 is also provided in the graphical user interface 100, and the preset area 44 is provided outside the virtual joystick 112 and in the OA direction corresponding to the third sliding operation. In response to the third sliding operation of the touch point sliding from O to A direction to the preset area 44, the virtual character is controlled to move automatically in the game scene. The preset area 44 and the chassis 112 can be set adjacent to each other or separately. In the case of a separate setting, the distance between the automatic movement trigger area and the movement response area can be adjusted according to the game requirements. The setting position and area shape of the automatic movement trigger area are not limited here.
[0062] In some embodiments, Figure 5 As shown, in response to the third sliding operation, an automatic moving control 500 is provided on the graphical user interface, and in response to the touch operation on the automatic moving control 500, the virtual character is controlled to move automatically in the game scene, wherein the touch operation may be a short press operation, a long press operation, or a sliding operation, etc. Exemplarily, the touch operation on the automatic moving control 500 may be a continuous sliding operation after the third sliding operation, that is, after the automatic moving control 500 is provided on the graphical user interface, in response to the touch point moving from the termination touch point of the third sliding operation to the automatic moving control 500, the virtual character is controlled to move automatically in the game scene. Optionally, the touch operation on the automatic moving control 500 may also be a touch operation after the third sliding operation and discontinuous with the third sliding operation, for example, a click operation on the automatic moving control 500 is performed by raising the hand from the termination touch point of the third sliding operation. The display of the automatic moving control 500 can increase the visibility of the control and further reduce the probability of accidental touches. It should be noted that the above-specified direction does not represent a strict angle requirement. Usually, there is a fault tolerance mechanism for a specified angle range, and any sliding operation within the angle range can be regarded as a sliding operation along the specified direction.
[0063] As a possible implementation, the first sliding operation is a sliding operation in which the touch point is in the chassis area and the moving speed is less than a preset speed threshold. The first sliding operation may also include continuous sliding between any points in the moving response area, and the sliding trajectory may be in various forms such as line segments, arcs, or broken lines; the second sliding operation is a sliding operation in which the initial touch point is in the chassis area, along a direction away from the center of the chassis, and the moving speed is greater than or equal to a preset speed threshold. The second sliding operation is a single sliding operation, and the sliding trajectory is usually a line segment; the third sliding operation is a sliding operation in which the initial touch point is in the chassis area of the virtual joystick, the ending touch point is outside the chassis area, and the sliding speed is less than the preset speed threshold along a specified direction. The third sliding operation is a single sliding operation, and the sliding trajectory is usually a line segment. In some embodiments, the graphical user interface includes functional controls. Such as Figure 6 As shown, in some embodiments, the method further includes the following steps:
[0064] Step S602: responding to a first touch operation on the function control, controlling the virtual character to perform a first action corresponding to the function control according to the first touch operation;
[0065] Step S604: In response to the fourth sliding operation on the function control, the virtual character is controlled to perform a second action corresponding to the fourth sliding operation, where the second action includes an evasive action.
[0066] According to the dodge control method provided in this embodiment, in addition to implementing the dodge action through the left-hand virtual joystick, a way to implement the dodge action through the right hand is also provided without adding buttons in the interface, further increasing the diversity of dodge control, allowing players to implement dodge actions through any side according to the current battle situation during the game. It should be noted that the method provided in this embodiment does not necessarily occur after step S202 and step S204. The method provided in this embodiment can be executed when the first touch operation on the function control is triggered.
[0067] Next, combine Figures 7 and 8 Each step of the information processing method in this exemplary embodiment is further described.
[0068] Step S602: responding to a first touch operation on the function control, and controlling the virtual character to execute a first action corresponding to the function control according to the first touch operation.
[0069] The first touch operation may be a click operation or a long press operation. Figure 7 As shown, the function control 120 includes a normal attack control 121. Taking the function control as the normal attack control 121 and the first touch operation as a click operation as an example, in response to the first touch operation on the function control, the virtual character is controlled to perform the first action corresponding to the function control according to the first touch operation, including: in response to the click operation on the normal attack control 121, the virtual character is controlled to perform a normal attack.
[0070] Step S604: In response to the fourth sliding operation on the function control, the virtual character is controlled to perform a second action corresponding to the fourth sliding operation, where the second action includes an evasive action.
[0071] like Figure 7As shown, the fourth sliding operation OM is a sliding operation in which the initial touch point O is located in the function control 120, and the terminating touch point M is not on the function control. And different sliding directions of the sliding operation OM can correspond to different second actions, for example, sliding to the left triggers the virtual character to perform a defensive blocking action, sliding upward triggers the virtual character to perform a jumping and slashing action, and sliding to the right triggers the virtual character to perform a dodge action. The above-mentioned fourth sliding operation can be a sliding operation in which the distance between the terminating touch point and the function control is greater than the preset response distance, or it can be a sliding operation in which the terminating touch point enters the preset response area. In some embodiments, in response to the fourth sliding operation on the function control, controlling the virtual character to perform the second action corresponding to the fourth sliding operation includes: in response to the initial touch point of the above-mentioned fourth sliding operation being located in the function control, providing a dodge control on the graphical user interface; in response to the terminating touch point of the above-mentioned fourth sliding operation being located in the dodge control, controlling the virtual character to perform a dodge action. Further, in the above-mentioned fourth sliding operation, the initial touch point stays in the function control for a time period greater than the preset time period, and providing the above-mentioned dodge control on the graphical user interface. Usually, the above-mentioned dodge control is near the function control and within the range that can be easily completed by sliding with one hand. The provision of the dodge control can make the implementation of the dodge action more visible, and can prevent false triggering, making the operation more accurate.
[0072] As mentioned above, different sliding directions of the fourth sliding operation may correspond to different second actions. In an optional embodiment, in response to the initial touch point of the fourth sliding operation being located within the function control, a wheel control centered on the function control is provided in the graphical user interface. Figure 8 As shown, taking the function control as the common attack control 121 as an example, the initial touch point O in response to the fourth sliding operation is located in the common attack control 121, and a roulette control 810 is provided in the graphical user interface. The roulette control 810 includes multiple roulette plate controls, for example, a first roulette plate control 812, a second roulette plate control 814, a third roulette plate control 816, and a dodge control 818, and each roulette plate control is centered on the common attack control 121 and is arranged around the common attack control 121. The termination touch point M in response to the fourth sliding operation is located in the dodge control 818, and the virtual character is controlled to perform a dodge action. The number of sub-controls in the roulette and the actions corresponding to each sub-control can be set by the player. In some embodiments, when the initial touch point of the fourth sliding operation stays in the function control for a time period greater than a preset time period, the roulette control is provided on the graphical user interface. The roulette control can more intuitively display the second actions corresponding to each direction, so that the player can distinguish the actions corresponding to each direction. Optionally, the roulette wheel control also displays a logo of the sub-control, which includes a text logo or a graphic logo, to further facilitate the player to operate the roulette wheel control.
[0073] In some embodiments, the function control is also used to control the virtual character to perform a preparatory action for the first action. In an optional embodiment, the duration of the initial touch point on the function control in response to the fourth sliding operation satisfies the first duration, and the virtual character is controlled to perform a preparatory action for the first action. In some embodiments, the function control is a normal attack control, the first action is a normal attack action, and the preparatory action for the first action is a power-accumulating action for the normal attack action. During the execution of the power-accumulating action, the power of the power-accumulating action can also be adjusted according to the duration of the touch point on the normal attack key.
[0074] In this embodiment, during the virtual character's execution of the preparatory action, in response to the movement of the touch point for the fourth sliding operation of the function control, the preparatory action of the virtual character is interrupted, and the virtual character is controlled to perform the second action corresponding to the fourth sliding operation, and the second action includes a dodge action. The fourth sliding operation includes a first stage in which the duration of the touch point staying on the function control meets the first duration and a second stage in which the touch point slides out of the function control. Correspondingly, in the above-mentioned first stage, in response to the touch point staying on the function control, the virtual character is controlled to perform the preparatory action; in the above-mentioned second stage, in response to the touch point sliding outward from the function control, the preparatory action of the virtual character is interrupted, and the virtual character is controlled to perform the second action corresponding to the fourth sliding operation, wherein the above-mentioned second action includes a dodge action. It should be noted that in some embodiments, when the touch point stays on the function control for more than the third duration, the virtual object completes the preparatory action and automatically performs the first action, and the first action cannot be interrupted to perform the dodge action during the execution of the first action by the virtual object. In the existing scheme, after the player enters the charging state by long pressing the attack key, it is difficult to press the dodge control key at the same time. The player can only release the charging state first and then click the dodge key. At this time, the character will directly release the charging attack and cannot dodge, resulting in untimely dodge. This embodiment provides a method of interrupting the first action and its preparatory action and executing the dodge action, so that the player can perform the dodge action more conveniently and quickly.
[0075] In an optional embodiment, controlling the virtual character to perform the first action corresponding to the function control according to the first touch operation also includes: determining the skill release parameters of the first action according to the continuous touch time of the first touch operation, and controlling the virtual character to perform the first action with the skill release parameters of the first action.
[0076] Exemplarily, the first touch operation is a long press operation, and the skill release parameters of the first action are determined according to the continuous touch time of the first touch operation on the function control, and the virtual character is controlled to perform the first action with the skill release parameters of the first action.
[0077] In some embodiments, the skill release parameter is the charging strength, the first action is a normal attack action, and a long press on the function control will control the virtual character to perform the charging action, and the charging strength is related to the duration of the long press. When the long press ends, the virtual character will perform a normal attack action with the charging strength. Usually, there is a positive correlation between the charging strength and the duration of the long press operation on the function control. As the long press lasts longer, the charging strength can continue to increase; it can also be increased in steps, for example, when the duration is between t1 and t2, the charging strength is the first-order strength, and when the duration is between t2 and t3, the charging strength is the second-order strength. The specific conversion method between the charging strength and the long press duration is not limited here.
[0078] In the existing scheme, in response to a sliding operation on the blank area at the lower right of the graphical user interface, an adjustment direction is determined according to the direction of the sliding operation, and the field of view of the game scene is adjusted according to the adjustment direction. Under the current layout of the graphical user interface, during the game, after the player presses any control on the right side, it may appear that the orientation of the virtual object is not conducive to releasing skills, or there are obstructions in the game scene of the current perspective so that the battle situation cannot be seen clearly, and the right hand that could originally be used to adjust the scene perspective is already occupied, and when a move is about to be released, it is inconvenient to control the movement of the virtual object through the virtual joystick, because the movement may cause the skill release to fail.
[0079] In some embodiments, in response to the first touch operation on the function control, in the process of controlling the virtual character to perform the first action corresponding to the function control, a perspective adjustment control 900 is also provided in the graphical user interface during the touch time of the first touch operation. In response to the fifth sliding operation acting on the perspective adjustment control 900, the field of view presentation direction of the game scene, the orientation of the virtual character in the game scene, or the field of view presentation direction of the above-mentioned game scene and the orientation of the virtual character in the game scene can be adjusted simultaneously. Furthermore, the function control is a normal attack control 121, and the first touch operation can be a click or a long press, etc. Through the above-mentioned first touch operation, the virtual character can be controlled to release a normal attack in the game scene, and at the same time, during the touch time of the first touch operation, before the normal attack is released, a perspective adjustment control 900 is provided in the graphical user interface.
[0080] The above-mentioned view adjustment control 900 is usually set on the left side of the graphical user interface and is separated from the virtual joystick, for example, set in the upper left area of the graphical user interface, so that the player can adjust the game field of view and the direction of the character with the left hand while controlling the function control with the right hand, so as to better achieve the coordination of both hands.
[0081] The change in the field of view presentation direction of the above-mentioned game scene is usually to change the angle between the virtual camera and the virtual character, thereby changing the game scene captured by the virtual camera. The actual orientation of the virtual character may remain unchanged, and what is presented on the graphical user interface is the game scene in different directions or angles around the virtual character. The change in the orientation of the virtual character refers to the change in the front orientation of the virtual character, and the viewing angle of the game scene may not be changed. Among them, the field of view adjustment control can be set to change the field of view presentation direction of the game scene alone or change the orientation of the virtual character alone, or it can be set to adjust the field of view presentation direction of the game scene and the orientation of the virtual character at the same time, which can be configured according to the needs of the target game.
[0082] In an optional embodiment, after adjusting the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the field of view adjustment control, in response to the first trigger operation on the function control, the execution direction of the first action is determined according to the field of view presentation direction and / or the orientation of the virtual character in the game scene, and the virtual character is controlled to perform the first action in the execution direction. In some embodiments, the execution direction of the first action is consistent with the field of view presentation direction or the orientation of the virtual character in the game scene. In other embodiments, if a calculation formula for the execution direction of the first action based on the field of view presentation direction and the orientation of the virtual character is preset in the target game, the calculation formula can also be used for calculation, without limitation here. According to the method provided in this embodiment, in the process of continuous execution of dodge and skill release, the dodge direction and the skill release direction often have different requirements. In addition to changing the field of view presentation direction and the orientation of the virtual character in the game, the field of view adjustment control can also adjust the execution direction of the first action, which can further improve the diversity of game control.
[0083] In some embodiments, Fig. 9 As shown, the perspective adjustment control 900 includes a perspective adjustment area 910 and a virtual adjustment slider 920. The fifth sliding operation acting on the perspective adjustment control refers to the fifth sliding operation on the virtual adjustment slider in the perspective adjustment area. The position of the virtual adjustment slider in the perspective adjustment area is controlled according to the fifth sliding operation; the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene is determined according to the position of the virtual adjustment slider in the perspective adjustment area.
[0084] Exemplarily, the viewing angle adjustment area is circular, the center of the viewing angle adjustment area is used to indicate the position of the virtual character, and the direction of the virtual adjustment slider relative to the center of the viewing angle adjustment area is the direction of the virtual camera relative to the virtual character; or, the direction from the virtual adjustment slider to the center of the viewing angle adjustment area is the orientation of the virtual character. There is no restriction on the shape of the viewing angle adjustment area, the direction of the field of view, and the mapping relationship between the orientation of the virtual character and the position of the virtual adjustment slider in the viewing angle adjustment area. The viewing angle adjustment area and the virtual adjustment slider can more intuitively display the adjustment process and further improve the player experience.
[0085] In other embodiments, the graphical user interface includes a function control, which responds to a first touch operation on the function control, and in the process of controlling the virtual character to execute a first action corresponding to the function control according to the first touch operation; in response to a long press operation on the function control, the virtual character is controlled to execute a preparatory action for the first action, and the skill release parameters of the first action are determined according to the duration of the first preparatory action, so that the first action is executed according to the skill release parameters of the first action; during the execution of the first preparatory action, a perspective adjustment control is provided in the graphical user interface; in response to a fifth sliding operation acting on the perspective adjustment control, the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene are adjusted according to the fifth sliding operation.
[0086] In some embodiments, the above-mentioned function control is a common attack control, and the first touch operation is a long press operation, etc. Through the above-mentioned first touch operation, the virtual character can be controlled to release a common attack in the game scene, and during the long press process, the virtual character is controlled to perform a power accumulation action, and the power accumulation strength is determined according to the long press duration, and the attack is released with the power accumulation strength at the end of the long press. Generally, there is a positive correlation between the above-mentioned power accumulation strength and the duration of the long press operation on the function control. As the long press lasts longer, the power accumulation strength can be continuously increased or increased in a step-by-step manner. For example, when the duration is between t1 and t2, the power accumulation strength is a first-order strength, and when the duration is between t2 and t3, the power accumulation strength is a second-order strength. The specific conversion method between the power accumulation strength and the long press duration is not limited here. During the power accumulation action, a perspective adjustment control is provided in the graphical user interface.
[0087] In some embodiments, the view adjustment control is set on the left side of the graphical user interface and is separated from the virtual joystick, for example, in the upper left area of the graphical user interface, so that the player can use the left hand to adjust the game field of view and the direction of the character while controlling the function control with the right hand, so as to better utilize the coordination of both hands.
[0088] The change in the field of view presentation direction of the above-mentioned game scene usually changes the angle between the virtual camera and the virtual character, thereby changing the game scene captured by the virtual camera. The actual orientation of the virtual character may remain unchanged, but the game scene in different directions or angles around the virtual character is presented on the graphical user interface. The change in the orientation of the virtual character refers to the change in the front orientation of the virtual character, and the viewing angle of the game scene may not be changed. The field of view adjustment control can be set to change the field of view presentation direction of the game scene alone or the orientation of the virtual character alone, or it can be set to adjust the field of view presentation direction of the game scene and the orientation of the virtual character at the same time, and can be configured according to the needs of the target game.
[0089] After adjusting the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the field of view adjustment control, in response to the first trigger operation on the function control, the execution direction of the first action is determined according to the field of view presentation direction and / or the orientation of the virtual character in the game scene, and the virtual character is controlled to perform the first action in the execution direction. Usually, the execution direction of the above-mentioned first action is consistent with the field of view presentation direction or the orientation of the virtual character in the game scene. Optionally, if there is a conversion formula in the target game for calculating the execution direction based on the field of view presentation direction and the orientation of the virtual character, the conversion formula can also be used for calculation, which is not limited here. According to the method provided in this embodiment, in the process of continuous execution of dodge and skill release, the dodge direction and the skill release direction often have different requirements. In addition to changing the game field of view presentation direction and the orientation of the virtual character, the field of view adjustment control can also adjust the execution direction of the first action, which can further improve the diversity of game control.
[0090] In an optional embodiment, the above-mentioned perspective adjustment control includes a perspective adjustment area and a virtual adjustment slider. The fifth sliding operation acting on the perspective adjustment control refers to the fifth sliding operation on the virtual adjustment slider in the perspective adjustment area, and the position of the virtual adjustment slider in the perspective adjustment area is controlled according to the fifth sliding operation; according to the position of the virtual adjustment slider in the perspective adjustment area, the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene are determined.
[0091] Exemplarily, the viewing angle adjustment area is circular, the center of the viewing angle adjustment area is used to indicate the location of the virtual character, and the direction of the virtual adjustment slider relative to the center of the viewing angle adjustment area is the direction of the virtual camera relative to the virtual character; or, the direction from the virtual adjustment slider to the center of the viewing angle adjustment area is the orientation of the virtual character. The viewing angle adjustment area and the virtual adjustment slider can more intuitively display the adjustment process and further improve the player experience. There is no restriction on the mapping relationship between the shape of the viewing angle adjustment area, the direction of the field of view, and the orientation of the virtual character and the position of the virtual adjustment slider in the viewing angle adjustment area.
[0092] In some other embodiments, the graphical user interface also includes a function control, and in response to the fourth sliding operation on the function control, in the process of controlling the virtual character to perform the second action corresponding to the fourth sliding operation, in response to the initial touch point of the fourth sliding operation staying on the function control for a second time, a perspective adjustment control is provided in the graphical user interface; in response to the fifth sliding operation acting on the perspective adjustment control, the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene are adjusted according to the fifth sliding operation. Specifically, the above-mentioned function control is a common attack control, and the fourth sliding operation on the function control includes a first stage in which the length of time the touch point stays on the function control meets the second time and a second stage in which the touch point slides out of the function control. In the above-mentioned first stage, in response to the touch point staying on the function control, a perspective adjustment control is provided in the graphical user interface, and in response to the fifth sliding operation acting on the perspective adjustment control, the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene are adjusted.
[0093] Optionally, the above-mentioned perspective adjustment control is usually set on the left side of the graphical user interface and is separated from the virtual joystick, so that the player can adjust the game field of view and the direction of the character with the left hand while controlling the function control with the right hand. During the game, the player may press the right-side function control and find that the direction of the virtual character is not conducive to dodge, or there are obstructions in the game scene so that the battle situation cannot be seen clearly, and the right hand that can be used to adjust the scene perspective is already occupied, and when the dodge action is about to be performed, it is inconvenient to control the movement of the virtual character through the virtual joystick to adjust the direction of the virtual character. In the above-mentioned situations, it is difficult to control the direction of the field of view presentation of the game scene and the direction of the virtual character. The perspective adjustment control solves this problem well.
[0094] The change in the field of view presentation direction of the above-mentioned game scene usually changes the angle between the virtual camera and the virtual character, thereby changing the game scene captured by the virtual camera. The orientation of the virtual character may remain unchanged, but what is presented on the graphical user interface is the game scene in different directions or angles around the virtual character. The change in the orientation of the virtual character refers to the change in the front orientation of the virtual character, and the viewing angle of the game scene may not be changed. As mentioned above, the field of view adjustment control can be set to change the field of view presentation direction of the game scene alone or change the orientation of the virtual character alone, or it can be set to adjust the field of view presentation direction of the game scene and the orientation of the virtual character at the same time, and can be configured according to the needs of the target game.
[0095] After adjusting the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the field of view adjustment control, in response to the fourth sliding operation on the function control, the execution direction of the second action is determined according to the field of view presentation direction and / or the orientation of the virtual character in the game scene, and the virtual character is controlled to perform the second action in the execution direction, and the second action includes a dodge action. Usually, the execution direction of the above-mentioned second action is consistent with the orientation of the virtual character in the game scene. Optionally, if there is a conversion formula for calculating the execution direction based on the field of view presentation direction and the orientation of the virtual character in the target game, the conversion formula can also be used for calculation, which is not limited here. According to the dodge action execution method provided in this embodiment, in the process of continuous execution of dodge and skill release, the dodge direction and the skill release direction often have different requirements. In addition to changing the game field of view presentation direction and the orientation of the virtual character, the field of view adjustment control can also adjust the execution direction of the first action, which can further improve the diversity of game control.
[0096] Further, the viewing angle adjustment control includes a viewing angle adjustment area and a virtual adjustment slider. The fifth sliding operation acting on the viewing angle adjustment control refers to the fifth sliding operation for the virtual adjustment slider in the viewing angle adjustment area. The position of the virtual adjustment slider in the viewing angle adjustment area is controlled according to the fifth sliding operation; according to the position of the virtual adjustment slider in the viewing angle adjustment area, the visual field presentation direction of the game scene and / or the orientation of the virtual character in the game scene are determined. Exemplarily, the viewing angle adjustment area is circular, the center of the viewing angle adjustment area is used to indicate the position of the virtual character, and the direction of the virtual adjustment slider relative to the center of the viewing angle adjustment area is the direction of the virtual camera relative to the virtual character; or, the direction from the virtual adjustment slider to the center of the viewing angle adjustment area is the orientation of the virtual character. The viewing angle adjustment area and the virtual adjustment slider can more intuitively display the adjustment process and further improve the player experience. The mapping relationship between the shape of the viewing angle adjustment area, the visual field presentation direction, and the orientation of the virtual character and the position of the virtual adjustment slider in the viewing angle adjustment area is not limited.
[0097] In an optional embodiment, a second dodge control may be provided in the graphical user interface, that is, a dodge control that is permanently resident on the graphical user interface, and in response to a second touch operation on the second dodge control, the virtual character is controlled to perform a dodge action in the game scene with the current orientation of the virtual character. This further improves the dodge diversity and can also maintain the game habits of the players.
[0098] Corresponding to the above method embodiment, the embodiment of the present disclosure provides a game control device, which provides a graphical user interface through a terminal device, and the graphical user interface includes a game scene of a target game, and the game scene includes a virtual vehicle, such as Fig.10 As shown, the device comprises:
[0099] A first movement control module 102, configured to respond to a first sliding operation on the virtual joystick and control the movement of the virtual character in the game scene according to the first sliding operation;
[0100] The second movement control module 104 is used to control the virtual character to perform an evasive action in the game scene according to the second sliding operation.
[0101] The disclosed embodiment provides a game control device, which responds to a first sliding operation on a virtual joystick and controls a virtual character to move in a game scene according to the first sliding operation; and responds to a second sliding operation on the virtual joystick and controls the virtual character to perform a dodge action in the game scene according to the second sliding operation. In this way, the virtual character is controlled to perform a dodge action by a virtual joystick that is separated from other combat controls in the interface, thereby avoiding key position conflicts, high frequency of unilateral operation, and easy fatigue, which easily causes the problem of untimely dodge, improving the game experience of players and increasing the diversity of player operations.
[0102] The second movement control module is further used to control the virtual character to perform an evasive action along the sliding direction in the game scene according to the sliding direction of the second sliding operation.
[0103] The second movement control module is further configured to adjust the orientation of the virtual character in the game scene according to the sliding direction of the second sliding operation.
[0104] The second sliding operation includes a sliding operation with a sliding speed greater than a preset speed, or a sliding operation in which the touch point is terminated within the first response area.
[0105] The second movement control module is further configured to control the virtual character to perform a dodging action corresponding to the current movement state of the virtual character in the game scene in response to a first trigger operation on the first dodging control.
[0106] The above-mentioned device also includes a third movement control module, which is used to respond to a third sliding operation on the virtual joystick and control the virtual character to move automatically in the game scene.
[0107] The third sliding operation is a sliding operation performed in a designated direction.
[0108] The sliding operation performed along the specified direction includes a sliding operation of sliding along the specified direction exceeding a preset distance or a sliding operation of sliding along the specified direction to a preset automatic movement triggering area.
[0109] The above-mentioned device also includes a fourth movement control module, which is used to respond to a first touch operation on the function control, and control the virtual character to perform a first action corresponding to the function control according to the first touch operation; respond to a fourth sliding operation on the function control, and control the virtual character to perform a second action corresponding to the fourth sliding operation, and the second action includes a dodging action.
[0110] The fourth movement control module is also used to: in response to the initial touch point of the fourth sliding operation being located at the function control, provide an avoidance control on the graphical user interface; in response to the termination touch point of the fourth sliding operation being located within the avoidance control, control the virtual character to perform an avoidance action.
[0111] The fourth movement control module is further used to: provide a roulette wheel control centered on the function control in the graphical user interface, the roulette wheel control includes a plurality of roulette plate controls, and the roulette plate controls include a dodge control.
[0112] The above-mentioned fourth movement control module is also used for: in response to the initial touch point of the fourth sliding operation staying on the function control for a first time period, controlling the virtual character to perform a preparatory action for the first action; during the virtual character's execution of the preparatory action, responding to the movement of the touch point of the fourth sliding operation on the function control, interrupting the preparatory action of the virtual character, and controlling the virtual character to perform a second action corresponding to the fourth sliding operation, the second action including a dodging action.
[0113] The fourth movement control module is further used to determine a skill release parameter of the first action according to the continuous touch time of the first touch operation, and control the virtual character to perform the first action with the skill release parameter of the first action.
[0114] The above-mentioned device also includes a fifth mobile control module, which is used to provide a function control in the graphical user interface, respond to a first touch operation on the function control, and control the virtual character to perform a first action corresponding to the function control according to the first touch operation; within the touch time of the first touch operation, provide a perspective adjustment control in the graphical user interface; respond to a fifth sliding operation acting on the perspective adjustment control, and adjust the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the fifth sliding operation.
[0115] The fifth movement control module is also used to respond to the triggering of the first action, determine the execution direction of the first action according to the field of view presentation direction and / or the orientation of the virtual character in the game scene, and control the virtual character to perform the first action in the execution direction.
[0116] The above-mentioned perspective adjustment control includes a perspective adjustment area and a virtual adjustment slider. The above-mentioned fifth movement control module is also used to respond to a fifth sliding operation on the virtual adjustment slider in the perspective adjustment area, and control the position of the virtual adjustment slider in the perspective adjustment area according to the fifth sliding operation; determine the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the position of the virtual adjustment slider in the perspective adjustment area.
[0117] The above-mentioned device also includes a sixth mobile control module, which is used to increase the function control in the graphical user interface, respond to the long press operation of the function control, control the virtual character to perform the preparatory action of the first action, and determine the skill release parameters of the first action according to the duration of the first preparatory action, so as to execute according to the skill release parameters of the first action when executing the first action; during the execution of the first preparatory action, provide a perspective adjustment control in the graphical user interface; respond to the fifth sliding operation acting on the perspective adjustment control, adjust the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the fifth sliding operation.
[0118] The sixth movement control module is also used to respond to the triggering of the first action, determine the execution direction of the first action according to the field of view presentation direction and / or the orientation of the virtual character in the game scene, and control the virtual character to perform the first action in the execution direction.
[0119] The above-mentioned perspective adjustment control includes a perspective adjustment area and a virtual adjustment slider. The above-mentioned sixth mobile control module is also used to respond to a fifth sliding operation on the virtual adjustment slider in the perspective adjustment area, and control the position of the virtual adjustment slider in the perspective adjustment area according to the fifth sliding operation; determine the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the position of the virtual adjustment slider in the perspective adjustment area.
[0120] The above-mentioned device also includes a seventh mobile control module, which is used to provide a function control in the graphical user interface. The function control is configured to respond to a fourth sliding operation on the function control, control the virtual character to perform a second action corresponding to the fourth sliding operation, the second action including a dodge action, and in response to the initial touch point of the fourth sliding operation staying on the function control for a second time, provide a perspective adjustment control in the graphical user interface; in response to a fifth sliding operation acting on the perspective adjustment control, adjust the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the fifth sliding operation.
[0121] The above-mentioned seventh movement control module is also used to: in response to the triggering of the second action, determine the execution direction of the second action corresponding to the fourth sliding operation according to the direction of the virtual character's presentation in the field of vision and / or the orientation of the virtual character in the game scene, and control the virtual character to perform the second action in the execution direction of the second action.
[0122] The above-mentioned perspective adjustment control includes a perspective adjustment area and a virtual adjustment slider. The above-mentioned fifth movement control module is also used to respond to a fifth sliding operation on the virtual adjustment slider in the perspective adjustment area, and control the position of the virtual adjustment slider in the perspective adjustment area according to the fifth sliding operation; determine the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the position of the virtual adjustment slider in the perspective adjustment area.
[0123] The above-mentioned device also includes an eighth movement control module, which provides a second dodge control in the graphical user interface, and controls the virtual character in the game scene to perform a dodge action with the current direction of the virtual character in response to a second touch operation on the second dodge control.
[0124] The second movement control module is also used to respond to a second sliding operation on the virtual joystick and control the virtual character to perform an evasive action corresponding to the current movement state of the virtual character in the game scene according to the second sliding operation.
[0125] The game operation control device provided in the embodiment of the present disclosure has the same technical features as the game operation control method provided in the above embodiment, so it can also solve the same technical problems and achieve the same technical effects.
[0126] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the operation control method of the above game. The electronic device can be a server or a terminal device.
[0127] See also Fig.11 As shown, the electronic device includes a processor 110 and a memory 111. The memory 111 stores machine executable instructions that can be executed by the processor 110. The processor 110 executes the machine executable instructions to implement the operation control method of the above game.
[0128] Further, Fig.11 The electronic device shown also includes a bus 112 and a communication interface 113, and the processor 110, the communication interface 113 and the memory 111 are connected via the bus 112.
[0129] The memory 111 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 112 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.11 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0130] The processor 110 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 110. The above processor 110 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, register, or other mature storage media in the art. The storage medium is located in the memory 111, and the processor 110 reads the information in the memory 111 and completes the steps of the method of the above embodiment in combination with its hardware, which steps include:
[0131] In response to a first sliding operation on the virtual joystick, the virtual character is controlled to move in the game scene according to the first sliding operation; in response to a second sliding operation on the virtual joystick, the virtual character is controlled to perform a dodge action in the game scene according to the second sliding operation. In this way, the virtual character is controlled to perform a dodge action by using a virtual joystick that is separated from other combat controls in the interface, thereby avoiding key position conflicts, high frequency of unilateral operation, and easy fatigue, which may cause untimely dodge problems, improving the game experience of players and increasing the diversity of player operations.
[0132] The step of controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation includes: controlling the virtual character to perform an evasive action in the game scene along the sliding direction according to the sliding direction of the second sliding operation.
[0133] The method further includes: adjusting the orientation of the virtual character in the game scene according to the sliding direction of the second sliding operation.
[0134] The second sliding operation includes a sliding operation with a sliding speed greater than a preset speed, or a sliding operation in which the touch point is terminated within the first response area.
[0135] The above method also includes: responding to a third sliding operation on the virtual joystick, controlling the virtual character to automatically move in the game scene.
[0136] The third sliding operation is a sliding operation performed in a designated direction.
[0137] The sliding operation performed along the specified direction includes a sliding operation of sliding along the specified direction exceeding a preset distance or a sliding operation of sliding along the specified direction to a preset automatic movement triggering area.
[0138] The above-mentioned graphical user interface also includes function controls, and the above-mentioned method also includes: responding to a first touch operation on the function control, controlling the virtual character to perform a first action corresponding to the function control according to the first touch operation; responding to a fourth sliding operation on the function control, controlling the virtual character to perform a second action corresponding to the fourth sliding operation, and the second action includes a dodging action.
[0139] The above-mentioned response to the fourth sliding operation of the functional control and controlling the virtual character to perform the second action corresponding to the fourth sliding operation include: in response to the initial touch point of the fourth sliding operation being located at the functional control, providing an avoidance control on the graphical user interface; in response to the termination touch point of the fourth sliding operation being located within the avoidance control, controlling the virtual character to perform an avoidance action.
[0140] The step of providing a ducking control on the graphical user interface includes: providing a roulette control centered on the function control in the graphical user interface, the roulette control includes a plurality of roulette plate controls, and the roulette plate controls include a ducking control.
[0141] The above method also includes: in response to the initial touch point of the fourth sliding operation staying on the function control for a first time period, controlling the virtual character to perform a preparatory action for the first action; in response to the fourth sliding operation on the function control, controlling the virtual character to perform a second action corresponding to the fourth sliding operation, the second action including a dodging action, and also includes: during the virtual character's execution of the preparatory action, responding to the movement of the touch point of the fourth sliding operation on the function control, interrupting the virtual character's preparatory action, and controlling the virtual character to perform the second action corresponding to the fourth sliding operation, the second action including a dodging action.
[0142] The above-mentioned controlling the virtual character to execute the first action corresponding to the function control according to the first touch operation also includes: determining the skill release parameters of the first action according to the continuous touch time of the first touch operation, and controlling the virtual character to execute the first action with the skill release parameters of the first action.
[0143] The above-mentioned graphical user interface also includes function controls, and the above-mentioned method also includes: responding to a first touch operation on the function control, controlling the virtual character to perform a first action corresponding to the function control according to the first touch operation; providing a perspective adjustment control in the graphical user interface during the touch time of the first touch operation; responding to a fifth sliding operation acting on the perspective adjustment control, adjusting the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the fifth sliding operation.
[0144] The above-mentioned graphical user interface also includes a function control, which is configured to respond to a first touch operation on the function control, and control the virtual character to perform a first action corresponding to the function control according to the first touch operation. The method also includes: in response to a long press operation on the function control, controlling the virtual character to perform a preparatory action for the first action, and determining the skill release parameters of the first action according to the duration of the first preparatory action, so as to execute the first action according to the skill release parameters of the first action when executing the first action; during the execution of the first preparatory action, providing a perspective adjustment control in the graphical user interface; in response to a fifth sliding operation acting on the perspective adjustment control, adjusting the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the fifth sliding operation.
[0145] The above method also includes: in response to the triggering of the first action, determining the execution direction of the first action according to the field of view presentation direction and / or the orientation of the virtual character in the game scene, and controlling the virtual character to perform the first action in the execution direction.
[0146] The above-mentioned graphical user interface also includes a function control, which is configured to respond to a fourth sliding operation on the function control, control the virtual character to perform a second action corresponding to the fourth sliding operation, and the second action includes a dodging action. The above-mentioned method also includes: in response to the initial touch point of the fourth sliding operation staying on the function control for a second time period, providing a perspective adjustment control in the graphical user interface; in response to a fifth sliding operation acting on the perspective adjustment control, adjusting the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the fifth sliding operation.
[0147] The above method also includes: in response to the triggering of the second action, determining the execution direction of the second action corresponding to the fourth sliding operation according to the direction of the virtual character's presentation in the field of view and / or the orientation of the virtual character in the game scene, and controlling the virtual character to perform the second action in the execution direction of the second action.
[0148] The above-mentioned perspective adjustment control includes a perspective adjustment area and a virtual adjustment slider. In response to a fifth sliding operation applied to the perspective adjustment control, the step of adjusting the field of view presentation direction of the game scene according to the fifth sliding operation includes: in response to the fifth sliding operation on the virtual adjustment slider in the perspective adjustment area, controlling the position of the virtual adjustment slider in the perspective adjustment area according to the fifth sliding operation; determining the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the position of the virtual adjustment slider in the perspective adjustment area.
[0149] A second dodge control is also provided in the graphical user interface, and the method further includes: in response to a second touch operation on the second dodge control, controlling the virtual character in the game scene to perform a dodge action with the current orientation of the virtual character.
[0150] The above-mentioned step of responding to the second sliding operation on the virtual joystick and controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation includes: responding to the second sliding operation on the virtual joystick and controlling the virtual character to perform an evasive action corresponding to the current movement state of the virtual character in the game scene according to the second sliding operation.
[0151] This embodiment further provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the operation control method of the above game, which specifically includes:
[0152] In response to a first sliding operation on the virtual joystick, the virtual character is controlled to move in the game scene according to the first sliding operation; in response to a second sliding operation on the virtual joystick, the virtual character is controlled to perform a dodge action in the game scene according to the second sliding operation. In this way, the virtual character is controlled to perform a dodge action by using a virtual joystick that is separated from other combat controls in the interface, thereby avoiding key position conflicts, high frequency of unilateral operation, and easy fatigue, which may cause untimely dodge problems, improving the game experience of players and increasing the diversity of player operations.
[0153] The step of controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation includes: controlling the virtual character to perform an evasive action in the game scene along the sliding direction according to the sliding direction of the second sliding operation.
[0154] The method further includes: adjusting the orientation of the virtual character in the game scene according to the sliding direction of the second sliding operation.
[0155] The second sliding operation includes a sliding operation with a sliding speed greater than a preset speed, or a sliding operation in which the touch point is terminated within the first response area.
[0156] The above method also includes: responding to a third sliding operation on the virtual joystick, controlling the virtual character to automatically move in the game scene.
[0157] The third sliding operation is a sliding operation performed in a designated direction.
[0158] The sliding operation performed along the specified direction includes a sliding operation of sliding along the specified direction exceeding a preset distance or a sliding operation of sliding along the specified direction to a preset automatic movement triggering area.
[0159] The above-mentioned graphical user interface also includes function controls, and the above-mentioned method also includes: responding to a first touch operation on the function control, controlling the virtual character to perform a first action corresponding to the function control according to the first touch operation; responding to a fourth sliding operation on the function control, controlling the virtual character to perform a second action corresponding to the fourth sliding operation, and the second action includes a dodging action.
[0160] The above-mentioned response to the fourth sliding operation of the functional control and controlling the virtual character to perform the second action corresponding to the fourth sliding operation include: in response to the initial touch point of the fourth sliding operation being located at the functional control, providing an avoidance control on the graphical user interface; in response to the termination touch point of the fourth sliding operation being located within the avoidance control, controlling the virtual character to perform an avoidance action.
[0161] The step of providing a ducking control on the graphical user interface includes: providing a roulette control centered on the function control in the graphical user interface, the roulette control includes a plurality of roulette plate controls, and the roulette plate controls include a ducking control.
[0162] The above method also includes: in response to the initial touch point of the fourth sliding operation staying on the function control for a first time period, controlling the virtual character to perform a preparatory action for the first action; in response to the fourth sliding operation on the function control, controlling the virtual character to perform a second action corresponding to the fourth sliding operation, the second action including a dodging action, and also includes: during the virtual character's execution of the preparatory action, responding to the movement of the touch point of the fourth sliding operation on the function control, interrupting the virtual character's preparatory action, and controlling the virtual character to perform the second action corresponding to the fourth sliding operation, the second action including a dodging action.
[0163] The above-mentioned controlling the virtual character to execute the first action corresponding to the function control according to the first touch operation also includes: determining the skill release parameters of the first action according to the continuous touch time of the first touch operation, and controlling the virtual character to execute the first action with the skill release parameters of the first action.
[0164] The above-mentioned graphical user interface also includes function controls, and the above-mentioned method also includes: responding to a first touch operation on the function control, controlling the virtual character to perform a first action corresponding to the function control according to the first touch operation; providing a perspective adjustment control in the graphical user interface during the touch time of the first touch operation; responding to a fifth sliding operation acting on the perspective adjustment control, adjusting the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the fifth sliding operation.
[0165] The above-mentioned graphical user interface also includes a function control, which is configured to respond to a first touch operation on the function control, and control the virtual character to perform a first action corresponding to the function control according to the first touch operation. The method also includes: in response to a long press operation on the function control, controlling the virtual character to perform a preparatory action for the first action, and determining the skill release parameters of the first action according to the duration of the first preparatory action, so as to execute the first action according to the skill release parameters of the first action when executing the first action; during the execution of the first preparatory action, providing a perspective adjustment control in the graphical user interface; in response to a fifth sliding operation acting on the perspective adjustment control, adjusting the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the fifth sliding operation.
[0166] The above method also includes: in response to the triggering of the first action, determining the execution direction of the first action according to the field of view presentation direction and / or the orientation of the virtual character in the game scene, and controlling the virtual character to perform the first action in the execution direction.
[0167] The above-mentioned graphical user interface also includes a function control, which is configured to respond to a fourth sliding operation on the function control, control the virtual character to perform a second action corresponding to the fourth sliding operation, and the second action includes a dodging action. The above-mentioned method also includes: in response to the initial touch point of the fourth sliding operation staying on the function control for a second time period, providing a perspective adjustment control in the graphical user interface; in response to a fifth sliding operation acting on the perspective adjustment control, adjusting the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the fifth sliding operation.
[0168] The above method also includes: in response to the triggering of the second action, determining the execution direction of the second action corresponding to the fourth sliding operation according to the direction of the virtual character's presentation in the field of view and / or the orientation of the virtual character in the game scene, and controlling the virtual character to perform the second action in the execution direction of the second action.
[0169] The above-mentioned perspective adjustment control includes a perspective adjustment area and a virtual adjustment slider. In response to a fifth sliding operation applied to the perspective adjustment control, the step of adjusting the field of view presentation direction of the game scene according to the fifth sliding operation includes: in response to the fifth sliding operation on the virtual adjustment slider in the perspective adjustment area, controlling the position of the virtual adjustment slider in the perspective adjustment area according to the fifth sliding operation; determining the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene according to the position of the virtual adjustment slider in the perspective adjustment area.
[0170] A second dodge control is also provided in the graphical user interface, and the method further includes: in response to a second touch operation on the second dodge control, controlling the virtual character in the game scene to perform a dodge action with the current orientation of the virtual character.
[0171] The above-mentioned step of responding to the second sliding operation on the virtual joystick and controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation includes: responding to the second sliding operation on the virtual joystick and controlling the virtual character to perform an evasive action corresponding to the current movement state of the virtual character in the game scene according to the second sliding operation.
[0172] The game operation control method, device and computer program product of the electronic device provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0173] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0174] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.
[0175] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0176] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0177] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A game control method, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a portion of a game scene and a virtual character in the game scene are displayed in the graphical user interface, wherein the graphical user interface includes a virtual joystick and a function control, wherein the function control is a common attack control, and wherein the method includes: In response to a first sliding operation on the virtual joystick, controlling the virtual character to move in the game scene according to the first sliding operation; In response to a second sliding operation on the virtual joystick, controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation; In response to a first touch operation on the function control, controlling the virtual character to perform a first action corresponding to the function control according to the first touch operation, wherein the first action is a common attack; In response to a long press operation on the function control, controlling the virtual character to perform a preparatory action for a first action, and determining a skill release parameter of the first action according to the duration of the long press operation, so as to perform the first action according to the skill release parameter of the first action when performing the first action; In response to a fourth sliding operation on the function control, the virtual character is controlled to perform a second action corresponding to the fourth sliding operation, where the second action includes an evasive action.
2. The method according to claim 1, characterized in that: The step of controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation comprises: According to the sliding direction of the second sliding operation, the virtual character is controlled to perform the evasive action along the sliding direction in the game scene.
3. The method according to claim 2, characterized in that The method further comprises: According to the sliding direction of the second sliding operation, the orientation of the virtual character in the game scene is adjusted.
4. The method according to claim 1, characterized in that: The second sliding operation includes a sliding operation with a sliding speed greater than a preset speed, or a sliding operation in which the touch point is terminated within the first response area.
5. The method according to claim 1, characterized in that The method further comprises: In response to a third sliding operation on the virtual joystick, the virtual character is controlled to automatically move in the game scene.
6. The method according to claim 5, characterized in that The third sliding operation is a sliding operation performed in a designated direction.
7. The method according to claim 6, characterized in that The sliding operation performed along the specified direction includes a sliding operation of sliding along the specified direction exceeding a preset distance or a sliding operation of sliding along the specified direction to a preset automatic movement triggering area.
8. The method according to claim 1, characterized in that: In response to the fourth sliding operation on the function control, controlling the virtual character to perform a second action corresponding to the fourth sliding operation includes: In response to the initial touch point of the fourth sliding operation being located at the function control, providing a ducking control on the graphical user interface; In response to the termination touch point of the fourth sliding operation being located within the dodge control, the virtual character is controlled to perform a dodge action.
9. The method according to claim 8, characterized in that The step of providing a ducking control on the graphical user interface comprises: A roulette wheel control centered around the function control is provided in the graphical user interface, the roulette wheel control includes a plurality of roulette plate controls, and the roulette plate controls include the ducking control.
10. The method according to claim 1, characterized in that The method further comprises: In response to the initial touch point of the fourth sliding operation staying on the function control for a first time period, controlling the virtual character to perform a preparatory action for the first action; In response to a fourth sliding operation on the function control, controlling the virtual character to perform a second action corresponding to the fourth sliding operation, wherein the second action includes a dodge action, further comprising: During the virtual character's execution of the preparatory action, in response to the movement of the touch point of the fourth sliding operation on the function control, the preparatory action of the virtual character is interrupted, and the virtual character is controlled to execute the second action corresponding to the fourth sliding operation, wherein the second action includes the evasive action.
11. The method according to claim 1, characterized in that The controlling the virtual character to execute the first action corresponding to the function control according to the first touch operation further includes: The skill release parameters of the first action are determined according to the continuous touch time of the first touch operation, and the virtual character is controlled to perform the first action with the skill release parameters of the first action.
12. The method according to claim 1, characterized in that The method further comprises: providing a viewing angle adjustment control in the graphical user interface during the touch time of the first touch operation; In response to a fifth sliding operation on the viewing angle adjustment control, the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene are adjusted according to the fifth sliding operation.
13. The method according to claim 1, characterized in that The method further comprises: During the execution of the long press operation, providing a viewing angle adjustment control in the graphical user interface; In response to a fifth sliding operation on the viewing angle adjustment control, the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene are adjusted according to the fifth sliding operation.
14. The method according to claim 12 or 13, characterized in that The method further includes: in response to triggering of the first action, determining an execution direction of the first action according to the field of view presentation direction and / or the orientation of the virtual character in the game scene, and controlling the virtual character to perform the first action in the execution direction.
15. The method according to claim 1, characterized in that The graphical user interface also includes a function control, and the function control is configured to respond to a fourth sliding operation on the function control and control the virtual character to perform a second action corresponding to the fourth sliding operation, wherein the second action includes a dodging action. The method further includes: In response to the initial touch point of the fourth sliding operation staying on the function control for a second time period, providing a viewing angle adjustment control on the graphical user interface; In response to a fifth sliding operation on the viewing angle adjustment control, the field of view presentation direction of the game scene and / or the orientation of the virtual character in the game scene are adjusted according to the fifth sliding operation.
16. The method according to claim 15, characterized in that The method further comprises: In response to the triggering of the second action, the execution direction of the second action corresponding to the fourth sliding operation is determined according to the direction of the virtual character presented in the field of view and / or the orientation of the virtual character in the game scene, and the virtual character is controlled to perform the second action in the execution direction of the second action.
17. The method according to any one of claims 12, 13 or 15, characterized in that: The viewing angle adjustment control includes a viewing angle adjustment area and a virtual adjustment slider, and the step of responding to a fifth sliding operation on the viewing angle adjustment control and adjusting the viewing angle presentation direction of the game scene according to the fifth sliding operation includes: In response to a fifth sliding operation on the virtual adjustment slider in the viewing angle adjustment area, controlling a position of the virtual adjustment slider in the viewing angle adjustment area according to the fifth sliding operation; The visual field presentation direction of the game scene and / or the orientation of the virtual character in the game scene are determined according to the position of the virtual adjustment slider in the visual field adjustment area.
18. The method according to claim 1, characterized in that A second ducking control is also provided in the graphical user interface, and the method further comprises: In response to a second touch operation on the second dodge control, the virtual character is controlled to perform a dodge action in the game scene with the current orientation of the virtual character.
19. The method according to claim 1, characterized in that The step of responding to a second sliding operation on the virtual joystick and controlling the virtual character to perform an evasive action in the game scene according to the second sliding operation comprises: In response to a second sliding operation on the virtual joystick, the virtual character is controlled according to the second sliding operation to perform the evasive action corresponding to the current movement state of the virtual character in the game scene.
20. A game operation control device, characterized in that: A graphical user interface is provided through a terminal device, the graphical user interface including at least a part of a game scene of a target game, the game scene including a virtual character, and the apparatus includes: A first movement control module, configured to respond to a first sliding operation on a virtual joystick and control the movement of the virtual character in the game scene according to the first sliding operation; A second movement control module, used for controlling the virtual character to perform an evasive action in the game scene according to a second sliding operation; A fourth movement control module is used to respond to a first touch operation on a function control, and control the virtual character to perform a first action corresponding to the function control according to the first touch operation, wherein the function control is a normal attack control, and the first action is a normal attack; in response to a long press operation on the function control, control the virtual character to perform a preparatory action for the first action, and determine a skill release parameter of the first action according to the duration of the long press operation, so as to execute the first action according to the skill release parameter of the first action when executing the first action; in response to a fourth sliding operation on the function control, control the virtual character to perform a second action corresponding to the fourth sliding operation, and the second action includes a dodging action.
21. An electronic device, characterized in that: The game control method comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the game control method according to any one of claims 1 to 19.
22. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game control method according to any one of claims 1-19.
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