Method and device for skill casting in game, electronic equipment and storage medium

By defining the skill casting range through head-mounted displays and gesture controls, the problem of inaccurate non-targeting skill casting in ARPG games has been solved, resulting in higher skill casting accuracy and smoother operation.

CN117942575BActive Publication Date: 2026-07-24NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2024-02-04
Publication Date
2026-07-24

AI Technical Summary

Technical Problem

In existing ARPG games, the non-targeting skill casting operation is simple and the casting range is not finely defined, resulting in poor skill casting accuracy.

Method used

The game uses a head-mounted display to show a graphical user interface, uses gestures to define the range of skill casting, and identifies the target casting range and area by recognizing player gestures, thus enabling precise casting of game skills.

Benefits of technology

It improves the accuracy and timeliness of skill casting, avoids inaccurate object selection caused by click deviation or device sensitivity, and enhances the player's operating experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application provides a skill casting method and device in a game, electronic equipment and a storage medium, and relates to the technical field of games. Before the game skill is cast, the skill casting range of the controlled virtual character can be divided according to the current position of the controlled virtual character, and a plurality of skill casting ranges are determined. In the process of casting the game skill, the target casting range to which the game skill to be cast currently is to act and the target area in the target casting range to which the game skill to be cast is to act can be determined by recognizing the operation gesture of the player, so that the casting of the game skill is triggered through the operation gesture, the game skill is cast in the target area in the determined target casting range, and accurate casting of the game skill is realized.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, device, electronic device, and storage medium for casting skills in a game. Background Technology

[0002] Currently, in ARPG (Action Role Playing Game) games, when casting non-targeting skills, players typically control the mouse to click on the target to execute the skill.

[0003] The above-mentioned skill casting methods are simple to operate, and the granularity of skill casting range is relatively coarse, resulting in poor accuracy of skill casting. Summary of the Invention

[0004] The purpose of this application is to provide a method, device, electronic device, and storage medium for casting skills in a game, so as to improve the accuracy and timeliness of skill casting.

[0005] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:

[0006] In a first aspect, embodiments of this application provide a method for casting a skill in a game, wherein a graphical user interface is displayed via a head-mounted display device, the graphical user interface displaying at least a portion of a game scene, the game scene including a controlled virtual character controlled by the head-mounted display device, the controlled virtual character being configured with a first game skill, the first game skill being used to control the controlled virtual character to produce a first game effect on a target area in the game scene, the method comprising:

[0007] In response to the trigger command for the first game skill, the controllable virtual character determines multiple skill casting ranges in the game scene based on the current position of the virtual character in the game scene.

[0008] In response to a first operation gesture triggered by the head-mounted display device, determine the first hand parameters and the second hand parameters corresponding to the first operation gesture;

[0009] Based on the first hand parameter, a target skill casting range is determined from the plurality of skill casting ranges, and a region indicator is displayed within the target skill casting range. The display position of the region indicator within the target skill casting range is adjusted in real time based on the second hand parameter, so that the region indicator indicates the target area where the first game skill is applied within the target skill casting range in real time.

[0010] In response to a second operation gesture triggered by the head-mounted display device, the controlled virtual character is controlled to cast the first game skill toward the target area indicated by the area indicator.

[0011] Secondly, this application also provides a device for releasing skills in a game, which displays a graphical user interface through a head-mounted display device. The graphical user interface displays at least a portion of the game scene, and the game scene includes a controlled virtual character controlled by the head-mounted display device. The controlled virtual character is configured with a first game skill, and the first game skill is used to control the controlled virtual character to produce a first game effect on a target area in the game scene. The device includes: a determining module and a triggering module.

[0012] The determining module is used to respond to the trigger command for the first game skill and determine multiple skill casting ranges in the game scene based on the current position of the controlled virtual character in the game scene;

[0013] The determining module is used to respond to a first operation gesture triggered by the head-mounted display device and determine a first hand parameter and a second hand parameter corresponding to the first operation gesture.

[0014] The determining module is configured to determine a target skill casting range from the plurality of skill casting ranges based on the first hand parameters and display an area indicator within the target skill casting range, and to adjust the display position of the area indicator within the target skill casting range in real time based on the second hand parameters, so that the area indicator indicates the target area where the first game skill is applied within the target skill casting range in real time;

[0015] The triggering module is used to respond to a second operation gesture triggered by the head-mounted display device and control the controlled virtual character to release the first game skill to the target area indicated by the area indicator.

[0016] Thirdly, embodiments of this application provide an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the game skill casting method provided in the first aspect.

[0017] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program that, when executed by a processor, performs a method for releasing game skills as provided in the first aspect.

[0018] The beneficial effects of this application are:

[0019] This application provides a method, device, electronic device, and storage medium for casting skills in a game. Before casting a game skill, the skill casting range of the controlled virtual character can be divided according to the current position of the controlled virtual character, determining multiple skill casting ranges. During the casting of the game skill, the target casting range and the target area within the target casting range can be determined by recognizing the player's operation gestures. The game skill is then triggered by the operation gestures, controlling the skill to be cast within the determined target area, achieving precise skill casting. This avoids the problem of poor target selection accuracy caused by click deviation or device sensitivity when the player clicks to select the target of the skill.

[0020] Secondly, based on the attribute information of the controlled virtual character and the characteristics of the game map, the size and proportion of the skill casting range corresponding to the controlled virtual character can be adjusted to make the setting of the skill casting range corresponding to the controlled virtual character more reasonable and more in line with the game scene.

[0021] In addition, by continuously triggering the first operation gesture, a pre-cast sequence of game skills is generated. The skill is controlled according to the pre-cast sequence. Players do not need to wait for the skill to hit before they can input a new first operation gesture. Multiple first operation gestures can be continuously input. The player's input of the first operation gesture and the background control of skill casting are executed simultaneously, improving the player's skill casting experience. Attached Figure Description

[0022] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0023] Figure 1 A flowchart illustrating a method for casting skills in a game, provided as an embodiment of this application;

[0024] Figure 2 A schematic diagram of a game interface provided in an embodiment of this application;

[0025] Figure 3 A flowchart illustrating another method for casting skills in a game, provided as an embodiment of this application;

[0026] Figure 4 A flowchart illustrating another method for casting a skill in a game, provided as an embodiment of this application;

[0027] Figure 5 A schematic diagram of a gesture provided for an embodiment of this application;

[0028] Figure 6 A schematic diagram of another gesture provided for an embodiment of this application;

[0029] Figure 7 A flowchart illustrating another method for casting a skill in a game, provided as an embodiment of this application;

[0030] Figure 8 A schematic diagram of another gesture provided for an embodiment of this application;

[0031] Figure 9 A flowchart illustrating another method for casting skills in a game, provided as an embodiment of this application;

[0032] Figure 10 A flowchart illustrating another method for casting a skill in a game, provided as an embodiment of this application;

[0033] Figure 11 A flowchart illustrating another method for casting skills in a game, provided as an embodiment of this application;

[0034] Figure 12 A schematic diagram of a game screen provided for an embodiment of this application;

[0035] Figure 13 A schematic diagram of a skill casting device in a game, provided as an embodiment of this application;

[0036] Figure 14 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0037] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.

[0038] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0039] In one embodiment of this disclosure, the method for releasing game skills can run on a terminal device or a server. The terminal device can be a head-mounted display device, such as smart glasses. When the method for releasing game skills runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and a head-mounted display device.

[0040] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and execution of skill casting methods in the game are completed on the cloud gaming server. The head-mounted display device (HMD) is used for data reception, transmission, and game screen presentation. For example, the HMD can be a display device with data transmission capabilities close to the user, such as smart glasses; however, information processing is performed by the cloud gaming server in the cloud. During gameplay, the HMD can recognize the player's operation commands and send them to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the HMD via the network, and finally, the HMD decodes and outputs the game screen.

[0041] In an alternative implementation, taking a game as an example, the head-mounted display (HUD) stores a game program and is used to display game visuals. The HUD is used to interact with the player through a graphical user interface (GUI), i.e., by conventionally downloading, installing, and running the game program via an electronic device. The HUD can provide the GUI to the player in various ways, such as rendering it on the HUD's screen or providing it to the player via holographic projection. For example, the HUD may include a display screen, a processor, and sensors. The display screen is used to display the GUI, which includes game visuals. The processor is used to run the game, generate the GUI, and control its display on the screen. The sensors can collect the player's gesture commands to control a virtual character.

[0042] In action role-playing games, player skills are generally divided into targeted skills and non-targeted skills. Targeted skills are skills that specify a direction, while non-targeted skills are skills that specify a target. Targeted skills require the player to specify the direction of release, while non-targeted skills require the player to specify the target.

[0043] Currently, non-targeting skills are mostly cast using a mouse or by clicking the screen UI. However, the current granularity of non-targeting skill casting is insufficient, making it impossible to use a semi-intelligent gesture-based casting method that combines hand and eye to execute skills at specific locations and distances. Overall, skill casting remains at a coarse level and lacks further granular refinement.

[0044] Based on this, the skill casting method provided in this solution can, before casting a skill, divide the skill casting range of the controlled virtual character, centered on the virtual character's position, attribute information, and game map features, effectively distinguishing the near, medium, and far ranges of the skill. Simultaneously, by recognizing the player's gestures, the size of each divided skill casting range can be adjusted. During skill casting, the casting range of the currently selected skill and the casting area within that range can be determined by recognizing the player's gestures, achieving precise skill casting. Finally, by recognizing the player's continuous gestures, a pre-cast sequence of skills for the controlled virtual character is generated. This allows skills to be cast sequentially according to the pre-cast sequence without affecting the player's input gestures, avoiding skill casting delays.

[0045] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.

[0046] Figure 1 This is a flowchart illustrating a method for casting skills in a game, provided in an embodiment of this application. It can be applied to head-mounted displays (HMDs), i.e., smart head-mounted devices. The HMD can communicate with the user's terminal device via Bluetooth to synchronously display the game screen on the terminal device. Furthermore, the game screen displayed on the HMD's graphical user interface can be projected and floated onto the player's spatial scene, thus overlaying the game screen onto the player's real space. During projection, the game screen can be proportionally enlarged to provide the player with a clearer interactive experience.

[0047] Optionally, at least a portion of the game scene is displayed on the graphical user interface of the head-mounted display device. The game scene includes a controlled virtual character controlled by the head-mounted display device. The controlled virtual character is configured with a first game skill, which is used to control the controlled virtual character to produce a first game effect on a target area in the game scene.

[0048] like Figure 1 As shown, the method may include:

[0049] S101, responding to the trigger command for the first game skill, determine the casting range of multiple skills in the game scene based on the current position of the controlled virtual character in the game scene.

[0050] The solution proposed in this application can be applied to combat games, where players can control virtual characters to defeat enemy characters, monsters, or complete levels by unleashing game skills.

[0051] When it is necessary to trigger the release of a game skill, a trigger command can be entered for the first game skill. The first game skill can be any attribute skill configured for the controlled virtual character. The game interface typically displays control buttons corresponding to each game skill; players can enter the trigger command for the first game skill by pressing the corresponding control button.

[0052] Based on the trigger command of the first game skill, multiple skill casting ranges can be determined in the game scene according to the current position of the controlled virtual character. These multiple skill casting ranges are the skill casting ranges corresponding to the controlled virtual character. Based on the determined multiple skill casting ranges, the controlled virtual character can be controlled to cast game skills within the skill casting ranges.

[0053] In some embodiments, the skill casting range can be determined in advance. Once the skill casting range of the controlled virtual character is predetermined, it can remain unchanged during real-time gameplay. However, as the game map features change, the size of the skill casting range may be adjusted. But after the adjustment, if the game remains in a map with the same features, the skill casting range will no longer be dynamically adjusted.

[0054] S102, respond to the first operation gesture triggered by the head-mounted display device, and determine the first hand parameters and the second hand parameters corresponding to the first operation gesture.

[0055] The head-mounted display can be equipped with image acquisition devices, such as cameras or image sensors. The head-mounted display can capture and recognize the player's hand gestures or gaze, and interact with the displayed game screen based on gestures and gaze positioning to implement the skill casting methods in this solution.

[0056] The player's first gesture can be input while suspended in space, without directly touching the graphical user interface. The head-mounted display can capture and recognize the player's first gesture to determine the corresponding first and second hand parameters.

[0057] S103. Determine a target skill casting range from multiple skill casting ranges based on the first hand parameter and display an area indicator within the target skill casting range. Adjust the display position of the area indicator within the target skill casting range in real time based on the second hand parameter so that the area indicator indicates the target area where the first game skill is applied within the target skill casting range in real time.

[0058] Optionally, the first hand parameter is used to determine the target skill casting range from multiple skill casting ranges corresponding to the controlled virtual character. When the target skill casting range is determined, an area indicator can be displayed within the target skill casting range. The second hand parameter is used to control the area indicator to move in real time within the target skill casting range, so as to determine a specific target area indicated by the second hand parameter within the target skill casting range by adjusting the display position of the area indicator.

[0059] The target area can indicate the skill casting area. Therefore, by using the first and second hand parameters, the target skill casting range of the controlled virtual character's first game skill and the target casting area within the target skill casting range can be determined. In other words, precise positioning of the game skill casting range can be achieved.

[0060] Figure 2 This application provides a schematic diagram of a game interface, as shown in the embodiment of the present application. Figure 2 As shown, taking the skill casting range of the controlled virtual character as an example, it is divided into three categories: melee casting range, mid-range casting range, and long-range casting range. Assuming that the currently determined target skill casting range is the long-range casting range, an area indicator can be displayed within the long-range casting range. The area indicator can be used to mark an area, as shown by the shaded area in the figure. After adjusting the position of the area indicator through the second hand parameter, the area covered by the display position of the area indicator is the target area to be affected by the game skill.

[0061] S104. Responding to a second operation gesture triggered by the head-mounted display device, control the controlled virtual character to cast a first game skill towards the target area indicated by the area indicator.

[0062] After determining the target skill range and the location of the area indicator for the first game skill, the player can input a second gesture. Once the head-mounted display recognizes the second gesture, the player can control the virtual character to cast the first game skill towards the target area indicated by the area indicator. The second gesture is used to trigger the casting of the game skill.

[0063] In summary, the skill casting method provided in this embodiment allows for the division of the skill casting range of the controlled virtual character based on its current position before casting the skill, thus determining multiple skill casting ranges. During the skill casting process, the system can recognize the player's gestures to determine the target casting range and the target area within that range. The player can then trigger the skill casting via gestures, controlling the skill to be cast within the determined target area, thereby achieving precise skill casting.

[0064] Optionally, in step S101, responding to the trigger command for the first game skill and determining the range of multiple skill castings in the game scene based on the current position of the controlled virtual character in the game scene may include: responding to the trigger command for the first game skill and determining the range of multiple skill castings corresponding to the controlled virtual character in the game scene based on the current position of the controlled virtual character in the game scene, the attribute information of the controlled virtual character, and / or the characteristics of the current game map in the game scene.

[0065] In one feasible approach, the range of multiple skills that the controlled virtual character can be determined based on the controlled virtual character's current position in the game scene and the controlled virtual character's attribute information.

[0066] The attribute information of a controlled virtual character can include its class attributes in the game. Virtual characters with different class attributes have different requirements for the range of their melee, mid-range, and ranged skills.

[0067] In another possible approach, the range of multiple skills that the controlled virtual character can cast can be determined based on the current position of the controlled virtual character in the game scene and the characteristics of the current game map in the game scene.

[0068] In game map scenarios with different characteristics, the distribution of objects such as monsters, enemies, and resources may vary, which may result in different settings for the range of game skills.

[0069] Of course, the range of multiple skills that the controlled virtual character can cast can also be determined by combining the current position of the controlled virtual character in the game scene, the attribute information of the controlled virtual character, and the characteristics of the current game map in the game scene.

[0070] The current position of the controlled virtual character in the game scene is used to determine the distribution center point of the skill casting range. The skill casting range is centered on the current position of the controlled virtual character as much as possible to ensure the rationality of the game.

[0071] Figure 3 The flowchart illustrates another method for casting skills in a game, provided in this application embodiment. Optionally, in the above steps, determining the casting range of multiple skills corresponding to the controlled virtual character in the game scene based on the current position of the controlled virtual character in the game scene and the attribute information of the controlled virtual character may include:

[0072] S301. Based on the attribute information of the controlled virtual character and / or the characteristics of the current game map, determine the size of the casting range of each skill corresponding to the controlled virtual character and the configuration ratio between the casting ranges of each skill; the attribute information includes the virtual class information of the controlled virtual character.

[0073] Optionally, as described above, the size of each skill casting range corresponding to the controlled virtual character and the configuration ratio between the skill casting ranges can be determined first based on the attribute information of the virtual character and the characteristics of the current game map; or the size of each skill casting range corresponding to the controlled virtual character and the configuration ratio between the skill casting ranges can be determined based on the attribute information of the virtual character; or the size of each skill casting range corresponding to the controlled virtual character and the configuration ratio between the skill casting ranges can be determined based on the characteristics of the current game map of the virtual character.

[0074] For example, when the class attribute of the controlled virtual character is mage, it is mostly a melee combatant, so the melee casting range can be set to be larger, while when the class attribute is archer, the mid-range or ranged casting range can be set to be larger, etc.

[0075] Alternatively, in open suburban areas or other map scenarios, where monsters or resources are scattered, the range of the controlled virtual character's ranged attacks can be set relatively larger. In urban areas or other map scenarios, where monsters are more concentrated, the range of the controlled virtual character's melee attacks can be set relatively larger.

[0076] S302. Centered on the current position of the controlled virtual character, the range of each skill is expanded outward in sequence according to the size of the skill casting range and the configuration ratio between the skill casting ranges to form multiple skill casting ranges corresponding to the controlled virtual character.

[0077] Taking the current position of the controllable virtual character as the center, according to the sizes of the determined skill casting ranges and the configuration ratios between the skill casting ranges, it spreads outward from the center to form multiple skill casting ranges corresponding to the controllable virtual character.

[0078] Optionally, as Figure 2 shown, the multiple skill casting ranges can be distributed in a circular diffusion around the current position of the controllable virtual character. The distances between the short-range casting range, the medium-range casting range, and the long-range casting range and the controllable virtual character increase in sequence.

[0079] Of course, the skill casting ranges are not limited to being distributed in a circular diffusion. For example, they can also be rectangular, that is, forming a "hui" character style, etc.

[0080] Figure 4 It is a schematic flowchart of another method for casting skills in a game provided by an embodiment of the present application; optionally, in step S101, determining multiple skill casting ranges in the game scene may include:

[0081] S401. Display multiple range identifiers in the game scene, and the multiple range identifiers are used to indicate the optional skill casting ranges when the controllable virtual character casts skills.

[0082] The range identifiers mentioned here can be understood as Figure 2 the circular regions in Figure 2 that are used to represent each skill casting range. One ring corresponds to one range identifier,

[0083] and the ring closest to the controllable virtual character in

[0084] indicates the short-range casting range, and so on.

[0085] S402. Respond to the gaze operation triggered by the head-mounted display device, and determine a target range identifier from the currently displayed range identifiers. The target range identifier is used to indicate the selected skill casting range to be adjusted.

[0086] After the skill's casting range is locked, the player's third gesture is triggered via the head-mounted display to obtain the corresponding third hand parameters. This third gesture is used to trigger an adjustment to the size of the skill's casting range.

[0087] S404. Adjust the display size of the target range indicator according to the third hand parameter, so as to adjust the size of the selected skill casting range to be adjusted.

[0088] Optionally, the degree of adjustment of the size of the target range marker can be determined based on the third hand parameters corresponding to the third operation gesture, thereby adjusting the size of the casting range of the skill to be adjusted by adjusting the size of the target range marker.

[0089] Among them, the adjustment of the skill casting range size includes, but is not limited to, the following two methods: 1) keeping the overall range of the skill casting range unchanged, adjusting the proportion between each ring inside, so as to adjust the size of the skill casting range to be adjusted; 2) changing the overall range, so as to adjust the size of the skill casting range to be adjusted.

[0090] Optionally, in step S403, in response to the second operation gesture triggered by the head-mounted display device, determining the third hand parameters corresponding to the third operation gesture includes: in response to an operation in which the first hand and the second hand are in a preset posture and move relative to each other, determining the third hand parameters corresponding to the third operation gesture.

[0091] In one feasible approach, the first hand and the second hand are in a preset posture, and while the first hand and the second hand maintain the preset posture, the first hand and the second hand move relative to each other to obtain parameters of the third hand.

[0092] Optionally, the preset posture includes a posture in which the hands are clasped together and facing each other; the relative movement operation includes: the hands moving closer to each other or the hands moving further apart.

[0093] Figure 5 This is a schematic diagram of a gesture provided in an embodiment of this application. Figure 5 The diagram shows a possible third gesture. The preset posture is that the hands are in a pinched state. With the hands in a pinched state, the hands can be brought closer or further apart to obtain third hand parameters, thereby adjusting the size of the skill casting range.

[0094] Figure 6 A schematic diagram of another gesture provided in an embodiment of this application, such as... Figure 6 The example illustrates several other possible third operation gestures, such as Figure 6In (a)-(c), the default posture can be that the hands are slightly open. In the state of slightly open hands, the size of the skill casting range can be adjusted by bringing the hands closer or further apart. The degree to which the hands are slightly open is not limited.

[0095] In one feasible approach, the skill casting range to be adjusted can be proportionally expanded or reduced according to the shape of the skill casting range to be adjusted, based on the distance between the hands.

[0096] Based on the shape of the set skill casting range, when adjusting the size of the skill casting range to be adjusted, it can be expanded or shrunk proportionally according to the shape of the skill casting range to be adjusted, so as to ensure that the shape of the adjusted skill casting range does not change.

[0097] Optionally, the distance between the hands is proportional to the adjusted size of the skill casting range.

[0098] In some embodiments, the closer the hands are, the smaller the size of the skill casting range can be adjusted; the farther the hands are, the larger the size of the skill casting range can be adjusted. This is similar to zooming in and out of an image on a mobile phone: the closer the index finger and thumb are, the smaller the image is zoomed in; and the farther the index finger and thumb are, the larger the image is zoomed in.

[0099] Optionally, in step S102, responding to the first operation gesture triggered by the head-mounted display device and determining the first hand parameters and the second hand parameters corresponding to the first operation gesture may include: responding to the finger extension gesture and wrist rotation gesture of the hand and determining the first hand parameters and the second hand parameters corresponding to the first operation gesture.

[0100] The first hand gesture can be a combination of finger extension and wrist rotation, which can be understood as a combination of number gestures and wrist rotation. The first hand parameter can vary depending on the number of fingers extended. Similarly, the second hand parameter varies depending on the angle of wrist rotation.

[0101] Figure 7 This is a flowchart illustrating another method for releasing a skill in a game, provided in an embodiment of this application. Optionally, in the above steps, determining the first hand parameters and the second hand parameters corresponding to the first operation gesture in response to the finger extension gesture and wrist rotation gesture may include:

[0102] S701, in response to the number of fingers extended in the first hand, determine the parameters of the first hand.

[0103] In one feasible approach, the first gesture can be performed using both hands. If the first hand is the right hand, the second hand can be the left hand.

[0104] The parameters of the first hand can be determined by the number of fingers extended in the first hand gesture. For example, by making the numbers 1, 2, and 3 with fingers, different numbers correspond to different first hand parameters, and different first hand parameters can determine different target skill casting ranges.

[0105] Figure 8 This is a schematic diagram of another gesture provided in an embodiment of this application. Digital gestures can be as follows: Figure 8 As shown, for example, digital gesture 1 corresponds to a close-range casting range, digital gesture 2 corresponds to a mid-range casting range, and digital gesture 3 corresponds to a long-range casting range. Therefore, when the determined first hand parameter is 1, the target skill casting range can be determined to be a close-range casting range.

[0106] Of course, the numbers used in digital gesture operations are not limited to 1, 2, and 3; they can be other numbers as well. Furthermore, the number corresponding to which release range is not fixed, as long as different numbers can be used to distinguish different release ranges.

[0107] S702, In response to the wrist rotation angle of the second hand, determine the parameters of the second hand.

[0108] While maintaining the digital gesture with the first hand, the parameters of the second hand can be determined by the wrist rotation angle. Different wrist rotation angles correspond to different second hand parameters. Based on the position where the wrist rotation stops, the final display position of the area indicator within the skill's casting range can be determined, thereby identifying the target area affected by the game skill within that range.

[0109] Optionally, in the above steps, determining the first hand parameters and the second hand parameters corresponding to the first operation gesture in response to the finger extension gesture and the wrist rotation gesture of the hand may include: determining the first hand parameters and the second hand parameters in response to the number of fingers extended by the first hand and the wrist rotation angle of the first hand while maintaining the number of fingers extended.

[0110] In one feasible approach, the first gesture can be performed with one hand. For example, using only the right hand, a digital gesture can be performed with the right hand, and the right wrist can be rotated while the right hand holds the digital gesture.

[0111] Figure 9This is a flowchart illustrating another method for releasing skills in a game, provided by an embodiment of this application. Optionally, step S103, determining a target skill release range from multiple skill release ranges based on first hand parameters and displaying an area indicator within the target skill release range, may include:

[0112] S901. Based on the number of fingers extended and the pre-configured association between the number of fingers extended and the range identifier, determine the target range identifier from multiple range identifiers displayed in the game scene.

[0113] In some embodiments, the association between the number of finger extensions and each range indicator can be pre-configured, combined with Figure 8 Taking the number of extended fingers as an example, which includes finger number 1, finger number 2 and finger number 3, finger number 1 can be associated with the range identifier corresponding to the short-range casting range, finger number 2 can be associated with the range identifier corresponding to the medium-range casting range, and finger number 3 can be associated with the range identifier corresponding to the long-range casting range.

[0114] Therefore, based on the current number of extended fingers and the correlation between the configured number of extended fingers and the range markers, the target range marker can be determined from the multiple range markers displayed in the game scene. Combined with... Figure 2 That is, the target ring is determined from the three rings representing the short-range, medium-range, and long-range casting ranges, respectively. It is worth noting that in this embodiment, where multiple skill casting ranges are represented by rings, the range identifier can be represented in the form of a ring. When the shape of the skill casting range changes, the representation of the range identifier can also be different.

[0115] S902. Determine the skill casting range indicated by the target range identifier as the target skill casting range, and display an area indicator within the target skill casting range.

[0116] Assuming the identified target ring is the ring containing the mid-range casting range, then the skill casting range indicated by the target range marker is the mid-range casting range, and an area indicator can be displayed within the mid-range casting range.

[0117] Optionally, in step S103, adjusting the display position of the area indicator in the target skill casting range in real time according to the second hand parameters may include: controlling the movement of the area indicator in the target skill casting range in real time according to the wrist rotation angle, so as to adjust the display position of the area indicator in the target skill casting range in real time.

[0118] In some embodiments, the movement of the area indicator within the target skill's casting range can be controlled in real time by rotating the wrist. This can be achieved by establishing a correspondence between the wrist rotation angle and the movement range of the area indicator. When the wrist rotates by a certain angle, the area indicator also moves by the range corresponding to that angle. Wrist rotation can drive the area indicator to move in real time, and when the wrist rotation stops, the position of the area indicator is its final display position within the target skill's casting range.

[0119] Optionally, in step S104, responding to a second operation gesture triggered by the head-mounted display device to control the controlled virtual character to cast a first game skill toward the target area indicated by the area indicator may include: responding to a finger tapping gesture of the hand to control the controlled virtual character to cast a first game skill toward the target area indicated by the area indicator.

[0120] In one feasible approach, the second gesture can be a finger-tapping gesture, which can be implemented with one hand or with both hands. When implemented with one hand, it can be two designated fingers in one hand tapping each other; when implemented with both hands, it can be one designated finger in one hand tapping each other with one designated finger in the other hand.

[0121] Optionally, the hand's finger-tapping gestures may include: a single tapping gesture with the index finger and thumb.

[0122] In one embodiment, when implemented with one hand, the aforementioned finger-tapping gesture can be a single tapping gesture using the index finger and thumb. At the moment of tapping, the index finger and thumb can be in a pinched state. Here, a single tap triggers the controlled virtual character to cast the first game skill towards the target area indicated by the area indicator. It is not limited whether the index finger taps the thumb or the thumb taps the index finger. When implemented with both hands, it can be a single tap using the right index finger and left thumb, etc. Of course, this is just one example; it is not limited which finger is used to perform the tapping.

[0123] Figure 10 A flowchart illustrating another method for casting a skill in a game, provided as an embodiment of this application; optionally, the method of this application may further include:

[0124] S1101, respond to the first operation gesture continuously triggered by the head-mounted display device, and sequentially determine the first hand parameters and the second hand parameters corresponding to each first operation gesture.

[0125] The above embodiments describe the implementation method for the release of any single game skill. This embodiment provides a method for the continuous release of skills. Players can continuously trigger first operation gestures. These first operation gestures can be the same as or different from the first operation gestures described above. Based on the triggering order of the first operation gestures, the first hand parameters and second hand parameters corresponding to each first operation gesture can be determined sequentially.

[0126] S1102. Generate a game skill pre-cast sequence based on the first hand parameters and second hand parameters corresponding to each first operation gesture. The game skill pre-cast sequence includes the first hand parameters and second hand parameters arranged in the order of triggering each first operation gesture.

[0127] Based on the determined order of the first hand parameters and second hand parameters corresponding to each first operation gesture, the first hand parameters and second hand parameters corresponding to each first operation gesture can be added to the initial game skill pre-cast sequence in sequence to generate the game skill pre-cast sequence. The game skill pre-cast sequence can include the first hand parameters and second hand parameters corresponding to each first operation gesture arranged in the order of triggering each first operation gesture.

[0128] S1103, respond to the second operation gesture triggered by the head-mounted display device, and release the game skills in sequence according to the pre-release sequence of game skills.

[0129] Optionally, based on the second operation gesture triggered by the player, the current casting range and casting area of ​​the game skill can be determined sequentially according to the first hand parameters and the second hand parameters in the pre-casting sequence of the game skill, so as to continuously cast the skill.

[0130] Figure 11 This is a flowchart illustrating another method for releasing game skills according to an embodiment of this application; optionally, in step S1103, responding to a second operation gesture triggered by the head-mounted display device, and releasing game skills sequentially according to a pre-release sequence of game skills, may include:

[0131] S1201. Based on the game skill pre-cast sequence, determine the current target skill casting range and the display position of the area indicator within the current target skill casting range.

[0132] When a game skill is triggered, the target skill casting range and the display position of the area indicator within the current target skill casting range can be determined sequentially based on the first and second hand parameters arranged in the pre-cast sequence of the game skill.

[0133] For example, suppose the pre-cast sequence of a game skill includes: {(first hand parameter 1, second hand parameter 1), (first hand parameter 2, second hand parameter 2), (first hand parameter 3, second hand parameter 3)...}, where: Based on (first hand parameter 1, second hand parameter 1), the target skill casting range corresponding to the game skill can be determined to be a short-range casting range, and the area indicator is displayed at position a within the short-range casting range; based on (first hand parameter 2, second hand parameter 2), the target skill casting range corresponding to the game skill can be determined to be a long-range casting range, and the area indicator is displayed at position b within the long-range casting range; based on (first hand parameter 3, second hand parameter 3), the target skill casting range corresponding to the game skill can be determined to be a medium-range casting range, and the area indicator is displayed at position c within the medium-range casting range.

[0134] S1202. Based on the current target skill casting range and the display position of the area indicator within the current target skill casting range, the game skill is cast to the target area indicated by the display position within the current target skill casting range.

[0135] Based on the target skill casting range determined above and the display position of the area indicator within the current target skill casting range, the game skill can be cast first at position a in the close-range casting range, then at position b in the long-range casting range, and then at position c in the mid-range casting range, thereby completing the continuous casting of the game skill.

[0136] Optionally, in step S1101, responding to the first operation gesture continuously triggered by the head-mounted display device and sequentially determining the first hand parameters and second hand parameters corresponding to each first operation gesture may include: responding to the current first operation gesture, and after recognizing the next new first operation gesture that is consecutive to the current first operation gesture, adding the first hand parameters and second hand parameters corresponding to the current first operation gesture to the end of the game skill pre-cast sequence; repeating this process until no new first operation gesture is recognized.

[0137] In some embodiments, skill casting involves pre-cast and post-cast delays. That is, even after the player's input gestures are completed, the skill is not immediately cast. For example, there may be a charging process before casting, an aiming time, and a visual effect display afterward. Only after this entire process is complete can a skill be considered fully cast. In this case, after recognizing the player's first and second input gestures and triggering the skill to be cast within the target area, the player's next input gesture cannot be recognized until the skill is fully cast, thus preventing the next skill cast. This obviously leads to a poor player experience and a significant skill casting delay.

[0138] Based on this, in this embodiment, the player's first operation gesture can be continuously identified, and after each first operation gesture and a new first operation gesture that is consecutive to the first operation gesture are identified, the hand parameters determined corresponding to the first operation gesture are added to the end of the game skill pre-cast sequence. In this way, the player does not need to wait for the skill corresponding to the current first operation gesture to be cast before inputting a new first operation gesture.

[0139] Each time a player inputs a first gesture and a new first gesture that follows it is detected, the first hand parameters and second hand parameters corresponding to this first gesture are added to the end of the game skill pre-cast sequence. In this way, the first hand parameters and second hand parameters corresponding to the earlier first gesture will be arranged in front of the first hand parameters and second hand parameters corresponding to the later first gesture.

[0140] By repeating the above process, the first hand parameters and second hand parameters corresponding to the player's multiple consecutive first operation gestures can be added to the game skill pre-cast sequence in sequence until no new first operation gesture is recognized, at which point the addition stops.

[0141] This method allows players to input the first action gesture multiple times continuously, without having to wait for the skill to be cast in the target area defined by each first action gesture before inputting the next first action gesture.

[0142] Optionally, in step S1103, responding to the second operation gesture triggered by the head-mounted display device and sequentially releasing the game skill according to the game skill pre-release sequence may include: obtaining the current first hand parameter and second hand parameter from the head of the game skill pre-release sequence, and determining the current target release range and target area of ​​the game skill based on the current first hand parameter and second hand parameter.

[0143] In some embodiments, when controlling a controlled virtual character to cast a skill, the first hand parameter and the second hand parameter of the controlled virtual character can be obtained sequentially from the head of the game skill pre-casting sequence corresponding to the controlled virtual character, so as to cast the skill sequentially to the target area within the target skill casting range determined by the current first hand parameter and the second hand parameter.

[0144] It is worth noting that the above-mentioned operation of identifying the player's first operation gesture and adding the first hand parameters and second hand parameters corresponding to the first operation gesture to the end of the game skill pre-casting sequence is performed simultaneously with the process of obtaining the current first hand parameters and second hand parameters of the controlled virtual character from the head of the game skill pre-casting sequence in this embodiment. The time difference between the two is small. That is, when a first hand parameter and second hand parameter corresponding to a first operation gesture are added to the game skill pre-casting sequence, the first hand parameter and second hand parameter will be read from the game skill pre-casting sequence immediately to trigger the execution of the skill. This allows the player to experience the real-time nature of the skill execution without a large sense of delay.

[0145] After the current skill is cast, the first and second hand parameters need to be removed from the game's skill pre-cast sequence. This updates the first and second hand parameters located at the head of the skill, allowing the system to read these parameters again in the next moment and execute the next skill cast. This achieves sequential and continuous skill casting based on the game's skill pre-cast sequence, with the casting order determined by the player's input of the first gesture. Therefore, players can quickly achieve sequential skill pre-casting by continuously inputting multiple gestures without waiting for the skill to hit.

[0146] Combining the first and second operation gestures, the generation of the above game skill pre-cast sequence can be simply explained: For example, first use three fingers of the right hand to control the skill and cast it on the long-range casting range A; then use one finger of the left hand to control the skill and cast it on the short-range casting range B; then use two fingers of the right hand to control the skill and cast it on the medium-range casting range C. Then the skill casting order in the game skill pre-cast sequence is: long-range casting range A → short-range casting range B → medium-range casting range C.

[0147] In some embodiments, while generating the pre-cast sequence of game skills, the order of skill casting can also be displayed on objects in the target area where each game skill is applied in the game scene.

[0148] Figure 12 This is a schematic diagram of a game screen provided in an embodiment of this application, such as... Figure 12As shown, assuming the skill casting order in the game is: ranged casting range A → melee casting range B → mid-range casting range C, then we can mark 1 on the ranged casting range A object, mark 2 on the melee casting range B object, and mark 3 on the mid-range casting range C object, so that players can more clearly grasp the skill casting order.

[0149] Optionally, the method of this application may further include: responding to a fourth operation gesture triggered by the head-mounted display device and canceling the current release of game skills according to the pre-release sequence of game skills.

[0150] In some embodiments, during the process of casting game skills according to the pre-cast sequence, players can also input a skill casting cancellation operation according to game needs, thereby stopping the casting of skills according to the pre-cast sequence.

[0151] In this situation, the player has already entered the first and second operation gestures to determine the target range and target area of ​​the skill. However, before the skill is released into the target area within the target range, the player needs to change tactics and change the skill's release range and area. This can be done by entering the fourth operation gesture to cancel the current release of the game skill according to the pre-release sequence.

[0152] In other embodiments, skill casting can also be automatically stopped when the game skill pre-cast sequence is empty.

[0153] Optionally, the fourth operation gesture mentioned above may include a finger tapping gesture, which includes a double tapping gesture using the index finger and thumb.

[0154] Unlike the second gesture mentioned above, which is a single tap of the finger, the fourth gesture here can be a double tap of the finger. In one method, it can be a double tap of the index finger and thumb. Of course, there are no restrictions on which finger is used, whether it is done with both hands or one hand, or the number of taps.

[0155] In summary, the skill casting method provided in this embodiment allows for the division of the skill casting range of the controlled virtual character based on its current position before casting the skill, thus determining multiple skill casting ranges. During skill casting, the system can recognize the player's gestures to determine the target casting range and the target area within that range. The player then triggers the skill casting via gestures, controlling the skill to be cast within the determined target area, achieving precise skill casting. This avoids the problem of poor target selection accuracy caused by player clicks to select the skill target due to click errors or device sensitivity.

[0156] Secondly, based on the attribute information of the controlled virtual character and the characteristics of the game map, the size and proportion of the skill casting range corresponding to the controlled virtual character can be adjusted to make the setting of the skill casting range corresponding to the controlled virtual character more reasonable and more in line with the game scene.

[0157] In addition, by continuously triggering the first operation gesture, a pre-cast sequence of game skills is generated. The skill is controlled according to the pre-cast sequence. Players do not need to wait for the skill to hit before they can input a new first operation gesture. Multiple first operation gestures can be continuously input. The player's input of the first operation gesture and the background control of skill casting are executed simultaneously, improving the player's skill casting experience.

[0158] The following describes the apparatus, device, and storage medium used to execute the game skill casting method provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.

[0159] Figure 13 This is a schematic diagram of a skill-casting device in a game, provided in an embodiment of this application. The function of this skill-casting device corresponds to the steps performed by the method described above. Optionally, the device may include: a determining module 110 and a triggering module 120;

[0160] The determination module 110 is used to respond to the trigger command for the first game skill and determine the casting range of multiple skills in the game scene based on the current position of the controlled virtual character in the game scene;

[0161] The determination module 110 is used to respond to a first operation gesture triggered by the head-mounted display device and determine the first hand parameters and the second hand parameters corresponding to the first operation gesture.

[0162] The determination module 110 is used to determine a target skill casting range from multiple skill casting ranges according to the first hand parameters and display an area indicator within the target skill casting range, and to adjust the display position of the area indicator within the target skill casting range in real time according to the second hand parameters, so that the area indicator indicates the target area where the first game skill is applied within the target skill casting range in real time.

[0163] Trigger module 120 is used to respond to a second operation gesture triggered by the head-mounted display device to control the controlled virtual character to release a first game skill to the target area indicated by the area indicator.

[0164] Optionally, the determining module 110 is specifically used to respond to the trigger command for the first game skill and determine the range of multiple skills to be cast by the controlled virtual character in the game scene based on the current position of the controlled virtual character in the game scene, the attribute information of the controlled virtual character and / or the characteristics of the current game map in the game scene.

[0165] Optionally, the determining module 110 is specifically used to determine the size of the casting range of each skill corresponding to the controlled virtual character and the configuration ratio between the casting ranges of each skill based on the attribute information of the controlled virtual character and / or the characteristics of the current game map; the attribute information includes the virtual class information of the controlled virtual character;

[0166] Centered on the current position of the controlled virtual character, multiple skill casting ranges are formed by sequentially expanding outwards according to the size of each skill casting range and the configuration ratio between the skill casting ranges.

[0167] Optionally, the range of multiple skill castings is distributed in a ring around the current position of the controlled virtual character.

[0168] Optionally, the determining module 110 is specifically used to display multiple range markers in the game scene, the multiple range markers being used to indicate the selectable skill casting range when the controlled virtual character casts a skill;

[0169] In response to a gaze action triggered by the head-mounted display device, a target range identifier is determined from the currently displayed range identifiers. The target range identifier is used to indicate the selected range of the skill to be adjusted.

[0170] Responding to a third operation gesture triggered by the head-mounted display device, determine the third hand parameters corresponding to the third operation gesture;

[0171] Based on the third hand parameter, the display size of the target range indicator is adjusted to adjust the size of the selected skill casting range.

[0172] Optionally, the determining module 110 is specifically used to determine the third hand parameters corresponding to the third operation gesture in response to an operation in which the first hand and the second hand are in a preset posture and move relative to each other.

[0173] Optionally, the preset posture includes a posture in which the hands are clasped together and facing each other; the relative movement operation includes: the hands moving closer to each other or the hands moving further apart.

[0174] Optionally, the determining module 110 is specifically used to determine the first hand parameters and the second hand parameters corresponding to the first operation gesture in response to the finger extension gesture and the wrist rotation gesture.

[0175] Optionally, the determining module 110 is specifically used to determine the parameters of the first hand in response to the number of fingers extended in the first hand; and to determine the parameters of the second hand in response to the wrist rotation angle of the second hand.

[0176] Optionally, the determining module 110 is specifically used to determine the parameters of the first hand and the parameters of the second hand in response to the number of fingers extended in the first hand and the wrist rotation angle of the first hand while maintaining the number of fingers extended.

[0177] Optionally, the determining module 110 is specifically used to determine the target range identifier from multiple range identifiers displayed in the game scene based on the number of fingers extended and the pre-configured association between the number of fingers extended and the range identifier.

[0178] The skill casting range indicated by the target range identifier is defined as the target skill casting range, and an area indicator is displayed within the target skill casting range.

[0179] Optionally, the determining module 110 is specifically used to control the movement of the area indicator within the target skill casting range in real time according to the wrist rotation angle, so as to adjust the display position of the area indicator within the target skill casting range in real time.

[0180] Optionally, the trigger module 120 is specifically used to respond to a finger tapping gesture of the hand to control the controlled virtual character to release a first game skill to the target area indicated by the area indicator.

[0181] Optionally, the hand's finger-tapping gestures include: a single tapping gesture using the index finger and thumb.

[0182] Optionally, the determining module 110 is further configured to respond to a first operation gesture continuously triggered by the head-mounted display device, and sequentially determine the first hand parameters and the second hand parameters corresponding to each first operation gesture;

[0183] Based on the first hand parameters and second hand parameters corresponding to each first operation gesture, a game skill pre-cast sequence is generated. The game skill pre-cast sequence includes the first hand parameters and second hand parameters arranged in the order of triggering each first operation gesture.

[0184] The trigger module 120 is also used to respond to a second operation gesture triggered by the head-mounted display device, and to release game skills in sequence according to the pre-release sequence of game skills.

[0185] Optionally, the trigger module 120 is specifically used to determine the current target skill casting range and the display position of the area indicator in the current target skill casting range according to the game skill pre-casting sequence;

[0186] The game skill is cast sequentially according to the current target skill casting range and the display position of the area indicator within the current target skill casting range, and then casts the game skill to the target area indicated by the display position within the current target skill casting range.

[0187] Optionally, the trigger module 120 is also used to respond to a fourth operation gesture triggered by the head-mounted display device to cancel the current release of game skills according to the pre-release sequence of game skills.

[0188] Optionally, the fourth operation gesture includes a finger-tapping gesture of the hand, which includes a double-tapping gesture of the index finger and thumb.

[0189] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more digital signal processors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SoC).

[0190] The modules described above can be connected or communicate with each other via wired or wireless connections. Wired connections can include metal cables, optical fibers, hybrid cables, or any combination thereof. Wireless connections can include connections via LAN, WAN, Bluetooth, ZigBee, or NFC, or any combination thereof. Two or more modules can be combined into a single module, and any module can be divided into two or more units. Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the method embodiments, and will not be repeated here.

[0191] Figure 14 A schematic diagram of an electronic device provided in this application embodiment includes: a processor 801, a storage medium 802, and a bus 803. The storage medium 802 stores machine-readable instructions executable by the processor 801. When the electronic device runs a skill casting method in a game as described in the embodiment, the processor 801 communicates with the storage medium 802 via the bus 803. The processor 801 executes the machine-readable instructions to perform the following steps:

[0192] In response to the trigger command for the first game skill, determine the casting range of multiple skills in the game scene based on the current position of the controlled virtual character in the game scene;

[0193] In response to a first operation gesture triggered by the head-mounted display device, determine the first hand parameters and the second hand parameters corresponding to the first operation gesture;

[0194] Based on the first hand parameter, a target skill casting range is determined from multiple skill casting ranges, and an area indicator is displayed within the target skill casting range. Based on the second hand parameter, the display position of the area indicator within the target skill casting range is adjusted in real time so that the area indicator indicates the target area where the first game skill is applied within the target skill casting range in real time.

[0195] In response to a second gesture triggered by the head-mounted display device, the controlled virtual character is directed to cast a first game skill toward the target area indicated by the area indicator.

[0196] In one feasible implementation, when the processor 801 executes a response to a trigger instruction for a first game skill and determines the range of multiple skill castings in the game scene based on the current position of the controlled virtual character in the game scene, it is specifically used to: respond to a trigger instruction for a first game skill and determine the range of multiple skill castings corresponding to the controlled virtual character in the game scene based on the current position of the controlled virtual character in the game scene, the attribute information of the controlled virtual character, and / or the characteristics of the current game map in the game scene.

[0197] In one feasible implementation, when the processor 801 determines the casting range of multiple skills corresponding to the controlled virtual character in the game scene based on the current position of the controlled virtual character in the game scene and the attribute information of the controlled virtual character, it specifically performs the following: determining the size of each skill casting range corresponding to the controlled virtual character and the configuration ratio between each skill casting range based on the attribute information of the controlled virtual character and / or the characteristics of the current game map; the attribute information includes the virtual class information of the controlled virtual character;

[0198] Centered on the current position of the controlled virtual character, multiple skill casting ranges are formed by sequentially expanding outwards according to the size of each skill casting range and the configuration ratio between the skill casting ranges.

[0199] In one feasible implementation, the range of multiple skill castings is distributed in a ring around the current location of the controlled virtual character.

[0200] In one feasible implementation, when the processor 801 performs the task of determining multiple skill casting ranges in a game scene, it is specifically used to display multiple range identifiers in the game scene, the multiple range identifiers being used to indicate the selectable skill casting range when the controlled virtual character casts a skill;

[0201] In response to a gaze action triggered by the head-mounted display device, a target range identifier is determined from the currently displayed range identifiers. The target range identifier is used to indicate the selected range of the skill to be adjusted.

[0202] Responding to a third operation gesture triggered by the head-mounted display device, determine the third hand parameters corresponding to the third operation gesture;

[0203] Based on the third hand parameter, the display size of the target range indicator is adjusted to adjust the size of the selected skill casting range.

[0204] In one feasible implementation, when the processor 801 executes a response to a third operation gesture triggered by the head-mounted display device and determines the third hand parameters corresponding to the third operation gesture, it is specifically used to: determine the third hand parameters corresponding to the third operation gesture in response to an operation in which the first hand and the second hand are in a preset posture and move relative to each other.

[0205] In one feasible implementation, the preset posture includes a hand-clamped and relative posture; the relative movement operation includes: the hands moving closer to each other or the hands moving further apart.

[0206] In one feasible implementation, when the processor 801 executes a response to a first operation gesture triggered by the head-mounted display device and determines the first hand parameters and the second hand parameters corresponding to the first operation gesture, it determines the first hand parameters and the second hand parameters corresponding to the first operation gesture in response to the finger extension gesture and the wrist rotation gesture of the hand.

[0207] In one feasible implementation, when the processor 801 executes a finger extension gesture and a wrist rotation gesture in response to the hand and determines the first hand parameters and the second hand parameters corresponding to the first operation gesture, it is specifically used to: determine the first hand parameters in response to the number of fingers extended in the first hand; and determine the second hand parameters in response to the wrist rotation angle of the second hand.

[0208] In one feasible implementation, when the processor 801 executes a finger extension gesture and a wrist rotation gesture in response to the hand and determines the first hand parameters and the second hand parameters corresponding to the first operation gesture, it is specifically used to: determine the first hand parameters and the second hand parameters in response to the number of fingers extended by the first hand and the wrist rotation angle of the first hand while maintaining the number of fingers extended.

[0209] In one feasible implementation, when the processor 801 performs the operation of determining a target skill casting range from multiple skill casting ranges based on a first hand parameter and displaying an area indicator within the target skill casting range, it specifically performs the following: determining a target range indicator from multiple range indicators displayed in the game scene based on the number of fingers extended and a pre-configured association between the number of fingers extended and the range indicator; determining the skill casting range indicated by the target range indicator as the target skill casting range, and displaying an area indicator within the target skill casting range.

[0210] In one feasible implementation, when the processor 801 performs real-time adjustment of the display position of the area indicator in the target skill casting range according to the second hand parameters, it is specifically used to control the movement of the area indicator in the target skill casting range in real time according to the wrist rotation angle, so as to adjust the display position of the area indicator in the target skill casting range in real time.

[0211] In one feasible implementation, when the processor 801 executes a second operation gesture triggered by the head-mounted display device to control the controlled virtual character to cast a first game skill toward the target area indicated by the area indicator, it is specifically used to control the controlled virtual character to cast a first game skill toward the target area indicated by the area indicator in response to a finger tapping gesture of the hand.

[0212] In one feasible implementation, the hand-tapping gestures include: a single tapping gesture with the index finger and thumb.

[0213] In one feasible implementation, the processor 801 is further configured to execute a response to a first operation gesture continuously triggered by the head-mounted display device, sequentially determining a first hand parameter and a second hand parameter corresponding to each first operation gesture; generating a game skill pre-release sequence based on the first hand parameter and the second hand parameter corresponding to each first operation gesture, the game skill pre-release sequence including each first hand parameter and the second hand parameter arranged sequentially according to the triggering order of each first operation gesture; and, in response to a second operation gesture triggered by the head-mounted display device, sequentially releasing game skills according to the game skill pre-release sequence.

[0214] In one feasible implementation, when the processor 801 executes a response to a second operation gesture triggered by the head-mounted display device and sequentially releases game skills according to the pre-release sequence of game skills, it is specifically used to sequentially determine the current target skill release range and the display position of the area indicator within the current target skill release range according to the pre-release sequence of game skills.

[0215] The game skill is cast sequentially according to the current target skill casting range and the display position of the area indicator within the current target skill casting range, and then casts the game skill to the target area indicated by the display position within the current target skill casting range.

[0216] In one feasible implementation, the processor 801 is also configured to respond to a fourth operation gesture triggered by the head-mounted display device to cancel the current release of a game skill according to the pre-release sequence of game skills.

[0217] In one feasible implementation, the fourth operational gesture includes a finger-tapping gesture of the hand, which includes a double-tapping gesture of the index finger and thumb.

[0218] Using the above method, when implementing the solution through interaction with a head-mounted display device, before casting game skills, the skill casting range of the controlled virtual character can be divided according to the current position of the controlled virtual character, determining multiple skill casting ranges. During the casting of game skills, the target casting range and the target area within the target casting range can be determined by recognizing the player's operation gestures. Thus, the game skill is triggered by the operation gestures, controlling the skill to be cast within the determined target area, achieving precise skill casting. This avoids the problem of poor target selection accuracy caused by player clicking to select the skill target due to click deviation or device sensitivity.

[0219] The storage medium 802 stores program code, which, when executed by the processor 801, causes the processor 801 to perform various steps in the game skill casting method according to various exemplary embodiments of this application described in the "Exemplary Methods" section above.

[0220] The processor 801 can be a general-purpose processor, such as a central processing unit (CPU), digital signal processor (DSP), application-specific integrated circuit (ASIC), field-programmable gate array (FPGA), or other programmable logic device, discrete gate or transistor logic device, or discrete hardware component, capable of implementing or executing the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly manifested as being executed by a hardware processor, or executed by a combination of hardware and software modules within the processor.

[0221] Storage medium 802, as a non-volatile computer-readable storage medium, can be used to store non-volatile software programs, non-volatile computer-executable programs, and modules. The memory can include at least one type of storage medium, such as flash memory, hard disk, multimedia card, card-type memory, random access memory (RAM), static random access memory (SRAM), programmable read-only memory (PROM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), magnetic memory, magnetic disk, optical disk, etc. Memory is any other medium capable of carrying or storing desired program code having an instruction or data structure form and accessible by a computer, but is not limited thereto. Storage medium 802 in this embodiment can also be a circuit or any other device capable of implementing storage functions for storing program instructions and / or data.

[0222] Optionally, embodiments of this application also provide a computer-readable storage medium storing a computer program, which is executed by a processor, and the processor performs the following steps:

[0223] In response to the trigger command for the first game skill, determine the casting range of multiple skills in the game scene based on the current position of the controlled virtual character in the game scene;

[0224] In response to a first operation gesture triggered by the head-mounted display device, determine the first hand parameters and the second hand parameters corresponding to the first operation gesture;

[0225] Based on the first hand parameter, a target skill casting range is determined from multiple skill casting ranges, and an area indicator is displayed within the target skill casting range. Based on the second hand parameter, the display position of the area indicator within the target skill casting range is adjusted in real time so that the area indicator indicates the target area where the first game skill is applied within the target skill casting range in real time.

[0226] In response to a second gesture triggered by the head-mounted display device, the controlled virtual character is directed to cast a first game skill toward the target area indicated by the area indicator.

[0227] In one feasible implementation, when the processor 801 executes a response to a trigger instruction for a first game skill and determines the range of multiple skill castings in the game scene based on the current position of the controlled virtual character in the game scene, it is specifically used to: respond to a trigger instruction for a first game skill and determine the range of multiple skill castings corresponding to the controlled virtual character in the game scene based on the current position of the controlled virtual character in the game scene, the attribute information of the controlled virtual character, and / or the characteristics of the current game map in the game scene.

[0228] In one feasible implementation, when the processor 801 determines the casting range of multiple skills corresponding to the controlled virtual character in the game scene based on the current position of the controlled virtual character in the game scene and the attribute information of the controlled virtual character, it specifically performs the following: determining the size of each skill casting range corresponding to the controlled virtual character and the configuration ratio between each skill casting range based on the attribute information of the controlled virtual character and / or the characteristics of the current game map; the attribute information includes the virtual class information of the controlled virtual character;

[0229] Centered on the current position of the controlled virtual character, multiple skill casting ranges are formed by sequentially expanding outwards according to the size of each skill casting range and the configuration ratio between the skill casting ranges.

[0230] In one feasible implementation, the range of multiple skill castings is distributed in a ring around the current location of the controlled virtual character.

[0231] In one feasible implementation, when the processor 801 performs the task of determining multiple skill casting ranges in a game scene, it is specifically used to display multiple range identifiers in the game scene, the multiple range identifiers being used to indicate the selectable skill casting range when the controlled virtual character casts a skill;

[0232] In response to a gaze action triggered by the head-mounted display device, a target range identifier is determined from the currently displayed range identifiers. The target range identifier is used to indicate the selected range of the skill to be adjusted.

[0233] Responding to a third operation gesture triggered by the head-mounted display device, determine the third hand parameters corresponding to the third operation gesture;

[0234] Based on the third hand parameter, the display size of the target range indicator is adjusted to adjust the size of the selected skill casting range.

[0235] In one feasible implementation, when the processor 801 executes a response to a third operation gesture triggered by the head-mounted display device and determines the third hand parameters corresponding to the third operation gesture, it is specifically used to: determine the third hand parameters corresponding to the third operation gesture in response to an operation in which the first hand and the second hand are in a preset posture and move relative to each other.

[0236] In one feasible implementation, the preset posture includes a hand-clamped and relative posture; the relative movement operation includes: the hands moving closer to each other or the hands moving further apart.

[0237] In one feasible implementation, when the processor 801 executes a response to a first operation gesture triggered by the head-mounted display device and determines the first hand parameters and the second hand parameters corresponding to the first operation gesture, it determines the first hand parameters and the second hand parameters corresponding to the first operation gesture in response to the finger extension gesture and the wrist rotation gesture of the hand.

[0238] In one feasible implementation, when the processor 801 executes a finger extension gesture and a wrist rotation gesture in response to the hand and determines the first hand parameters and the second hand parameters corresponding to the first operation gesture, it is specifically used to: determine the first hand parameters in response to the number of fingers extended in the first hand; and determine the second hand parameters in response to the wrist rotation angle of the second hand.

[0239] In one feasible implementation, when the processor 801 executes a finger extension gesture and a wrist rotation gesture in response to the hand and determines the first hand parameters and the second hand parameters corresponding to the first operation gesture, it is specifically used to: determine the first hand parameters and the second hand parameters in response to the number of fingers extended by the first hand and the wrist rotation angle of the first hand while maintaining the number of fingers extended.

[0240] In one feasible implementation, when the processor 801 performs the task of determining a target skill casting range from multiple skill casting ranges based on a first hand parameter and displaying an area indicator within the target skill casting range, it specifically performs the following: determining a target range indicator from multiple range indicators displayed in the game scene based on the number of fingers extended and a pre-configured association between the number of fingers extended and the range indicator; determining the skill casting range indicated by the target range indicator as the target skill casting range, and displaying an area indicator within the target skill casting range.

[0241] In one feasible implementation, when the processor 801 performs real-time adjustment of the display position of the area indicator in the target skill casting range according to the second hand parameters, it is specifically used to control the movement of the area indicator in the target skill casting range in real time according to the wrist rotation angle, so as to adjust the display position of the area indicator in the target skill casting range in real time.

[0242] In one feasible implementation, when the processor 801 executes a second operation gesture triggered by the head-mounted display device to control the controlled virtual character to cast a first game skill toward the target area indicated by the area indicator, it is specifically used to control the controlled virtual character to cast a first game skill toward the target area indicated by the area indicator in response to a finger tapping gesture of the hand.

[0243] In one feasible implementation, the hand-tapping gestures include: a single tapping gesture with the index finger and thumb.

[0244] In one feasible implementation, the processor 801 is further configured to execute a response to a first operation gesture continuously triggered by the head-mounted display device, sequentially determining a first hand parameter and a second hand parameter corresponding to each first operation gesture; generating a game skill pre-release sequence based on the first hand parameter and the second hand parameter corresponding to each first operation gesture, the game skill pre-release sequence including each first hand parameter and the second hand parameter arranged sequentially according to the triggering order of each first operation gesture; and, in response to a second operation gesture triggered by the head-mounted display device, sequentially releasing game skills according to the game skill pre-release sequence.

[0245] In one feasible implementation, when the processor 801 executes a response to a second operation gesture triggered by the head-mounted display device and sequentially releases game skills according to the pre-release sequence of game skills, it is specifically used to sequentially determine the current target skill release range and the display position of the area indicator within the current target skill release range according to the pre-release sequence of game skills.

[0246] The game skill is cast sequentially according to the current target skill casting range and the display position of the area indicator within the current target skill casting range, and then casts the game skill to the target area indicated by the display position within the current target skill casting range.

[0247] In one feasible implementation, the processor 801 is also configured to respond to a fourth operation gesture triggered by the head-mounted display device to cancel the current release of a game skill according to the pre-release sequence of game skills.

[0248] In one feasible implementation, the fourth operational gesture includes a finger-tapping gesture of the hand, which includes a double-tapping gesture of the index finger and thumb.

[0249] Using the above method, in the steps of implementing the solution based on head-mounted display interaction, before the game skill is released, the skill release range of the controlled virtual character can be divided according to the current position of the controlled virtual character, determining multiple skill release ranges. During the game skill release, by recognizing the player's operation gestures, the target release range of the game skill to be released and the target area within the target release range can be determined. Thus, by using operation gestures, the game skill is triggered, controlling the release of the game skill within the determined target area, achieving precise skill release. This avoids the problem of poor target selection accuracy caused by player clicking to select the skill target due to click deviation or device sensitivity.

[0250] In this embodiment, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.

[0251] In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0252] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0253] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.

[0254] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

Claims

1. A method for casting skills in a game, characterized in that, A graphical user interface is displayed via a head-mounted display device, the graphical user interface displaying at least a portion of a game scene, the game scene including a controlled virtual character controlled by the head-mounted display device, the controlled virtual character being configured with a first game skill, the first game skill being used to control the controlled virtual character to produce a first game effect on a target area in the game scene, the method comprising: In response to the trigger command for the first game skill, the controllable virtual character determines multiple skill casting ranges in the game scene based on the current position of the virtual character in the game scene. In response to a first operation gesture triggered by the head-mounted display device, determine the first hand parameters and the second hand parameters corresponding to the first operation gesture; Based on the first hand parameter, a target skill casting range is determined from the plurality of skill casting ranges, and a region indicator is displayed within the target skill casting range. The display position of the region indicator within the target skill casting range is adjusted in real time based on the second hand parameter, so that the region indicator indicates the target area where the first game skill is applied within the target skill casting range in real time. In response to a second operation gesture triggered by the head-mounted display device, the controlled virtual character is controlled to cast the first game skill toward the target area indicated by the area indicator.

2. The method according to claim 1, characterized in that, The response is to the trigger command of the first game skill, and based on the current position of the controlled virtual character in the game scene, determines multiple skill casting ranges in the game scene, including: In response to the trigger command for the first game skill, based on the current position of the controlled virtual character in the game scene, the attribute information of the controlled virtual character, and / or the characteristics of the current game map in the game scene, the range of multiple skills to be cast for the controlled virtual character is determined in the game scene.

3. The method according to claim 2, characterized in that, The step of determining the skill casting range of the controlled virtual character in the game scene based on the current position of the controlled virtual character in the game scene and the attribute information of the controlled virtual character includes: Based on the attribute information of the controlled virtual character and / or the characteristics of the current game map, determine the size of the skill casting range of the controlled virtual character and the configuration ratio between the skill casting ranges; the attribute information includes the virtual class information of the controlled virtual character; Centered on the current position of the controlled virtual character, multiple skill casting ranges corresponding to the controlled virtual character are sequentially expanded outward according to the size of each skill casting range and the configuration ratio between each skill casting range.

4. The method according to claim 3, characterized in that, The range of the multiple skills is distributed in a ring around the current position of the controlled virtual character.

5. The method according to claim 1, characterized in that, The determination of multiple skill casting ranges in the game scene includes: Multiple range markers are displayed in the game scene, and these range markers are used to indicate the selectable skill casting range when the controlled virtual character casts a skill; In response to a gaze operation triggered by the head-mounted display device, a target range identifier is determined from the currently displayed range identifiers, the target range identifier being used to indicate the selected range of the skill to be adjusted; In response to a third operation gesture triggered by the head-mounted display device, the third hand parameters corresponding to the third operation gesture are determined; Based on the third hand parameter, the display size of the target range identifier is adjusted to adjust the size of the selected skill casting range.

6. The method according to claim 5, characterized in that, The response determines the third hand parameters corresponding to the third operation gesture triggered by the head-mounted display device, including: In response to an operation in which the first hand and the second hand are in a preset posture and move relative to each other, the third hand parameters corresponding to the third operation gesture are determined.

7. The method according to claim 6, characterized in that, The preset posture includes the posture of hands clasped together and facing each other; the relative movement operation includes: the hands moving closer to each other or the hands moving further apart.

8. The method according to claim 1, characterized in that, The response, triggered by the head-mounted display device, determines a first hand parameter and a second hand parameter corresponding to the first hand gesture, including: In response to finger extension gestures and wrist rotation gestures, determine the first hand parameters and the second hand parameters corresponding to the first operation gesture.

9. The method according to claim 8, characterized in that, The method of responding to finger extension gestures and wrist rotation gestures, and determining the first hand parameters and second hand parameters corresponding to the first operation gesture, includes: Parameters of the first hand are determined in response to the number of fingers extended in the first hand; The parameters of the second hand are determined in response to the wrist rotation angle of the second hand.

10. The method according to claim 8, characterized in that, The method of responding to finger extension gestures and wrist rotation gestures, and determining the first hand parameters and second hand parameters corresponding to the first operation gesture, includes: In response to the number of fingers extended in the first hand and the wrist rotation angle of the first hand while maintaining the number of fingers extended, parameters of the first hand and parameters of the second hand are determined.

11. The method according to claim 9 or 10, characterized in that, The step of determining a target skill casting range from the plurality of skill casting ranges based on the first hand parameters and displaying a region indicator within the target skill casting range includes: Based on the number of fingers extended and the pre-configured association between the number of fingers extended and the range identifier, the target range identifier is determined from multiple range identifiers displayed in the game scene. The skill casting range indicated by the target range identifier is determined as the target skill casting range, and an area indicator is displayed within the target skill casting range.

12. The method according to claim 9 or 10, characterized in that, The step of adjusting the display position of the area indicator within the target skill casting range in real time according to the second hand parameter includes: The region indicator is moved within the target skill casting range in real time based on the wrist rotation angle, so as to adjust the display position of the region indicator within the target skill casting range in real time.

13. The method according to claim 1, characterized in that, The response, triggered by a second gesture from the head-mounted display device, controls the controlled virtual character to cast the first game skill towards the target area indicated by the area indicator, including: In response to a finger tapping gesture, the controlled virtual character is controlled to cast the first game skill toward the target area indicated by the area indicator.

14. The method according to claim 13, characterized in that, The hand-tapping gestures include: a single tapping gesture using the index finger and thumb.

15. The method according to claim 1, characterized in that, The method further includes: In response to the first operation gesture continuously triggered by the head-mounted display device, the first hand parameters and the second hand parameters corresponding to each first operation gesture are determined sequentially. Based on the first hand parameters and second hand parameters corresponding to each first operation gesture, a game skill pre-cast sequence is generated. The game skill pre-cast sequence includes the first hand parameters and second hand parameters arranged in the order of triggering each first operation gesture. In response to a second operation gesture triggered by the head-mounted display device, game skills are released sequentially according to the pre-release sequence of game skills.

16. The method according to claim 15, characterized in that, The response is triggered by a second operation gesture from the head-mounted display device, and the game skills are released sequentially according to the pre-release sequence, including: Based on the game skill pre-cast sequence, the current target skill casting range and the display position of the area indicator within the current target skill casting range are determined sequentially. The game skill is sequentially cast to the target area indicated by the display position within the current target skill casting range, based on the current target skill casting range and the display position of the area indicator within the current target skill casting range.

17. The method according to claim 15, characterized in that, The method further includes: In response to a fourth operation gesture triggered by the head-mounted display device, the current release of game skills according to the pre-release sequence of game skills is cancelled.

18. The method according to claim 17, characterized in that, The fourth operation gesture includes a finger tapping gesture, which includes a double tapping gesture using the index finger and thumb.

19. A device for releasing skills in a game, characterized in that, A graphical user interface is displayed via a head-mounted display device. The graphical user interface displays at least a portion of the game scene. The game scene includes a controlled virtual character controlled by the head-mounted display device. The controlled virtual character is configured with a first game skill. The first game skill is used to control the controlled virtual character to produce a first game effect on a target area in the game scene. The device includes: a determination module and a triggering module. The determining module is used to respond to the trigger command for the first game skill and determine multiple skill casting ranges in the game scene based on the current position of the controlled virtual character in the game scene; The determining module is used to respond to a first operation gesture triggered by the head-mounted display device and determine a first hand parameter and a second hand parameter corresponding to the first operation gesture. The determining module is configured to determine a target skill casting range from the plurality of skill casting ranges based on the first hand parameters and display an area indicator within the target skill casting range, and to adjust the display position of the area indicator within the target skill casting range in real time based on the second hand parameters, so that the area indicator indicates the target area where the first game skill is applied within the target skill casting range in real time; The triggering module is used to respond to a second operation gesture triggered by the head-mounted display device and control the controlled virtual character to release the first game skill to the target area indicated by the area indicator.

20. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform a method for releasing a game skill as described in any one of claims 1 to 18.

21. A computer-readable storage medium, characterized in that, The storage medium stores a computer program, which, when executed by a processor, performs the method for releasing game skills as described in any one of claims 1 to 18.