Interaction control method and device in game and electronic equipment

By automatically determining the aiming position and displaying skill controls in response to touch operations in shooting games, the problem of interruption in operation in vertical screen mode is solved, and continuous aiming shooting and skill release without switching fingers is achieved, improving the gaming experience.

CN119318805APending Publication Date: 2025-01-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410975514.2
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-07-18
Publication Date
2025-01-17

AI Technical Summary

Technical Problem

In shooting games, especially in vertical screen mode, players need to frequently switch sight lines and finger operation points for aiming shooting and skill release, resulting in interruption and delay in operation and affecting the game experience.

Method used

Provide a graphical user interface through the terminal device, determine the aiming position in response to the first touch operation, continuously display the skill controls, and release the specified game skills when the skill control triggers the operation, realizing continuous aiming and shooting without switching the finger operation point and skill release.

Benefits of technology

It simplifies the operation mode of players, reduces operation delays and interrupts, improves the gaming experience, and improves fluency and interactivity especially in tense combat scenarios.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an interaction control method and device in a game and electronic equipment, in response to a first touch operation, a target position in a game scene is determined, and the target position is used for indicating an aiming position of a shooting prop; in response to a second touch operation which is continuous with the first touch operation and the specified game skill is in a triggering state, displaying a skill control corresponding to the specified game skill on the graphical user interface; and in response to a trigger operation for the skill control, controlling the controlled virtual object to release the specified game skill in the game scene. In the mode, the player can continuously perform aiming shooting and skill release operation without switching finger operation points, the operation mode of the player is simplified, and the game experience of the player is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to an interactive control method, device and electronic device in a game. Background Art

[0002] In shooting games, control areas for aiming, shooting, and skill release are usually set separately in the graphical user interface. A common layout is to place the control area for mobile aiming on one side of the graphical user interface, and the control area for shooting and the control area for skill release on the other side of the graphical user interface, so that players can move and shoot at the same time. However, when the game is displayed in portrait mode, players often operate with one hand. The above layout requires players to quickly switch their sights and finger operation points, and the operation is easily interrupted or delayed, which makes the player's gaming experience poor. Summary of the invention

[0003] In view of this, the purpose of the present disclosure is to provide an interactive control method, device and electronic device in a game, so as to simplify the player's operation mode and improve the player's gaming experience.

[0004] In a first aspect, an embodiment of the present disclosure provides an interactive control method in a game, providing a graphical user interface through a terminal device; the graphical user interface displays a game scene where a controlled virtual object is located; the controlled virtual object carries a shooting prop; the controlled virtual object is configured with a specified game skill; the method includes: in response to a first touch operation, determining a target position in the game scene, the target position being used to indicate an aiming position of the shooting prop; in response to a second touch operation continuous with the first touch operation, and the specified game skill is in a triggerable state, displaying a skill control corresponding to the specified game skill in the graphical user interface; in response to a trigger operation on the skill control, controlling the controlled virtual object to release the specified game skill in the game scene.

[0005] In a second aspect, an embodiment of the present disclosure provides an interactive control device in a game, which provides a graphical user interface through a terminal device; the graphical user interface displays the game scene where a controlled virtual object is located; the controlled virtual object carries a shooting prop; the controlled virtual object is configured with a specified game skill; the device includes: an aiming control module, which is used to determine a target position in the game scene in response to a first touch operation, and the target position is used to indicate the aiming position of the shooting prop; a skill control display module, which is used to respond to a second touch operation continuous with the first touch operation, and the specified game skill is in a triggerable state, and display the skill control corresponding to the specified game skill in the graphical user interface; a skill release module, which is used to control the controlled virtual object to release the specified game skill in the game scene in response to a trigger operation on the skill control.

[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned interactive control method in the game.

[0007] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned interactive control method in the game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The interactive control method, device and electronic device in the above-mentioned game, in response to the first touch operation, determine the target position in the game scene, the target position is used to indicate the aiming position of the shooting prop; in response to the second touch operation continuous with the first touch operation, and the designated game skill is in a triggerable state, the skill control corresponding to the designated game skill is displayed on the graphical user interface, and in response to the trigger operation on the skill control, the controlled virtual object is controlled to release the designated game skill in the game scene. In this way, the player can continuously perform aiming shooting and skill release operations without switching the finger operation point, which simplifies the player's operation method and improves the player's gaming experience.

[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of an interactive control method in a game provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0016] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0018] Figure 6 A schematic diagram of another graphical user interface provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure;

[0020] Figure 8 A schematic diagram of the structure of an interactive control device in a game provided by an embodiment of the present disclosure;

[0021] Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0022] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.

[0023] In shooting games, virtual objects usually need to move shooting props to aim and shoot. Other skills can also be configured for virtual objects, such as throwing explosive props in the scene. The above other skills can usually be regarded as rewards given to virtual objects after the virtual objects have concentrated multiple enemy characters, and usually certain conditions must be met before they can be released.

[0024] Shooting games on mobile terminals usually achieve aiming, shooting, and skill release by partitioning the screen. A common layout is to set the control area for mobile aiming on one side of the screen, and the control area for shooting and the control area for skill release on the other side of the screen. This layout allows players to move and shoot at the same time. However, in games with vertical screen display, this layout faces a significant problem: players often operate with one hand, and when they need to aim and shoot and quickly release skills at the same time, they need to quickly switch their sights and finger operation points, resulting in interruptions and delays in operation. Especially in tense combat scenes, this inconvenience of operation will seriously affect the gaming experience.

[0025] Based on this, the embodiments of the present disclosure provide an interactive control method, device and electronic device in a game. The technology can be applied to shooting scenes in the game, especially suitable for games with vertical screen display.

[0026] In one embodiment of the present invention, the interactive control method in the game can be run on a local terminal device or a server. When the interactive control method in the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.

[0027] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0028] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0029] See also Figure 1 First, an interactive control method in a game provided by an embodiment of the present invention is introduced. A graphical user interface is provided through a terminal device; the graphical user interface displays the game scene where the controlled virtual object is located; the controlled virtual object carries a shooting prop; and the controlled virtual object is configured with a specified game skill. The method includes the following steps:

[0030] Step S102, in response to the first touch operation, determining a target position in the game scene, where the target position is used to indicate an aiming position of a shooting prop.

[0031] The above-mentioned first touch operation can include multiple operations, such as a long press operation, a click operation, or a double-click operation, etc., which can be set according to needs, and no operation restrictions are imposed here. In actual application, the aiming behavior of the controlled virtual object can be triggered by the first touch operation; for example, the first touch operation is a long press operation, and when the player is detected to be performing a long press operation, the controlled virtual object is controlled to aim, and when the player releases the contact point of the long press operation, the controlled virtual object is controlled to shoot; it can also be detected that the player is performing a long press operation, and the controlled virtual object is controlled to aim and shoot. It can be set according to needs. In order to reduce misoperation, more complex operations such as long press operations and double-click operations are usually selected as the first touch operation.

[0032] Usually, the scene position corresponding to the contact point position of the first touch operation is determined as the target position. In specific implementation, the scene position of the contact point position can be determined as the target position. If the contact point position falls within the display area of ​​the enemy object in the game scene, the enemy object is used as the target.

[0033] The player can aim at a certain scene position each time through the first touch operation; it can also be considered that the player triggers the aiming and shooting mode through the first touch operation. Next, the player can control the controlled virtual character to continue aiming and shooting through sliding operations, specifically, determining the target position by following the position of the touch point, and then shooting at the target position.

[0034] Step S104, in response to a second touch operation that is continuous with the first touch operation, and the designated game skill is in a triggerable state, displaying a skill control corresponding to the designated game skill on the graphical user interface.

[0035] The above-mentioned designated game skills usually have a cooling time. After the controlled virtual object releases the designated game skill, the designated game skill enters the cooling time and is in an untriggerable state. After the cooling time, the designated game skill enters a triggerable state.

[0036] The above-mentioned designated game skills can also be set to a triggerable state only when certain conditions are met, and to an untriggerable state when the conditions are not met. In the triggerable state, the player can usually release the skill in the game scene through a designated touch operation or a trigger operation on the skill control. In the untriggerable state, the player cannot release the skill. After the player releases the skill, the skill usually becomes an untriggerable state again, and it is necessary to re-count whether the preset conditions are met.

[0037] In shooting games, the controlled virtual object usually needs to shoot at the preset shootable object, which can be an enemy object or a preset building, and there is no restriction here. The shootable object will be damaged after being hit, such as reduced health, loss of mobility, or reduced durability, etc. The shootable object will not be damaged if it is not hit.

[0038] Specifically, the conditions that need to be met may be that the number of enemy objects hit by the controlled virtual object through shooting behavior reaches a specified number threshold, or the number of hits of the shooting behavior reaches a specified number threshold, or the damage value of the shooting behavior to the shooting object reaches a specified value, etc. The specific conditions can be set according to needs and are not set here.

[0039] In the process of the player controlling the controlled virtual object to shoot, it is necessary to count whether the preset conditions are met based on the impact of the shooting behavior generated by the controlled virtual object on the shootable object, so as to determine whether the specified game skill can be triggered. For example, when the condition that needs to be met is that the number of hits of the controlled virtual object's shooting behavior reaches 10, then each time the controlled virtual object performs a shooting behavior, it is necessary to count the number of hits of the controlled virtual object based on whether the designed object is hit. That is, when the shooting behavior of the controlled virtual object hits the shootable object, the number of hits counted is increased, and when it does not hit, the number of hits counted is not changed. After the number of hits counted reaches 10, the parameter value of the available state parameter of the specified game skill can be set to a value indicating that the specified game skill is in a triggerable state. Otherwise, the specified game skill continues to be in an untriggerable state.

[0040] The above-mentioned second touch operation is an operation continuous with the first touch operation. In order to distinguish the two, the second touch operation is usually different from the first touch operation. For example, the first touch operation can be a long press operation, and the second touch operation can be a sliding operation with a specified sliding trajectory. When the first touch operation includes a sliding operation, the second touch operation is usually not a sliding operation, but can be a pressing operation. For example, the pressure applied to the contact position can be greater than or equal to a preset pressure threshold to determine that the second touch operation has occurred, and the contact area can also be greater than or equal to a preset area threshold to determine that the second touch operation has occurred. The specific settings can be made according to needs and are not limited here.

[0041] When the player generates a second touch operation and the designated game skill is in a triggerable state, a skill control of the designated game skill may be displayed around the contact point of the second touch operation, such as Figure 2 As shown. The black dot indicates the contact point position of the second touch operation. When a specified game skill has multiple release methods, a corresponding skill control can be set for each release method. In this case, multiple skill controls need to be displayed. Specifically, the skill control can be displayed at a preset distance from the location of the contact point, and can usually be displayed above, to the left, or to the right of the location of the contact point. Since the position below the contact point is usually blocked by the hand, it is usually not displayed below the contact point.

[0042] Step S106, in response to the triggering operation on the skill control, controlling the controlled virtual object to release the specified game skill in the game scene.

[0043] The above-mentioned triggering operation for the skill can be an operation such as clicking or long pressing the skill control. It can also be a sliding operation continuous with the second touch operation. The player can slide directly without releasing the contact point of the second touch operation, so that the contact point acts on the skill control. At this time, the specified game skill is triggered, and the controlled virtual object can release the skill in the game scene. The release direction of the specified game skill is usually consistent with the direction of the controlled virtual object, or the release range of the specified game skill is usually centered on the controlled virtual object. It can be set specifically according to needs and is not limited here.

[0044] In the above-mentioned interactive control method in a game, in response to a first touch operation, a target position in a game scene is determined, and the target position is used to indicate the aiming position of a shooting prop; in response to a second touch operation that is continuous with the first touch operation, and the designated game skill is in a triggerable state, a skill control corresponding to the designated game skill is displayed in a graphical user interface; in response to a trigger operation on the skill control, a controlled virtual object is controlled to release the designated game skill in the game scene. In this method, the player can continuously perform aiming, shooting and skill release operations without switching the finger operation point, which simplifies the player's operation method and improves the player's gaming experience.

[0045] The following embodiment provides a specific method for determining a target position in a game scene in response to a first touch operation, where the target position is used to indicate an aiming position of a shooting prop.

[0046] In shooting games, the graphical user interface usually displays a crosshair. The crosshair usually corresponds to the aiming position of the shooting prop carried by the controlled virtual object. Players can usually drag the crosshair through a sliding operation to change the aiming position of the controlled virtual object. For the convenience of writing, this sliding operation is referred to as the "first sliding operation". In response to the first sliding operation on the crosshair, the position of the crosshair is adjusted based on the first sliding operation, and the scene position aimed at by the crosshair is determined as the target position in the game scene; usually, as the contact moves, the game scene displayed by the graphical user interface will change, and the scene position aimed at by the crosshair will also change.

[0047] The first touch operation may also be a click operation. When the player clicks a position on the graphical user interface, the crosshairs may be adjusted to aim at the scene position corresponding to the position. When the player is satisfied with the current aiming position and needs to control the controlled virtual object to shoot at the aiming position, the contact point of the first touch operation may be released. In response to the end of the first touch operation, the controlled virtual object is controlled to use a shooting prop to perform a shooting action at the target position.

[0048] In addition, when the player starts aiming and shooting, he can also determine the target position in the game scene by long pressing operation. Specifically, in response to the long pressing operation acting on the first position of the graphical user interface, the scene position corresponding to the first position is determined as the target position in the game scene, wherein the scene position corresponding to the first position is the scene position displayed at the first position on the interface. Then the controlled virtual object is controlled to use the shooting prop to perform shooting behavior at the target position. After the target position is initially determined, the player can update the target position by sliding operation. In response to the sliding operation continuous with the long pressing operation, the target position is updated based on the contact position of the sliding operation, and the scene position displayed by the contact position is usually determined as the target position, and then the controlled virtual object is controlled to use the shooting prop to perform shooting behavior at the updated target position. In the above operation mode, the player can aim and shoot at the enemy objects that appear one after another by sliding operation, thereby improving the shooting efficiency.

[0049] The following embodiment provides a specific method for displaying a skill control corresponding to a specified game skill in a graphical user interface in response to a second touch operation that is continuous with a first touch operation and the specified game skill is in a triggerable state.

[0050] Assume that the first touch operation includes a sliding operation, as described above, the sliding operation is referred to as the "first sliding operation". In order to simplify the player's operation, the second touch operation is usually a touch operation continuous with the first sliding operation. In response to the second touch operation continuous with the first sliding operation, and when the designated game skill is in a triggerable state, the skill control corresponding to the designated game skill is displayed in the graphical user interface. In a specific implementation, during the process of aiming through the first sliding operation, the player can press the graphical user interface hard so that the graphical user interface displays the skill control of the game skill. At this time, the above-mentioned second touch operation is a pressing operation.

[0051] In order to let the player know when the specified game skill is in a triggerable state, in response to the available state parameter indicating that the specified game skill is in a triggerable state, a first prompt mark corresponding to the specified game skill can also be displayed in the graphical user interface; the first prompt mark is used to indicate that the specified game skill is in a triggerable state. After seeing the first prompt mark, the player can determine that an operation to trigger the display of the skill control can be performed, such as a pressing operation. The above prompt mark usually needs to include an icon or name of the specified game skill, such as Figure 3 As shown, the circular prompt logo is marked with "You can release the 'balloon prop'!". When the player releases the game skill, the prompt logo is usually cancelled.

[0052] When the player performs a pressing operation on the graphical user interface, in response to the pressing operation, a second prompt mark may be displayed at the position where the pressing operation is performed, and the second prompt mark is used to indicate that the pressing operation has been received. In a specific implementation, when it is detected that the pressure of the contact point is greater than a specified pressure threshold, it can be determined that a pressing operation has occurred, and the second prompt mark is displayed at the position where the pressing operation is performed. The second prompt mark can be of various types, such as a larger circular mark, an arrow mark pointing to the pressing position, or a mark containing the text "Do you want to trigger a skill?", which is not limited here.

[0053] When displaying the skill control of the specified game skill, the skill control corresponding to the game skill is displayed within a specified distance range of the pressing operation position. The distance between the display position of the skill control and the touch point position is usually less than the specified distance. The relative direction between the skill control and the touch point position of the second touch operation can be preset, for example, the skill control is above the touch point.

[0054] When the skill control is displayed, a direction indicator may be displayed between the pressing operation position and the skill control, and the direction indicator is used to prompt the user to trigger the operation of the skill control. Specifically, the direction indicator may be an arrow pointing from the pressing operation position to the skill control.

[0055] When the terminal device displays the game scene in portrait mode, since the player's operation is usually in the central area of ​​the graphical user interface, the central area can be used as the designated area for displaying the skill control of the game skill. Generally speaking, the distance between the area position in the central area and the center of the graphical user interface is less than or equal to the preset second distance threshold, which can be set according to demand or experience and is not limited here. In response to the second touch operation, and the available state parameter indicates that the specified game skill is in a triggerable state, the skill control of the specified game skill can be displayed in the designated area of ​​the graphical user interface, and the display position of the skill control is usually fixed.

[0056] The following embodiments provide a specific method for controlling a controlled virtual object to release a specified game skill in a game scene in response to a trigger operation on a skill control.

[0057] The trigger operation for the skill control may be a click operation, a slide operation, etc., which is not limited here. When the trigger operation is a slide operation, for the convenience of writing, the slide operation may be referred to as a "second slide operation". When the player performs a slide operation, the slide operation may be performed continuously with the second touch operation. In response to the contact point of the second slide operation continuous with the second touch operation acting on the skill control, the controlled virtual object is controlled to release the specified game skill in the game scene.

[0058] When the second touch operation is a pressing operation, the player's operation process is to perform a pressing operation, the skill control is displayed on the graphical user interface, and the player starts to slide from the current pressing position. At this time, in the graphical user interface, a direction mark is usually displayed between the pressing operation position and the skill control, prompting the player to slide in that direction, and slide to the skill control to release the skill. In this process, the player does not need to lift his finger to switch the contact point, making the player's operation very smooth.

[0059] The disclosed embodiment also provides another interactive control method in a game. Figure 1 The method is implemented based on the method shown in the figure. The method is intended to solve the problem of inconvenient operation of shooting games, especially the operation delay and interruption problems when aiming and shooting and releasing skills at the same time.

[0060] This method is implemented in the following way:

[0061] 1. The player can aim and shoot by long pressing (equivalent to the above-mentioned "first touch operation") the center area of ​​the screen, and can continue to slide (equivalent to the above-mentioned "first slide operation") to track the target. Figure 4 As shown, taking the game interface displayed in portrait mode as an example, the image and character attribute parameters of the controlled virtual object are displayed at the bottom of the game interface, and the middle and upper areas display the game scene; enemy virtual objects usually appear in the game scene. Figure 4 The position of the crosshair in the game is the position of the touch point of the player's long press operation.

[0062] 2. When the skill is ready, a reminder icon will appear on the right side of the screen. Figure 5 As shown, it is assumed that the controlled virtual object has two game skills, so the prompt mark of the first skill and the prompt mark of the second skill are displayed respectively.

[0063] 3. Players can trigger skill release by increasing the pressing area. The skill button (equivalent to the above-mentioned "skill control") is designed to be fixed in the vertical center of the clickable area of ​​the screen. Figure 6 As shown in the figure, the black dot represents the contact point after the player increases the pressing area through the pressing operation. Figure 4 The black dots shown are used to indicate that the player has increased the pressing area. In actual applications, increasing the pressing area is achieved by increasing the pressing pressure. Since the pressing pressure is easier to detect than the pressing area, it is possible to determine whether the player intends to trigger the skill release by detecting the pressing pressure.

[0064] 4. Players can use the sliding operation (equivalent to the "second sliding operation" mentioned above) to automatically release skills after touching the skill button, and can continue to aim and shoot without moving their eyes or fingers. Figure 7 Indicates that the player has triggered the skill control of the first skill by sliding, and chooses to trigger the first skill. Figure 7 The arrow in is used to indicate the sliding direction, which is equivalent to the above-mentioned "second prompt mark".

[0065] This method mainly utilizes the mechanism of sliding to trigger skill release, which triggers skills by recognizing the enlarged pressing area and sliding action, rather than the traditional single click operation; seamless integration with long-press aiming and shooting, which requires the interaction method to be able to recognize when the player is aiming and shooting, and allow the skill to be released through sliding operation without letting go.

[0066] When this method is applied to a one-handed vertical screen usage scenario, it can significantly reduce the interruptions and delays when players are aiming, shooting, and releasing skills, improving the smoothness and interactivity of the gaming experience, especially in fast-paced combat scenes, allowing players to focus more on the combat itself.

[0067] For the above method embodiments, see Figure 8 The interactive control device in the game shown provides a graphical user interface through a terminal device; the graphical user interface displays the game scene where the controlled virtual object is located; the controlled virtual object carries a shooting prop; the controlled virtual object is configured with a specified game skill; the device includes:

[0068] The aiming control module 802 is used to determine the target position in the game scene in response to the first touch operation, and the target position is used to indicate the aiming position of the shooting prop;

[0069] The skill control display module 804 is used to display a skill control corresponding to the specified game skill in the graphical user interface in response to a second touch operation that is continuous with the first touch operation and the specified game skill is in a triggerable state;

[0070] The skill release module 806 is used to control the controlled virtual object to release a specified game skill in the game scene in response to a trigger operation on the skill control.

[0071] The interactive control device in the above-mentioned game determines the target position in the game scene in response to the first touch operation, and the target position is used to indicate the aiming position of the shooting prop; in response to the second touch operation that is continuous with the first touch operation, and the designated game skill is in a triggerable state, the skill control corresponding to the designated game skill is displayed in the graphical user interface; in response to the trigger operation on the skill control, the controlled virtual object is controlled to release the designated game skill in the game scene. In this way, the player can continuously perform aiming, shooting and skill release operations without switching the finger operation point, which simplifies the player's operation method and improves the player's gaming experience.

[0072] The above-mentioned device also includes: a shooting control module, which is used to control the virtual object to use the shooting prop to perform a shooting behavior at the target position in response to the end of the first touch operation.

[0073] The graphical user interface displays a crosshair; the aiming control module is also used to: in response to a first sliding operation on the crosshair, adjust the position of the crosshair based on the first sliding operation, and determine the scene position aimed at by the crosshair as the target position in the game scene.

[0074] The skill release module is also used to: in response to the contact point of a second sliding operation continuous with the second touch operation acting on the skill control, control the controlled virtual object to release a specified game skill in the game scene.

[0075] The second touch operation is a pressing operation.

[0076] The skill control display module is also used to display the skill control corresponding to the game skill within a specified distance range of the pressing operation position.

[0077] The above-mentioned device also includes: a direction indicator display module, which is used to display a direction indicator between the pressing operation position and the skill control, and the direction indicator is used to prompt the user to trigger the operation of the skill control.

[0078] The above terminal device displays the game scene in vertical screen mode.

[0079] The above-mentioned device also includes: a first prompt mark display module, which is used to display a first prompt mark corresponding to the specified game skill in the graphical user interface in response to the specified game skill being in a triggerable state; the first prompt mark is used to indicate that the specified game skill is in a triggerable state.

[0080] The above-mentioned device also includes: a second prompt mark display module, which is used to display a second prompt mark at the pressing operation action position in response to the pressing operation, and the second prompt mark is used to indicate that the pressing operation has been received.

[0081] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method in the above game, for example:

[0082] In response to a first touch operation, a target position in a game scene is determined, and the target position is used to indicate an aiming position of a shooting prop; in response to a second touch operation continuous with the first touch operation, and a specified game skill is in a triggerable state, a skill control corresponding to the specified game skill is displayed on a graphical user interface; in response to a trigger operation on the skill control, a controlled virtual object is controlled to release the specified game skill in the game scene.

[0083] In the above method, the player can continuously perform aiming, shooting and skill release operations without switching finger operation points, which simplifies the player's operation method and improves the player's gaming experience.

[0084] Optionally, the method further includes: in response to the end of the first touch operation, controlling the virtual object to use a shooting prop to perform a shooting action toward a target position.

[0085] Optionally, the above-mentioned graphical user interface displays a crosshair; in response to a first touch operation, determining the target position in the game scene, including: in response to a first sliding operation on the crosshair, adjusting the position of the crosshair based on the first sliding operation, and determining the scene position aimed at by the crosshair as the target position in the game scene.

[0086] Optionally, the above-mentioned trigger operation on the skill control controls the controlled virtual object to release the specified game skill in the game scene, including: in response to the touch point of the second sliding operation continuous with the second touch operation acting on the skill control, controlling the controlled virtual object to release the specified game skill in the game scene.

[0087] Optionally, the second touch operation is a pressing operation.

[0088] Optionally, the above-mentioned displaying a skill control corresponding to a specified game skill on a graphical user interface includes: displaying the skill control corresponding to the game skill within a specified distance range of a pressing operation position.

[0089] Optionally, the above method also includes: displaying a direction indicator between the pressing operation position and the skill control, the direction indicator being used to prompt the user to trigger the operation of the skill control.

[0090] Optionally, the terminal device displays the game scene in portrait mode.

[0091] Optionally, the above method also includes: in response to the specified game skill being in a triggerable state, displaying a first prompt identifier corresponding to the specified game skill on the graphical user interface; the first prompt identifier is used to indicate that the specified game skill is in a triggerable state.

[0092] Optionally, the method further includes: in response to the pressing operation, displaying a second prompt mark at the position where the pressing operation takes place, the second prompt mark being used to indicate that the pressing operation has been received.

[0093] See also Fig. 9 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the interactive control method in the above-mentioned game.

[0094] Further, Fig. 9The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0095] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig. 9 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0096] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0097] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method in the above game.

[0098] An interactive control method, device and electronic device in a game provided by the embodiments of the present disclosure include a computer-readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the methods described in the above method embodiments, for example:

[0099] In response to a first touch operation, a target position in a game scene is determined, and the target position is used to indicate an aiming position of a shooting prop; in response to a second touch operation continuous with the first touch operation, and a specified game skill is in a triggerable state, a skill control corresponding to the specified game skill is displayed on a graphical user interface; in response to a trigger operation on the skill control, a controlled virtual object is controlled to release the specified game skill in the game scene.

[0100] In the above method, the player can continuously perform aiming, shooting and skill release operations without switching finger operation points, which simplifies the player's operation method and improves the player's gaming experience.

[0101] Optionally, the method further includes: in response to the end of the first touch operation, controlling the virtual object to use a shooting prop to perform a shooting action toward a target position.

[0102] Optionally, the above-mentioned graphical user interface displays a crosshair; in response to a first touch operation, determining the target position in the game scene, including: in response to a first sliding operation on the crosshair, adjusting the position of the crosshair based on the first sliding operation, and determining the scene position aimed at by the crosshair as the target position in the game scene.

[0103] Optionally, the above-mentioned trigger operation on the skill control controls the controlled virtual object to release the specified game skill in the game scene, including: in response to the touch point of the second sliding operation continuous with the second touch operation acting on the skill control, controlling the controlled virtual object to release the specified game skill in the game scene.

[0104] Optionally, the second touch operation is a pressing operation.

[0105] Optionally, the above-mentioned displaying a skill control corresponding to a specified game skill on a graphical user interface includes: displaying the skill control corresponding to the game skill within a specified distance range of a pressing operation position.

[0106] Optionally, the above method also includes: displaying a direction indicator between the pressing operation position and the skill control, the direction indicator being used to prompt the user to trigger the operation of the skill control.

[0107] Optionally, the terminal device displays the game scene in portrait mode.

[0108] Optionally, the above method also includes: in response to the specified game skill being in a triggerable state, displaying a first prompt identifier corresponding to the specified game skill on the graphical user interface; the first prompt identifier is used to indicate that the specified game skill is in a triggerable state.

[0109] Optionally, the method further includes: in response to the pressing operation, displaying a second prompt mark at the position where the pressing operation takes place, the second prompt mark being used to indicate that the pressing operation has been received.

[0110] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0111] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.

[0112] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program code.

[0113] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0114] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. An interactive control method in a game, characterized in that: Providing a graphical user interface through a terminal device; the graphical user interface displays the game scene where the controlled virtual object is located; The controlled virtual object carries a shooting prop; the controlled virtual object is configured with a specified game skill; the method comprises: In response to the first touch operation, determining a target position in the game scene, the target position being used to indicate an aiming position of the shooting prop; In response to a second touch operation that is continuous with the first touch operation, and the designated game skill is in a triggerable state, displaying a skill control corresponding to the designated game skill on the graphical user interface; In response to a trigger operation on the skill control, the controlled virtual object is controlled to release the designated game skill in the game scene.

2. The method according to claim 1, characterized in that The method further comprises: In response to the end of the first touch operation, the virtual object is controlled to use the shooting prop to perform a shooting action toward the target position.

3. The method according to claim 1, characterized in that The graphical user interface displays a crosshair; The step of determining the target position in the game scene in response to the first touch operation includes: In response to a first sliding operation on a crosshair, a position of the crosshair is adjusted based on the first sliding operation, and a scene position aimed at by the crosshair is determined as a target position in the game scene.

4. The method according to claim 1, characterized in that: The triggering operation on the skill control controls the controlled virtual object to release the designated game skill in the game scene, including: In response to a touch point of a second sliding operation continuous with the second touch operation acting on the skill control, the controlled virtual object is controlled to release the designated game skill in the game scene.

5. The method according to claim 1, characterized in that: The second touch operation is a pressing operation.

6. The method according to claim 5, characterized in that The step of displaying the skill control corresponding to the specified game skill in the graphical user interface includes: The skill control corresponding to the game skill is displayed within a specified distance range of the pressing operation position.

7. The method according to claim 5, characterized in that The method further comprises: A direction indicator is displayed between the pressing operation position and the skill control, and the direction indicator is used to prompt the user to trigger the operation of the skill control.

8. The method according to claim 1, characterized in that: The terminal device displays the game scene in vertical mode.

9. The method according to claim 1, characterized in that: The method further comprises: In response to the designated game skill being in a triggerable state, a first prompt mark corresponding to the designated game skill is displayed on the graphical user interface; the first prompt mark is used to indicate that the designated game skill is in a triggerable state.

10. The method according to claim 5, characterized in that The method further comprises: In response to the pressing operation, a second prompt mark is displayed at the pressing operation action position, and the second prompt mark is used to indicate that the pressing operation has been received.

11. An interactive control device in a game, characterized in that: Providing a graphical user interface through a terminal device; the graphical user interface displays the game scene where the controlled virtual object is located; The controlled virtual object carries a shooting prop; the controlled virtual object is configured with a specified game skill; the device comprises: An aiming control module, used for determining a target position in the game scene in response to a first touch operation, wherein the target position is used to indicate an aiming position of the shooting prop; A skill control display module, configured to display a skill control corresponding to the specified game skill on the graphical user interface in response to a second touch operation that is continuous with the first touch operation and the specified game skill is in a triggerable state; The skill release module is used to respond to the contact point of the first sliding operation continuous with the second touch operation acting on the skill control, and control the controlled virtual object to release the specified game skill in the game scene.

12. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method in the game according to any one of claims 1-10.

13. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method in the game described in any one of claims 1-10.