Control method and device in game, electronic equipment and storage medium
By introducing interactive indicators and interactive areas into the game interface, responding to trigger events and operations, the problems of dispersed player information concerns and high operation difficulty are solved, and the effect of simplifying skill release and improving game experience is achieved.
Patent Information
- Application Number
- CN202411792880.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-06
- Publication Date
- 2025-02-28
AI Technical Summary
In the game, players need to pay frequent attention to multiple interactive controls, resulting in too dispersed information concerns, easily missed the use of special states, and the operation is difficult, which affects the game experience.
By providing a graphical user interface in the game interface, including interactive areas and interaction indicators, in response to specified trigger events and operations, simplifying the steps and operational flow of skill release.
Reduces the interface area that players need to pay attention to, simplifies the skill release operation, and improves the player's gaming experience.
Smart Images

Figure CN119524409A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a control method, device, electronic device and storage medium in a game. Background Art
[0002] In the game, the state of the virtual object controlled by the player will usually change due to attacks from other virtual characters and other reasons. The change in the state of the virtual object will often cause the player's control operation on the virtual object to change, or the effect of the control operation on the virtual object to change. In the related art, the various states of the character are usually displayed through the avatar of the virtual object in the game interface, and multiple interactive controls related to the character state are usually scattered throughout the interface. The player needs to determine the current character state of the virtual object based on the avatar of the virtual object, and operate the corresponding controls based on the current character state. This method causes the player's information focus to be too scattered, and it is easy to miss the use of certain special states in battle, and the operation is difficult, resulting in a poor player experience. Summary of the invention
[0003] In view of this, the purpose of the present disclosure is to provide a control method, device, electronic device and storage medium in a game, so as to reduce the area that players need to pay attention to in the game interface, simplify the player's skill release operation, and improve the player's gaming experience.
[0004] In a first aspect, an embodiment of the present disclosure provides a control method in a game, providing a graphical user interface through a terminal device; the graphical user interface includes an interactive area; a status indicator of a controlled virtual object is displayed in the interactive area; the status indicator is used to indicate the current character state of the controlled virtual object; an interaction indicator is displayed in a preset area of the graphical user interface; the method includes: in response to a specified trigger event, displaying the interaction indicator in a first display state based on a specified time interval; the first display state is different from an initial display state of the interaction indicator; in response to a specified operation on the interactive area, determining a skill to be released and an effect of the skill to be released based on the display state of the interaction indicator at the time when the specified operation is generated and the character state indicated by the status indicator; controlling the controlled virtual object to release the skill to be released to the target virtual object, and controlling the effect of the skill to be released to act on the target virtual object.
[0005] In a second aspect, an embodiment of the present disclosure provides a control device in a game, which provides a graphical user interface through a terminal device; the graphical user interface includes an interactive area; a status indicator of a controlled virtual object is displayed in the interactive area; the status indicator is used to indicate the current character state of the controlled virtual object; an interaction indicator is displayed in a preset area of the graphical user interface; the device includes: an interaction indicator display module, which is used to display the interaction indicator in a first display state based on a specified time interval in response to a specified trigger event; the first display state is different from an initial display state of the interaction indicator; a skill determination module, which is used to determine the skill to be released and the effect of the skill to be released based on the display state of the interaction indicator at the time when the specified operation is generated and the character state indicated by the status indicator in response to a specified operation for the interactive area; a skill release module, which is used to control the controlled virtual object to release the skill to be released to the target virtual object, and control the effect of the skill to be released to act on the target virtual object.
[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 control method in the above-mentioned 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 control method in the above-mentioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The control method, device, electronic device and storage medium in the above-mentioned game, in response to a specified trigger event, displays an interactive indicator in a first display state based on a specified time interval; in response to a specified operation on an interactive area, determines the skill to be released and the effect of the skill to be released based on the display state of the interactive indicator at the time of the specified operation and the character state indicated by the state indicator; controls the controlled virtual object to release the skill to be released to the target virtual object, and controls the effect of the skill to be released to act on the target virtual object. In this method, the player only needs to pay attention to the state indicator and the interactive indicator around the state indicator, and trigger the interactive area where the state indicator is located in a timely manner, so as to release the corresponding skills under different character states, which reduces the area that the player needs to pay attention to in the game interface, simplifies the player's skill release operation, and improves the player's game 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 a control method in a game provided by an embodiment of the present disclosure;
[0014] Figure 2 A schematic diagram of an interactive area provided in an embodiment of the present disclosure;
[0015] Figure 3 A schematic diagram of another interactive area provided in an embodiment of the present disclosure;
[0016] Figure 4 A schematic diagram of another interactive area provided in an embodiment of the present disclosure;
[0017] Figure 5 A schematic diagram of another interactive area provided in an embodiment of the present disclosure;
[0018] Figure 6 A schematic diagram of another interactive area provided in an embodiment of the present disclosure;
[0019] Figure 7 A schematic diagram of another interactive area provided in an embodiment of the present disclosure;
[0020] Figure 8 A schematic diagram of another interactive area provided in an embodiment of the present disclosure;
[0021] Fig. 9 A schematic diagram of another interactive area provided in an embodiment of the present disclosure;
[0022] Fig.10 A schematic diagram of the structure of a control device in a game provided by an embodiment of the present disclosure;
[0023] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure.
[0024] Attached figure annotations: 51-status mark; 52-interactive button; 53-character health bar; 54-character ultimate skill charge bar; 55-interaction indicator mark. DETAILED DESCRIPTION
[0025] 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.
[0026] When players control controlled virtual objects to fight, it is usually necessary to display the character status of the controlled virtual objects in the game interface. A common way is to display the various states of the characters through avatars, and the relevant interactive controls are scattered throughout the interface. Players need to operate different controls according to the character status information prompts. This form of interaction will cause the player's information focus to be too scattered, and they will miss the use of certain special states in battle. The operation is too difficult, resulting in a poor gaming experience for players.
[0027] Based on this, the embodiments of the present disclosure provide a control method, device, electronic device and storage medium in a game. This technology can be applied to scenarios where virtual characters are required to automatically perform game behaviors.
[0028] The control method in the game in one embodiment of the present invention can be run on a local terminal device or a server. When the control method in the game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0029] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the 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.
[0030] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0031] See also Figure 1 First, a control method in a game provided by an embodiment of the present invention is introduced. The method provides a graphical user interface through a terminal device. The graphical user interface includes an interactive area, and the state identifier of the controlled virtual object is displayed in the interactive area, such as Figure 2 As shown, the gray circular area indicates the interactive area. The state identifier is used to indicate the current character state of the controlled virtual object. The controlled virtual object can usually have different character states. The character state of the controlled virtual object can change based on the player's control operation on the controlled virtual object, and can also change based on the interaction of other virtual objects in the game scene with the controlled virtual object, which is not limited here.
[0032] Since the skill release process of the controlled virtual object may require a certain amount of time, an interaction indicator can be displayed in a preset area of the graphical user interface, or in an interactive area. Figure 2As shown, the strip marks on both sides of the interactive area represent the interactive indicator marks. The adjacent area refers to the area adjacent to the interactive area, and the distance between the interactive area and the interactive area is usually small. The interactive indicator marks can usually be one or more, and are not limited here. When the display state of the interactive indicator mark changes, the player usually needs to operate the interactive area.
[0033] The method comprises the following steps:
[0034] Step S102: in response to a specified triggering event, displaying the interaction indication mark in a first display state based on a specified time interval; the first display state is different from an initial display state of the interaction indication mark.
[0035] The above-mentioned designated triggering events may be of various types. For example, when the game is turn-based, when the enemy virtual object completes an attack, it is the turn of the controlled virtual object to attack, and this can be regarded as the generation of a designated triggering event; when the player configures a certain virtual prop for the controlled virtual object, the controlled virtual object can release the skill corresponding to the virtual prop, and this can be regarded as the generation of a designated triggering event.
[0036] In music-related games, the above-mentioned designated trigger event can also be generated when the beat of the music being played is a designated beat, the music being played uses a designated instrument, etc., which can be set specifically according to needs and is not limited here.
[0037] In order to enable players to seize the opportunity corresponding to the designated trigger event, it is necessary to display the interaction indicator in the first display state so that players know that the opportunity has arrived. The first display state needs to be different from the initial display state of the interaction indicator, and is usually more eye-catching. For example, an interaction indicator that was not originally highlighted can be highlighted; the interaction indicator can be enlarged and displayed; the initial display color of the interaction indicator can be white, and after the designated trigger event occurs, the interaction indicator can be displayed in red, etc. The above-mentioned first display state can be one or more. For example, different interaction indicators can correspond to different first display states; or, when there is only one interaction indicator, different designated trigger events correspond to different first display states. When a certain designated trigger event occurs, the interaction indicator needs to be displayed as the first display state corresponding to the designated trigger event.
[0038] As described above, the interaction indication mark may be one or more. When there are multiple interaction indication marks, one of the interaction indication marks may be randomly controlled to be displayed in the first display state after a specified trigger event is generated. Different interaction indication marks may also be set to correspond to different specified trigger events, for example, one interaction indication mark corresponds to the appearance of drum sounds in music, and another interaction indication mark corresponds to the appearance of flute sounds in music. After a specified trigger event is generated, the corresponding interaction indication mark may be controlled to be displayed in the first display state.
[0039] Since the opportunity is fleeting, the interaction indication mark can be displayed in the first display state only for a certain duration each time. It is usually necessary to determine the start time of displaying the interaction indication mark in the first display state based on a specified time interval, and then display the interaction indication mark in the first display state for a preset duration, and then display the interaction indication mark in the initial display state. When the next start time of displaying the interaction indication mark in the first display state indicated by the specified time interval is reached, the interaction indication mark is displayed in the first display state again.
[0040] The above-mentioned specified time interval can be fixed or variable, or related to the current character state of the controlled virtual object. For example, when the specified trigger event corresponds to playing music, the duration between the generation events of two adjacent drum beats is determined as the specified time interval, and the timing starts when the first drum beat sounds. When the timing time reaches the specified time interval, the second drum beat sounds, and at this time, the interaction indication mark needs to be displayed in the first display state. It can be set specifically according to needs and is not limited here.
[0041] Step S104, in response to a designated operation on the interactive area, based on the display state of the interaction indicator at the time of the designated operation and the character state indicated by the state indicator, determine the skill to be released and the effect of the skill to be released.
[0042] The above-mentioned designated operations for the interactive area can be multiple, such as click, long press, slide and other operations. The designated operation can be achieved by the player by touching the touch screen, or by the player through other human-computer interaction devices such as a mouse and keyboard, which is not limited here. When there are multiple interaction indication marks, different interaction indication marks can correspond to different designated operations, or different first display states of the same interaction indication mark correspond to different designated operations. It can be set according to the needs, which is not limited here.
[0043] After the player generates a specified operation, it is necessary to determine the display state of the interaction indicator and the character state indicated by the state indicator at the time of the specified operation. The display state of the interaction indicator can be obtained immediately after the specified operation is generated. When the display state of the interaction indicator is the first display state at this time, it means that the player has seized the opportunity to release the skill and can release the skill well. When the display state of the interaction indicator is the initial display state at this time, it means that the player has not seized the opportunity to release the skill, and the controlled virtual object can only release skills with poor effects, or even if it can release skills with better effects, the skill cannot fully play its role after being released, or the controlled virtual object cannot release the skill.
[0044] The character state indicated by the state identifier is the current character state of the controlled virtual object. The controlled virtual object usually has multiple character states. In some character states, the controlled virtual object can release skills normally, and can even exert the effect of the released skills to a level beyond the preset level; in some character states, the controlled virtual object cannot release skills, or can only release skills with poor effects, or even if it releases skills with good effects, the effect of the skills will be greatly reduced, that is, lower than the preset effect.
[0045] The display state of the above-mentioned interaction indicator at the time of the specified operation and the character state indicated by the status indicator are usually considerations for determining the skills to be released and their effects, and the proportion of each factor can be set based on demand. As mentioned above, the skills to be released can be one or more. When there is one skill to be released, it is necessary to increase or decrease the preset effect of the skill based on the above two factors. When there are multiple skills to be released, corresponding effects can be set for different skills. When a certain skill to be released is determined based on the above two factors, its effect is also determined. Generally, it is necessary to ensure that when the interaction indicator is displayed in the first display state at the time of the specified operation, and the character state indicated by the status indicator is the preset character state, the effect of the skill to be released is determined to be optimal. In contrast, the effect of the skill to be released determined in other cases needs to be slightly worse than the effect determined in the above case.
[0046] Step S106, controlling the controlled virtual object to release the skill to be released to the target virtual object, and controlling the effect of the skill to be released to act on the target virtual object.
[0047] The target virtual object is usually in the same game scene as the controlled virtual object. It can be a virtual object in an adversarial relationship with the controlled virtual object, a virtual object in the same game camp as the controlled virtual object, or even the controlled virtual object itself, without limitation here.
[0048] After determining the skill to be released, it is necessary to control the controlled virtual object to release the skill to be released to the target virtual object, and control the effect of the skill to be released to act on the target virtual object. When the skills to be released are different, the objects that the skills to be released can act on are usually different. In the game, in order to prevent misoperation, it can be set that the teammates of the controlled virtual object will not be affected by the attack skills released by the controlled virtual object. If this happens, the effect of the skill to be released may not act on the target virtual object.
[0049] The control method in the above-mentioned game, in response to a specified trigger event, displays an interactive indicator in a first display state based on a specified time interval; in response to a specified operation on an interactive area, determines the skill to be released and the effect of the skill to be released based on the display state of the interactive indicator at the time of the specified operation and the character state indicated by the state indicator; controls the controlled virtual object to release the skill to be released to the target virtual object, and controls the effect of the skill to be released to act on the target virtual object. In this method, the player only needs to pay attention to the state indicator and the interactive indicator around the state indicator, and trigger the interactive area where the state indicator is located in a timely manner, so as to release the corresponding skills under different character states, which reduces the area that the player needs to pay attention to in the game interface, simplifies the player's skill release operation, and improves the player's game experience.
[0050] The following embodiment provides a specific method for displaying an interaction indication mark in a first display state based on a specified time interval in response to a specified trigger event.
[0051] When the game includes music elements, the above-mentioned specified trigger event can be related to the music elements. In the game, it is usually necessary to play preset music, and the above-mentioned specified trigger event can be a preset audio playback event. At this time, it is necessary to determine the specified time interval based on the audio information corresponding to the audio playback event. For example, the audio information includes multiple key lyrics, and the duration between adjacent key lyrics can be determined as a specified time interval; or the duration corresponding to every three eight beats in the audio information is determined as a specified time interval, etc., which is not limited here.
[0052] The above-mentioned interactive area can be a circular area; the above-mentioned interaction indication mark can be one or more first shape marks centered on the center of the interactive area. The shape of the above-mentioned first shape mark is usually a centrally symmetrical figure. For example, the first shape mark can be a complete circular ring mark, and when the width of the circular ring is 0, the first shape mark can be represented by one or more circular edges. The shape of the first shape mark can also be a star border, a square border, or a discontinuous circular ring border centered on the center of the interactive area. The shapes of different first shape marks can be the same or different, and can be set according to needs, and are not limited here.
[0053] When the interaction indicator includes multiple first shape identifiers, in response to the time interval between the current time and the specified time reaching the specified time interval, a target identifier can be randomly determined from the multiple first shape identifiers, and the target identifier can be displayed in the first display state. The above-mentioned specified time can be the initial time when the specified playback event is generated, or the start time when the interaction indicator is last displayed in the first state, etc.
[0054] When the interaction indicator is displayed in an area adjacent to the interactive area, the above specified operation can be applied to any position in the interactive area. When the interaction indicator is displayed in the interactive area, the above specified operation usually needs to be applied to the display area of the interaction indicator.
[0055] When there are multiple interaction indication marks, correspondingly, the interactive area usually also includes multiple sub-areas, and each sub-area displays an interaction indication mark. In the above case, when a specified operation is generated for the interactive area, it is necessary to determine the target sub-area corresponding to the specified operation, that is, in which sub-area the contact point of the specified operation is located, and the sub-area is determined as the target sub-area. Then, based on the display state of the interaction indication mark corresponding to the target sub-area at the time of the specified operation and the character state indicated by the state mark, the skill to be released and the effect of the skill to be released are determined. Specifically, when the contact point of the specified operation is located in the first sub-area, the display state of the interaction indication mark in the first sub-area needs to be used to determine the skill release effect brought about by this specified operation, and the display state of the interaction indication mark in other sub-areas will not affect the skill release effect brought about by the specified operation.
[0056] The following embodiment provides a specific method for determining the skill to be released and the effect of the skill to be released in response to a designated operation on an interactive area, based on the display state of the interaction indicator at the time when the designated operation is generated and the character state indicated by the state indicator.
[0057] The above-mentioned controlled virtual object usually has a preset skill, which is referred to as the "first skill" for the convenience of behavior. The first skill usually has a preset effect, such as being able to produce a set value of damage to the target virtual object. It is assumed that the character state of the controlled virtual object can be the first character state or the second character state, and can also include more types of character states, which are not limited here.
[0058] Generally speaking, the character state of a controlled virtual object is determined based on the parameter value of a designated attribute parameter of the controlled virtual object. The designated attribute parameter is usually variable and can be blood volume, life value, etc. A first parameter threshold is usually pre-set for the designated attribute parameter. The parameter value of the current designated attribute parameter of the controlled virtual object is compared with the first parameter threshold to determine the character state of the controlled virtual object. It can be pre-set that when the controlled virtual object is in the first character state, the parameter value of the designated attribute parameter of the controlled virtual object is greater than or equal to the preset first parameter threshold; when the controlled virtual object is in the second character state, the parameter value of the designated attribute parameter of the controlled virtual object is less than the first parameter threshold.
[0059] When the specified attribute parameters are parameters such as health bar and life value, usually when the parameter value is higher, the character state of the controlled virtual object is better, that is, in the above-mentioned first character state, the state of the controlled virtual object is better; correspondingly, in the second character state, the state of the controlled virtual object is worse.
[0060] After the player performs a designated operation on the interactive area, it is necessary to determine whether the display state of the interaction indicator at the time of the designated operation is the first display state; if so, the player has seized a good opportunity to release a skill, and the first skill can be determined as the skill to be released.
[0061] Then determine the current role state of the controlled virtual object. Based on the above assumption, that is, in the above first role state, the state of the controlled virtual object is better; correspondingly, in the second role state, the state of the controlled virtual object is worse. If the controlled virtual object is in the first role state, the preset effect corresponding to the first skill is determined as the effect of the skill to be released; if the controlled virtual object is in the second role state, the first effect is determined as the effect of the skill to be released; wherein, the preset effect is better than the first effect. That is, the first effect is worse than the preset effect. If the damage value caused by the preset effect is 100, the first effect can be 80, 50 or 20, etc., and the first effect can be randomly determined during implementation. If the controlled virtual object is in the second role state, when controlling the controlled virtual object to release the skill to be released to the target virtual object, it is necessary to randomly determine whether to cancel the controlled virtual object to release the skill to be released to the target virtual object. If the skill to be released needs to be canceled, the controlled virtual object will not release the skill to be released. If it is determined not to cancel the skill with release, the controlled virtual object can be controlled to release the skill to be released with the first effect to the target virtual object.
[0062] If the display state of the interaction indicator at the time of the specified operation is the initial display state, the first skill can be determined as a skill to be released, and the second effect can be determined as an effect with the released skill. Similar to the first effect, if the damage value caused by the preset effect is 100, the second effect can be 80, 50 or 20, etc. In specific implementation, the second effect can be determined randomly, and can also be determined based on the time difference between the time when the specified operation is generated and the time when the last interaction indicator changes from the first display state to the initial display state. The larger the time difference, the smaller the second effect.
[0063] In the above case, different second effects of the first skill can also be set according to the character state of the controlled virtual object. For example, when the character state of the controlled virtual object is the second character state, the effect of the skill to be released will be smaller than the effect of the skill to be released when the character state of the controlled virtual object is the first character state.
[0064] If it is determined that the first skill can be determined as the skill to be released, and its effect is the second effect, when the controlled virtual object is controlled to release the skill to be released to the target virtual object, it is necessary to randomly determine whether to cancel the controlled virtual object's release of the skill to be released to the target virtual object. When the controlled virtual object is in the second character state, the probability of canceling the release of the skill with release can be set to be greater than the probability of canceling the release of the skill with release when the controlled virtual object is in the first character state. If it is necessary to cancel the skill to be released, the controlled virtual object will not release the skill to be released. If it is determined not to cancel the skill with release, the controlled virtual object can be controlled to release the skill to be released with the second effect to the target virtual object.
[0065] If the display state of the interaction indicator at the time of the specified operation is the initial display state, the target virtual object can also be controlled to attack the controlled virtual object, and the parameter value of the specified attribute parameter of the controlled virtual object can be further controlled to decrease. When the player makes a mistake and does not perform the specified operation on the interactive area when the display state of the interaction indicator is the first display state, the parameter value of the specified attribute parameter of the controlled virtual object decreases, which may cause the character state of the controlled virtual object to change.
[0066] In order to facilitate players to understand the current parameter value of the specified attribute parameter of the controlled virtual object, the attribute parameter indicator can be displayed at the first specified position of the interactive area, such as Figure 3 As shown, the attribute parameter designation mark is displayed above the interactive area. The attribute parameter designation mark is used to indicate the parameter value of the designated attribute parameter of the controlled virtual object.
[0067] In some cases, in order to increase the fun of the game, the character attributes of the controlled virtual object can be set to a certain attribute or attributes, so that when the state is particularly bad, it can "fight back". For the convenience of behavior, the attribute that can achieve this method is called "specified attribute". As mentioned above, when the parameter value of the specified attribute parameter of the controlled virtual object is less than the first parameter threshold, the controlled virtual object will enter the second character state, and when the "fight back" can be achieved, the parameter value of the controlled virtual object will usually be much lower than the first parameter threshold. The second parameter threshold can be set in advance, and the second parameter threshold is less than the first parameter threshold.
[0068] In the game, if the character attribute of the controlled virtual object is a specified attribute, in response to the parameter value of the specified attribute parameter of the controlled virtual object being less than the preset second parameter threshold, it is determined whether the display state of the interaction indicator at the time of the specified operation is the first display state; if it is, the first skill is determined as the skill to be released, and the preset third effect is determined as the effect of the skill to be released; the third effect is better than the preset effect. That is, after the controlled virtual object is weakened to a certain extent, if the player can perform the specified operation when the interaction indicator is displayed in the first display state, the controlled virtual object can be controlled to generate a larger damage value to the enemy object when releasing the first skill, or generate a larger healing value to the friendly object of the camp, etc., that is, the effect of the skill is better than the effect of releasing the skill when the controlled virtual object is in the first character state.
[0069] Assuming that the controlled virtual object also has a second skill, the effect of the second skill is usually better than the first skill. In some games, the second skill is also called a "big move". It is usually necessary to set the skill progress corresponding to the second skill to 0 first. When the player seizes the opportunity to release the skill and performs a specified operation on the interactive area, that is, when the display state of the interaction indicator at the time of the specified operation is the first display state, and the controlled virtual object is in the first character state, the skill progress is increased, which can be increased by 25%, 50% or other, which can be set according to needs, and is not limited here. When the skill progress reaches the specified progress, usually 100%, the player can perform a specified operation on the interactive area again. At this time, the controlled virtual object can be controlled to release the second skill to the target virtual object, which is commonly known as "releasing a big move". The second skill will cause greater damage to the target virtual object.
[0070] In order to help players understand the current progress of the second skill, a progress indicator can be displayed at a second designated position in the interactive area, such as Figure 4 As shown, the progress indicator is displayed below the interactive area. The progress indicator is used to indicate the skill progress corresponding to the second skill.
[0071] In the game, if the specified operations performed continuously by the player all occur when the interaction indicator is displayed in the first display state, it can be considered that the player has generated a "combo" and needs to be encouraged. The specific encouragement method can be to speed up the full value process of the skill progress of the second skill. In order to determine whether the player has performed continuous and good operations, a first preset condition can be set. For the convenience of writing, the previous specified operation of the specified operation is referred to as the "first operation". The first preset condition can be: the display state of the interaction indicator at the time of the first operation is the first display state and the controlled virtual object is in the first character state, and the number of changes in the display state of the interaction indicator between the first operation and the specified operation is one or two. Here, the number of changes in the display state of the interaction indicator between the first operation and the specified operation is limited to one or two times, which excludes the situation where there is a missed operation for the interaction indicator to be displayed in the first display state in the first operation and the specified operation, and also excludes the situation where the first operation and the specified operation are displayed in the first display state for the same interaction indicator.
[0072] After determining that the skill progress of the second skill needs to be increased for the specified operation, it is necessary to determine whether the first operation before the specified operation meets the first preset condition; if so, add the first progress value to the skill progress; if not, add the second progress value to the skill progress; the second progress value is less than the first progress value.
[0073] As described above, if the character attribute of the controlled virtual object is a specified attribute, the controlled virtual object can achieve a "Jedi counterattack". The Jedi counterattack can also be reflected in that after the player achieves a combo, the skill effect of the second skill is quickly made to reach the full value, that is, the waiting time of the second skill is shortened. At this time, a second preset condition can be set. In order to distinguish it from the above-mentioned first operation, the previous specified operation of the specified operation is called the "second operation". Similar to the first preset condition, the second preset condition can be: the display state of the interaction indication mark at the time of the second operation is the first display state, the controlled virtual object is in the second character state and the parameter value of the specified attribute parameter is less than the second parameter threshold, and the number of changes in the display state of the interaction indication mark between the second operation and the specified operation is one or two.
[0074] In a specific implementation, in response to the interactive indicator being in the first display state at the time of the specified operation, and the controlled virtual object being in the second character state, and the parameter value of the specified attribute parameter of the controlled virtual object being less than the preset second parameter threshold, it is determined whether the second operation before the specified operation meets the second preset condition; if so, a third progress value is added to the skill progress; the third progress value is greater than the second progress value. That is, when the controlled virtual object is in a weak state, if the player performs a combo, the progress value added to the skill progress of the second skill is greater than the progress value added by the controlled virtual object in the first character state.
[0075] The present disclosure also provides another control method in a game. Figure 1 The method is implemented on the basis of the method shown. The method can be applied to a vertical turn-based game; the core gameplay of the game is to combine the timing of combat and the rhythm of music, and guide the operation of the game through beats of different frequencies.
[0076] The key points of this method are: the integration of music beats, character status and interactive buttons, such as Figure 5 shown. Figure 5 In the figure, the human-shaped mark numbered 51 represents the state mark of the controlled virtual object, which is used to indicate the character state of the controlled virtual object; the gray circular mark numbered 52 represents the interactive button (equivalent to the above-mentioned "interactive area"); the mark numbered 53 represents the character's health bar (equivalent to the above-mentioned "attribute parameter indication mark"); the mark numbered 54 represents the character's ultimate skill charging bar (equivalent to the above-mentioned "second skill progress indication mark"); and the multiple circular line marks numbered 55 represent the interactive indication marks of the music beat.
[0077] This method is implemented in the following way:
[0078] 1 When the character status is normal, such as Figure 5 As shown, the interactive indicator will light up in a cycle, and according to the rhythm of the music, a certain interactive indicator will be randomly controlled to become highlighted, such as Figure 6 shown. Figure 6 In the example, a bold interaction indicator mark indicates that the interaction indicator mark is in a highlighted state.
[0079] If the player's interactive indicator becomes highlighted, the player needs to perform touch operations on the interactive area, such as clicking. If the player clicks perfectly on the rhythm, the damage to the monster will be increased, and the charging bar of the ultimate move will be increased. If the player clicks perfectly continuously, the character's combo will be triggered, the charging bar of the ultimate move will be accelerated, and the ultimate move will be released.
[0080] 2 If the player does not click on the rhythm, he will be attacked by monsters, his health will be reduced, and the state of breath confusion will be triggered. Figure 7 This state will last for 1-2 seconds, the music rhythm will continue, even if the player clicks perfectly, the damage to the monster will be reduced, and there is a high probability that the attack will be invalid, and combos and big moves cannot be triggered.
[0081] 3 When the controlled virtual object's health is only 10%, the weak state is triggered. In the weak state, the state mark of the controlled virtual object can be as follows: Figure 8As shown. When the character attribute belongs to the output type character, the character's damage value can be greatly increased. The music rhythm will continue, and the player's continuous perfect clicks will trigger the character's combo, further speeding up the charging bar of the ultimate move and releasing the ultimate move.
[0082] 4 When the ultimate skill is fully charged (equivalent to the above "the skill progress of the second skill reaches the specified progress threshold"), the entire interactive area and the area occupied by the interactive indicator are highlighted. Fig. 9 Highlighted in gray. Players can use ultimate skills.
[0083] The above-mentioned states will be triggered at any time according to the player's operations, switching back and forth between several states to enhance the continuity of the entire operation.
[0084] Based on the game interface, this method provides a core battle that integrates music beats, in which a control displays different information and has multiple related interaction methods. It displays the character status and adds interactive forms, and generates different interactive forms according to different states and different music beats. This method can effectively solve the problem of information confusion in the interface and solve the problem of high operation threshold.
[0085] For the above method embodiments, see Fig.10 A control device in a game is shown, which provides a graphical user interface through a terminal device; the graphical user interface includes an interactive area; a state mark of a controlled virtual object is displayed in the interactive area; the state mark is used to indicate the current role state of the controlled virtual object; an interactive indication mark is displayed in a preset area of the graphical user interface; the device includes:
[0086] An interaction indicator display module 1002, configured to display the interaction indicator in a first display state based on a specified time interval in response to a specified trigger event; the first display state is different from an initial display state of the interaction indicator;
[0087] A skill determination module 1004 is used to determine the skill to be released and the effect of the skill to be released based on the display state of the interaction indicator at the time of the specified operation and the character state indicated by the state indicator in response to the specified operation on the interactive area;
[0088] The skill releasing module 1006 is used to control the controlled virtual object to release the skill to be released to the target virtual object; and control the effect of the skill to be released to act on the target virtual object.
[0089] The control device in the above-mentioned game, in response to a specified trigger event, displays an interaction indicator in a first display state based on a specified time interval; in response to a specified operation on an interactive area, determines the skill to be released and the effect of the skill to be released based on the display state of the interaction indicator at the time of the specified operation and the character state indicated by the state indicator; controls the controlled virtual object to release the skill to be released to the target virtual object, and controls the effect of the skill to be released to act on the target virtual object. In this method, the player only needs to pay attention to the state indicator and the interaction indicator around the state indicator, and trigger the interactive area where the state indicator is located in a timely manner, so as to release the corresponding skills under different character states, which reduces the area that the player needs to pay attention to in the game interface, simplifies the player's skill release operation, and improves the player's game experience.
[0090] The interaction indication mark includes one or more first shape marks centered at the center of the interactive area.
[0091] The above-mentioned interaction indicator includes multiple first shape identifiers; the interaction indicator display module is used to: in response to the time interval between the current moment and the specified moment reaching the specified time interval, randomly determine the target identifier from the multiple first shape identifiers; and display the target identifier in the first display state.
[0092] The above-mentioned interaction indication mark display module is used to: determine a specified time interval in response to a preset audio playback event based on audio information corresponding to the audio playback event; and display the interaction indication mark in a first display state based on the specified time interval.
[0093] The above device displays an interactive indicator in an area adjacent to the interactive area
[0094] The above-mentioned interaction indication marks include multiple ones; the interactive area includes multiple sub-areas; each sub-area displays an interaction indication mark; the steps of the skill determination module include: in response to a specified operation on the interactive area, determining the target sub-area corresponding to the specified operation; based on the display status of the interaction indication mark corresponding to the target sub-area at the time when the specified operation is generated and the character status indicated by the status mark, determining the skill to be released and the effect of the skill to be released.
[0095] The above-mentioned controlled virtual object has a first skill; the character state includes the first character state or the second character state; the skill determination module: determines whether the display state of the interaction indication mark at the time when the specified operation is generated is the first display state; if so, determines the first skill as the skill to be released; determines the current character state of the controlled virtual object; if the controlled virtual object is in the first character state, determines the preset effect corresponding to the first skill as the effect of the skill to be released; if the controlled virtual object is in the second character state, determines the first effect as the effect of the skill to be released; the preset effect is superior to the first effect.
[0096] The skill release module is also used to randomly determine whether to cancel the controlled virtual object releasing the skill to be released to the target virtual object; if the skill to be released is not canceled, control the controlled virtual object to release the skill to be released with the first effect to the target virtual object.
[0097] The above-mentioned character state is determined based on the parameter value of the designated attribute parameter of the controlled virtual object; when the controlled virtual object is in a first character state, the parameter value of the designated attribute parameter of the controlled virtual object is greater than or equal to a preset first parameter threshold; when the controlled virtual object is in a second character state, the parameter value of the designated attribute parameter of the controlled virtual object is less than the first parameter threshold.
[0098] The above-mentioned device also includes: an attack control module, which is used to control the target virtual object to attack the controlled virtual object in response to the display state of the interaction indication mark being the initial display state at the time of the specified operation, and control the reduction of the parameter value of the specified attribute parameter of the controlled virtual object.
[0099] The above-mentioned device also includes: an attribute parameter indication mark display module, which is used to display the attribute parameter indication mark at the first specified position of the interactive area; the attribute parameter indication mark is used to: indicate the parameter value of the specified attribute parameter of the controlled virtual object.
[0100] The above-mentioned controlled virtual object has a first skill; the first skill has a preset effect; the character state includes the first character state or the second character state; the skill determination module is also used to: in response to the display state of the interaction indication mark at the time of the specified operation being the initial display state, determine the first skill as the skill to be released, and determine the second effect as the effect of the skill to be released; the preset effect of the first skill is better than the second effect; control the controlled virtual object to release the skill to be released to the target virtual object, including: randomly determining whether to cancel the release of the skill to be released by the controlled virtual object to the target virtual object; if the release of the skill to be released is not canceled, control the controlled virtual object to release the skill to be released with the second effect to the target virtual object.
[0101] The above-mentioned controlled virtual object also has a second skill; the above-mentioned device includes: a skill progress setting module, which is used to set the skill progress corresponding to the second skill to 0; a first skill progress increasing module, which is used to increase the skill progress if the display state of the interaction indication mark at the time of the specified operation is the first display state and the controlled virtual object is in the first character state; a second skill releasing module, which is used to respond to the specified operation for the interactive area and the skill progress reaches the specified progress, and control the controlled virtual object to release the second skill to the target virtual object.
[0102] The above-mentioned device also includes: a progress indicator display module, which is used to display a progress indicator at a second designated position in the interactive area; the progress indicator is used to: indicate the skill progress corresponding to the second skill.
[0103] The above-mentioned first skill progress increasing module is also used to: determine whether the first operation before the specified operation meets the first preset condition; the first preset condition includes: the display state of the interaction indication mark at the time of the first operation is the first display state and the controlled virtual object is in the first character state, and the number of changes in the display state of the interaction indication mark between the first operation and the specified operation is once or twice; if it is met, the first progress value is added to the skill progress; if it is not met, the second progress value is added to the skill progress; the second progress value is less than the first progress value.
[0104] The above-mentioned device also includes: a condition judgment module, which is used to judge whether the second operation before the specified operation meets the second preset condition if the character attribute of the controlled virtual object is the specified attribute, in response to the display state of the interaction indication mark at the time of the generation of the specified operation being the first display state, and the controlled virtual object is in the second character state, and the parameter value of the specified attribute parameter of the controlled virtual object is less than the preset second parameter threshold; wherein the second preset condition includes: the display state of the interaction indication mark at the time of the generation of the second operation is the first display state, the controlled virtual object is in the second character state and the parameter value of the specified attribute parameter is less than the second parameter threshold, and the number of changes in the display state of the interaction indication mark between the second operation and the specified operation is once or twice; a second skill progress increasing module, which is used to increase the third progress value for the skill progress if it is met; the third progress value is greater than the second progress value.
[0105] The above-mentioned skill determination module is also used for: if the character attribute of the controlled virtual object is a specified attribute, in response to the parameter value of the specified attribute parameter of the controlled virtual object being less than a preset second parameter threshold, determining whether the display state of the interaction indication mark at the time when the specified operation is generated is the first display state; the second parameter threshold is less than the first parameter threshold; if so, determining the first skill as the skill to be released, and determining the preset third effect as the effect of the skill to be released; the third effect is better than the preset effect.
[0106] 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 control method in the above game, for example:
[0107] In response to a specified trigger event, an interaction indication mark is displayed in a first display state based on a specified time interval; the first display state is different from an initial display state of the interaction indication mark; in response to a specified operation on an interactive area, based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark, a skill to be released and an effect of the skill to be released are determined; the controlled virtual object is controlled to release the skill to be released to the target virtual object, and the effect of the skill to be released is controlled to act on the target virtual object.
[0108] In the above method, players only need to pay attention to the status logo and the interactive indicator logo around the status logo, and trigger the interactive area where the status logo is located at the right time to release the corresponding skills under different character states, which reduces the area that players need to pay attention to in the game interface, simplifies the player's skill release operation, and improves the player's gaming experience.
[0109] Optionally, the interaction indication mark includes one or more first shape marks centered on the center of the interactive area.
[0110] Optionally, the above-mentioned interaction indication logo includes multiple first shape logos; the step of displaying the interaction indication logo in a first display state based on a specified time interval includes: in response to the time interval between the current moment and the specified moment reaching the specified time interval, randomly determining the target logo from the multiple first shape logos; and displaying the target logo in the first display state.
[0111] Optionally, the above-mentioned step of displaying the interaction indication mark in the first display state based on the specified time interval includes: in response to a preset audio playback event, determining the specified time interval based on audio information corresponding to the audio playback event; and displaying the interaction indication mark in the first display state based on the specified time interval.
[0112] Optionally, the above method displays an interaction indicator in an area adjacent to the interactive area.
[0113] Optionally, the above-mentioned interaction indication marks include multiple ones; the interactive area includes multiple sub-areas; each sub-area displays an interaction indication mark; in response to a specified operation on the interactive area, based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark, the step of determining the skill to be released and the effect of the skill to be released includes: in response to the specified operation on the interactive area, determining the target sub-area corresponding to the specified operation; determining the skill to be released and the effect of the skill to be released based on the display state of the interaction indication mark corresponding to the target sub-area at the time when the specified operation is generated and the character state indicated by the state mark. Optionally, the above-mentioned controlled virtual object has a first skill; the character state includes a first character state or a second character state; based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark, the step of determining the skill to be released and the effect of the skill to be released includes: judging whether the display state of the interaction indication mark at the time when the specified operation is generated is the first display state; if so, determining the first skill as the skill to be released; determining the current character state of the controlled virtual object; if the controlled virtual object is in the first character state, determining the effect of the skill to be released with the preset effect corresponding to the first skill; if the controlled virtual object is in the second character state, determining the first effect as the effect of the skill to be released; the preset effect is superior to the first effect.
[0114] Optionally, if the controlled virtual object is in the second character state, controlling the controlled virtual object to release the skill to be released to the target virtual object includes: randomly determining whether to cancel the controlled virtual object releasing the skill to be released to the target virtual object; if the skill to be released is not canceled, controlling the controlled virtual object to release the skill to be released with the first effect to the target virtual object.
[0115] Optionally, the above-mentioned character state is determined based on the parameter value of the specified attribute parameter of the controlled virtual object; when the controlled virtual object is in a first character state, the parameter value of the specified attribute parameter of the controlled virtual object is greater than or equal to a preset first parameter threshold; when the controlled virtual object is in a second character state, the parameter value of the specified attribute parameter of the controlled virtual object is less than the first parameter threshold.
[0116] Optionally, the method further includes: in response to the display state of the interaction indication mark being the initial display state at the time when the specified operation is generated, controlling the target virtual object to attack the controlled virtual object, and controlling the reduction of the parameter value of the specified attribute parameter of the controlled virtual object.
[0117] Optionally, the above method further includes: displaying an attribute parameter indication mark at a first designated position of the interactive area; the attribute parameter indication mark is used to: indicate a parameter value of a designated attribute parameter of the controlled virtual object.
[0118] Optionally, the above-mentioned controlled virtual object has a first skill; the first skill has a preset effect; the character state includes the first character state or the second character state; based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark, the step of determining the skill to be released and the effect of the skill to be released includes: in response to the display state of the interaction indication mark at the time when the specified operation is generated being the initial display state, determining the first skill as the skill to be released, and determining the second effect as the effect of the skill to be released; the preset effect of the first skill is better than the second effect; controlling the controlled virtual object to release the skill to be released to the target virtual object, including: randomly determining whether to cancel the release of the skill to be released by the controlled virtual object to the target virtual object; if the release of the skill to be released is not canceled, controlling the controlled virtual object to release the skill to be released with the second effect to the target virtual object.
[0119] Optionally, the controlled virtual object also has a second skill; the method includes: setting the skill progress corresponding to the second skill to 0; if the display state of the interaction indication mark at the time of the specified operation is the first display state and the controlled virtual object is in the first character state, increasing the skill progress; in response to the specified operation for the interactive area, and the skill progress reaches the specified progress, controlling the controlled virtual object to release the second skill to the target virtual object.
[0120] Optionally, the above method also includes: displaying a progress indicator at a second designated position in the interactive area; the progress indicator is used to: indicate the skill progress corresponding to the second skill.
[0121] Optionally, the above-mentioned step of increasing the skill progress includes: determining whether a first operation before the specified operation satisfies a first preset condition; the first preset condition includes: the display state of the interaction indication mark at the moment when the first operation is generated is a first display state and the controlled virtual object is in a first character state, and the number of changes in the display state of the interaction indication mark between the first operation and the specified operation is once or twice; if satisfied, adding a first progress value to the skill progress; if not satisfied, adding a second progress value to the skill progress; the second progress value is less than the first progress value.
[0122] Optionally, the above method also includes: if the character attribute of the controlled virtual object is a specified attribute, in response to the display state of the interaction indication mark at the time when the specified operation is generated being the first display state, and the controlled virtual object is in the second character state, and the parameter value of the specified attribute parameter of the controlled virtual object is less than a preset second parameter threshold, judging whether the second operation before the specified operation meets the second preset condition; wherein the second preset condition includes: the display state of the interaction indication mark at the time when the second operation is generated is the first display state, the controlled virtual object is in the second character state and the parameter value of the specified attribute parameter is less than the second parameter threshold, and the number of changes in the display state of the interaction indication mark between the second operation and the specified operation is one or two; if satisfied, adding a third progress value to the skill progress; the third progress value is greater than the second progress value.
[0123] Optionally, the above-mentioned step of determining the skill to be released and the effect of the skill to be released based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark, includes: if the character attribute of the controlled virtual object is a specified attribute, in response to the parameter value of the specified attribute parameter of the controlled virtual object being less than a preset second parameter threshold, judging whether the display state of the interaction indication mark at the time when the specified operation is generated is the first display state; the second parameter threshold is less than the first parameter threshold; if so, determining the first skill as the skill to be released, and determining the preset third effect as the effect of the skill to be released; the third effect is better than the preset effect.
[0124] See also Fig.11 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine executable instructions that can be executed by the processor 100. The processor 100 executes the machine executable instructions to implement the control method in the above game.
[0125] Further, Fig.11 The 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 .
[0126] 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.11 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0127] 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.
[0128] 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 control method in the above game.
[0129] The embodiments of the present disclosure provide a control method, device, and electronic device in a game, including a computer-readable storage medium storing program codes, wherein the program codes include instructions that can be used to execute the methods described in the foregoing method embodiments, for example:
[0130] In response to a specified trigger event, an interaction indication mark is displayed in a first display state based on a specified time interval; the first display state is different from an initial display state of the interaction indication mark; in response to a specified operation on an interactive area, based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark, a skill to be released and an effect of the skill to be released are determined; the controlled virtual object is controlled to release the skill to be released to the target virtual object, and the effect of the skill to be released is controlled to act on the target virtual object.
[0131] In the above method, players only need to pay attention to the status logo and the interactive indicator logo around the status logo, and trigger the interactive area where the status logo is located at the right time to release the corresponding skills under different character states, which reduces the area that players need to pay attention to in the game interface, simplifies the player's skill release operation, and improves the player's gaming experience.
[0132] Optionally, the interaction indication mark includes one or more first shape marks centered on the center of the interactive area.
[0133] Optionally, the above-mentioned interaction indication logo includes multiple first shape logos; the step of displaying the interaction indication logo in a first display state based on a specified time interval includes: in response to the time interval between the current moment and the specified moment reaching the specified time interval, randomly determining the target logo from the multiple first shape logos; and displaying the target logo in the first display state.
[0134] Optionally, the above-mentioned step of displaying the interaction indication mark in the first display state based on the specified time interval includes: in response to a preset audio playback event, determining the specified time interval based on audio information corresponding to the audio playback event; and displaying the interaction indication mark in the first display state based on the specified time interval.
[0135] Optionally, the above method displays an interaction indicator in an area adjacent to the interactive area.
[0136] Optionally, the above-mentioned interaction indication marks include multiple ones; the interactive area includes multiple sub-areas; each sub-area displays an interaction indication mark; in response to a specified operation on the interactive area, based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark, the step of determining the skill to be released and the effect of the skill to be released includes: in response to the specified operation on the interactive area, determining the target sub-area corresponding to the specified operation; determining the skill to be released and the effect of the skill to be released based on the display state of the interaction indication mark corresponding to the target sub-area at the time when the specified operation is generated and the character state indicated by the state mark.
[0137] Optionally, the above-mentioned controlled virtual object has a first skill; the character state includes a first character state or a second character state; based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark, the step of determining the skill to be released and the effect of the skill to be released includes: judging whether the display state of the interaction indication mark at the time when the specified operation is generated is the first display state; if so, determining the first skill as the skill to be released; determining the current character state of the controlled virtual object; if the controlled virtual object is in the first character state, determining the effect of the skill to be released with the preset effect corresponding to the first skill; if the controlled virtual object is in the second character state, determining the first effect as the effect of the skill to be released; the preset effect is superior to the first effect.
[0138] Optionally, if the controlled virtual object is in the second character state, controlling the controlled virtual object to release the skill to be released to the target virtual object includes: randomly determining whether to cancel the release of the skill to be released by the controlled virtual object to the target virtual object; if the skill to be released is not canceled, controlling the controlled virtual object to release the skill to be released with the first effect to the target virtual object.
[0139] Optionally, the above-mentioned character state is determined based on the parameter value of the specified attribute parameter of the controlled virtual object; when the controlled virtual object is in a first character state, the parameter value of the specified attribute parameter of the controlled virtual object is greater than or equal to a preset first parameter threshold; when the controlled virtual object is in a second character state, the parameter value of the specified attribute parameter of the controlled virtual object is less than the first parameter threshold.
[0140] Optionally, the method further includes: in response to the display state of the interaction indication mark being the initial display state at the time when the specified operation is generated, controlling the target virtual object to attack the controlled virtual object, and controlling the reduction of the parameter value of the specified attribute parameter of the controlled virtual object.
[0141] Optionally, the above method further includes: displaying an attribute parameter indication mark at a first designated position of the interactive area; the attribute parameter indication mark is used to: indicate a parameter value of a designated attribute parameter of the controlled virtual object.
[0142] Optionally, the above-mentioned controlled virtual object has a first skill; the first skill has a preset effect; the character state includes the first character state or the second character state; based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark, the step of determining the skill to be released and the effect of the skill to be released includes: in response to the display state of the interaction indication mark at the time when the specified operation is generated being the initial display state, determining the first skill as the skill to be released, and determining the second effect as the effect of the skill to be released; the preset effect of the first skill is better than the second effect; controlling the controlled virtual object to release the skill to be released to the target virtual object, including: randomly determining whether to cancel the release of the skill to be released by the controlled virtual object to the target virtual object; if the release of the skill to be released is not canceled, controlling the controlled virtual object to release the skill to be released with the second effect to the target virtual object.
[0143] Optionally, the controlled virtual object also has a second skill; the method includes: setting the skill progress corresponding to the second skill to 0; if the display state of the interaction indication mark at the time of the specified operation is the first display state and the controlled virtual object is in the first character state, increasing the skill progress; in response to the specified operation for the interactive area, and the skill progress reaches the specified progress, controlling the controlled virtual object to release the second skill to the target virtual object.
[0144] Optionally, the above method also includes: displaying a progress indicator at a second designated position in the interactive area; the progress indicator is used to: indicate the skill progress corresponding to the second skill.
[0145] Optionally, the above-mentioned step of increasing the skill progress includes: determining whether a first operation before the specified operation satisfies a first preset condition; the first preset condition includes: the display state of the interaction indication mark at the moment when the first operation is generated is a first display state and the controlled virtual object is in a first character state, and the number of changes in the display state of the interaction indication mark between the first operation and the specified operation is once or twice; if satisfied, adding a first progress value to the skill progress; if not satisfied, adding a second progress value to the skill progress; the second progress value is less than the first progress value.
[0146] Optionally, the above method also includes: if the character attribute of the controlled virtual object is a specified attribute, in response to the display state of the interaction indication mark at the time when the specified operation is generated being the first display state, and the controlled virtual object is in the second character state, and the parameter value of the specified attribute parameter of the controlled virtual object is less than a preset second parameter threshold, judging whether the second operation before the specified operation meets the second preset condition; wherein the second preset condition includes: the display state of the interaction indication mark at the time when the second operation is generated is the first display state, the controlled virtual object is in the second character state and the parameter value of the specified attribute parameter is less than the second parameter threshold, and the number of changes in the display state of the interaction indication mark between the second operation and the specified operation is one or two; if satisfied, adding a third progress value to the skill progress; the third progress value is greater than the second progress value.
[0147] Optionally, the above-mentioned step of determining the skill to be released and the effect of the skill to be released based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark, includes: if the character attribute of the controlled virtual object is a specified attribute, in response to the parameter value of the specified attribute parameter of the controlled virtual object being less than a preset second parameter threshold, judging whether the display state of the interaction indication mark at the time when the specified operation is generated is the first display state; the second parameter threshold is less than the first parameter threshold; if so, determining the first skill as the skill to be released, and determining the preset third effect as the effect of the skill to be released; the third effect is better than the preset effect.
[0148] 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.
[0149] 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.
[0150] 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.
[0151] 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.
[0152] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. A control method in a game, characterized in that: Providing a graphical user interface through a terminal device; the graphical user interface includes an interactive area; displaying a status indicator of a controlled virtual object in the interactive area; The state identifier is used to indicate the current character state of the controlled virtual object; Displaying an interaction indication mark in a preset area of the graphical user interface; the method comprises: In response to a specified trigger event, displaying the interaction indication mark in a first display state based on a specified time interval; the first display state is different from an initial display state of the interaction indication mark; In response to a designated operation on the interactive area, based on the display state of the interaction indicator at the time of the designated operation and the character state indicated by the state indicator, a skill to be released and the effect of the skill to be released are determined; The controlled virtual object is controlled to release the skill to be released to the target virtual object; and the effect of the skill to be released is controlled to act on the target virtual object.
2. The method according to claim 1, characterized in that: The interaction indication mark includes one or more first shape marks centered at the center of the interactable area.
3. The method according to claim 2, characterized in that The interaction indication mark includes a plurality of first shape marks; The step of displaying the interaction indication mark in a first display state based on a specified time interval includes: In response to the time interval between the current moment and the designated moment reaching the designated time interval, randomly determining a target identifier from the plurality of first shape identifiers; The target identifier is displayed in a first display state.
4. The method according to claim 1, characterized in that: The step of displaying the interaction indication mark in a first display state based on a specified time interval includes: In response to a preset audio playback event, determining a specified time interval based on audio information corresponding to the audio playback event; The interaction indication mark is displayed in a first display state based on the specified time interval.
5. The method according to claim 1, characterized in that The interaction indication mark is displayed in an area adjacent to the interactable area.
6. The method according to claim 1, characterized in that The interaction indication marks include a plurality of marks; the interactive area includes a plurality of sub-areas; each of the sub-areas displays an interaction indication mark; In response to a designated operation on the interactive area, based on the display state of the interaction indicator at the time when the designated operation is generated and the character state indicated by the state indicator, the step of determining a skill to be released and the effect of the skill to be released includes: In response to a designated operation on the interactive area, determining a target sub-area corresponding to the designated operation; The skill to be released and the effect of the skill to be released are determined based on the display state of the interaction indication mark corresponding to the target sub-area at the time when the designated operation is generated and the character state indicated by the state mark.
7. The method according to claim 1, characterized in that The controlled virtual object has a first skill; the character state includes a first character state or a second character state; The step of determining the skill to be released and the effect of the skill to be released based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark includes: Determining whether the display state of the interaction indication mark at the time when the specified operation is generated is the first display state; If yes, determining the first skill as a skill to be released; Determining the current character state of the controlled virtual object; If the controlled virtual object is in the first character state, determining the preset effect corresponding to the first skill as the effect of the skill to be released; If the controlled virtual object is in the second character state, the first effect is determined as the effect of the skill to be released; and the preset effect is superior to the first effect.
8. The method according to claim 7, characterized in that If the controlled virtual object is in the second character state, controlling the controlled virtual object to release the to-be-released skill to the target virtual object includes: Randomly determining whether to cancel the controlled virtual object releasing the skill to be released to the target virtual object; If the skill to be released is not cancelled, the controlled virtual object is controlled to release the skill to be released having the first effect to the target virtual object.
9. The method according to claim 7, characterized in that: The character state is determined based on the parameter value of the specified attribute parameter of the controlled virtual object; When the controlled virtual object is in the first character state, a parameter value of a designated attribute parameter of the controlled virtual object is greater than or equal to a preset first parameter threshold; When the controlled virtual object is in the second character state, a parameter value of a designated attribute parameter of the controlled virtual object is less than the first parameter threshold.
10. The method according to claim 9, characterized in that The method further comprises: In response to the display state of the interaction indication mark being the initial display state at the time when the designated operation is generated, the target virtual object is controlled to attack the controlled virtual object, and the parameter value of the designated attribute parameter of the controlled virtual object is controlled to be reduced.
11. The method according to claim 6, characterized in that The method further comprises: An attribute parameter indication mark is displayed at a first designated position of the interactive area; the attribute parameter indication mark is used to indicate a parameter value of a designated attribute parameter of the controlled virtual object.
12. The method according to claim 1, characterized in that The controlled virtual object has a first skill; the first skill has a preset effect; the character state includes a first character state or a second character state; The step of determining the skill to be released and the effect of the skill to be released based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark includes: In response to the interaction indication mark being in an initial display state at the time when the designated operation is generated, the first skill is determined as a skill to be released, and the second effect is determined as an effect of the skill to be released; the preset effect of the first skill is superior to the second effect; The controlling the controlled virtual object to release the skill to be released to the target virtual object includes: Randomly determining whether to cancel the controlled virtual object releasing the skill to be released to the target virtual object; If the release of the skill to be released is not canceled, the controlled virtual object is controlled to release the skill to be released having the second effect to the target virtual object.
13. The method according to claim 7, characterized in that The controlled virtual object also has a second skill; The method comprises: Set the skill progress corresponding to the second skill to 0; If the display state of the interaction indication mark at the time when the specified operation is generated is the first display state and the controlled virtual object is in the first character state, increase the skill progress; In response to a designated operation on the interactive area and the skill progress reaching a designated progress, the controlled virtual object is controlled to release the second skill toward the target virtual object.
14. The method according to claim 13, characterized in that The method further comprises: A progress indicator is displayed at a second designated position in the interactive area; the progress indicator is used to indicate the skill progress corresponding to the second skill.
15. The method according to claim 13, characterized in that The steps of increasing the skill progress include: Determining whether a first operation before the designated operation satisfies a first preset condition; the first preset condition includes: the display state of the interaction indicator at the time of the first operation is the first display state and the controlled virtual object is in the first character state, and the number of changes in the display state of the interaction indicator between the first operation and the designated operation is one or two; If satisfied, increase the first progress value for the skill progress; If not satisfied, a second progress value is added to the skill progress; the second progress value is less than the first progress value.
16. The method according to claim 15, characterized in that The method further comprises: If the character attribute of the controlled virtual object is a designated attribute, in response to the display state of the interaction indication mark at the time of generating the designated operation being a first display state, and the controlled virtual object is in a second character state, and the parameter value of the designated attribute parameter of the controlled virtual object is less than a preset second parameter threshold, determining whether a second operation before the designated operation satisfies a second preset condition; The second preset condition includes: the display state of the interaction indicator at the time when the second operation is generated is the first display state, the controlled virtual object is in the second character state and the parameter value of the specified attribute parameter is less than the second parameter threshold, and the number of changes in the display state of the interaction indicator between the second operation and the specified operation is one or two; If satisfied, a third progress value is added to the skill progress; the third progress value is greater than the second progress value.
17. The method according to claim 9, characterized in that The step of determining the skill to be released and the effect of the skill to be released based on the display state of the interaction indication mark at the time when the specified operation is generated and the character state indicated by the state mark includes: If the character attribute of the controlled virtual object is a specified attribute, in response to a parameter value of the specified attribute parameter of the controlled virtual object being less than a preset second parameter threshold, determining whether the display state of the interaction indication mark at the time when the specified operation is generated is the first display state; and the second parameter threshold is less than the first parameter threshold; If so, the first skill is determined as the skill to be released, and the preset third effect is determined as the effect of the skill to be released; the third effect is better than the preset effect.
18. A control device in a game, characterized in that: Providing a graphical user interface through a terminal device; the graphical user interface includes an interactive area; displaying a status indicator of a controlled virtual object in the interactive area; The state identifier is used to indicate the current character state of the controlled virtual object; Displaying an interaction indication mark in an area adjacent to the interactive area; the device comprises: An interaction indicator display module, configured to display the interaction indicator in a first display state based on a specified time interval; the first display state is different from an initial display state of the interaction indicator; A skill determination module, for responding to a designated operation on the interactive area, and determining a skill to be released and an effect of the skill to be released based on a display state of the interaction indication mark at the time when the designated operation is generated and a character state indicated by the state mark; The skill releasing module is used to control the controlled virtual object to release the skill to be released to the target virtual object, and control the effect of the skill to be released to act on the target virtual object.
19. 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 control method in the game described in any one of claims 1-17.
20. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the control method in the game described in any one of claims 1-17.