Interaction control method and device in game and electronic equipment
By introducing virtual rocker controls and sliding operations into the game, players can lock in the direction of skill release, solving the problem that non-directional skills are difficult to attack and avoid at the same time, and improving the game experience.
Patent Information
- Application Number
- CN202411668271.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-20
- Publication Date
- 2025-03-04
AI Technical Summary
In the game, when players operate virtual characters to release non-directional skills, it is difficult to attack the enemy at the same time and avoid the enemy's attacks, resulting in poor game experience.
By providing a graphical user interface, players can use virtual rocker controls to slide, control virtual characters to move in the game scene, and lock in the release direction of the specified skill.
Players can flexibly control the release direction of skill and separate the character movement direction, which improves the operation flexibility in the game and the player's gaming experience.
Smart Images

Figure CN119548822A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to an interactive control method, device and electronic device in a game. Background Art
[0002] In some games, non-directional skills are set for virtual characters. Such skills can be released freely without locking onto a target, and are generally released in a direction determined by the player through a mouse pointer or touch operation on a touch screen, and some are released within a certain range centered on the character.
[0003] When a player controls a virtual character to release a non-directional skill on a mobile terminal by holding it with one hand, he only needs to operate the direction of the character's movement and perform a simple click operation to achieve it. However, when a non-directional skill has a release direction, the way to control the hit of the non-directional skill is greatly limited. In the related art, the skill direction is usually bound to the moving direction of the operating character, for example, the skill is made consistent with the moving direction of the character, so that the enemy in front of the character is attacked during the movement of the character, or the release direction of the skill is randomly determined, so that the enemy is hit randomly.
[0004] However, when the character needs to stay away from the monster and avoid the monster's attack, it is difficult to attack the monster at the same time because the moving direction is opposite to the direction of the monster, resulting in most of the character's attacks missing and the player's gaming experience is poor. Summary of the invention
[0005] In view of this, the purpose of the present disclosure is to provide an interactive control method, device and electronic device in a game, so that players can lock the release direction of a specified skill according to their needs, thereby improving the player's gaming experience.
[0006] In a first aspect, an embodiment of the present disclosure provides an interactive control method in a game, providing a graphical user interface through a terminal device; the graphical user interface displays a game scene in which a controlled virtual object is located, and a virtual joystick control; the method includes responding to a first sliding operation on the virtual joystick control, controlling the controlled virtual object to move in the game scene, and releasing a designated skill in a first direction, the first direction being the current moving direction of the controlled virtual object; in response to the first sliding operation satisfying a first preset condition, locking the release direction of the designated skill to the first direction; when the release direction of the designated skill is locked to the first direction, responding to a second sliding operation on the virtual joystick control, controlling the controlled virtual object to move in a second direction in the game scene.
[0007] In a second aspect, an embodiment of the present disclosure provides an interactive control device in a game, which provides a graphical user interface through a terminal device; the graphical user interface displays the game scene where a controlled virtual object is located, and a virtual joystick control; the device includes: a first control module, which is used to respond to a first sliding operation on the virtual joystick control, control the controlled virtual object to move in the game scene, and release a designated skill in a first direction, the first direction being the current moving direction of the controlled virtual object; a skill release direction determination module, which is used to lock the release direction of the designated skill to the first direction in response to the first sliding operation satisfying a first preset condition; and a second control module, which is used to respond to a second sliding operation on the virtual joystick control when the release direction of the designated skill is locked to the first direction, to control the controlled virtual object to move in a second direction in the game scene.
[0008] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned interactive control method in the game.
[0009] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned interactive control method in the game.
[0010] The embodiments of the present invention bring the following beneficial effects:
[0011] The interactive control method, device and electronic device in the above-mentioned game, in response to a first sliding operation on a virtual joystick control, controls the controlled virtual object to move in the game scene and release a designated skill in a first direction, the first direction being the current moving direction of the controlled virtual object; in response to the first sliding operation satisfying a first preset condition, the release direction of the designated skill is locked to the first direction; when the release direction of the designated skill is locked to the first direction, in response to a second sliding operation on the virtual joystick control, the controlled virtual object is controlled to move in a second direction in the game scene. In this way, when the player controls the controlled virtual object to move, he can attack in the moving direction, or set the skill release direction by controlling the virtual joystick. In the process of controlling the movement of the virtual object, the moving direction of the virtual object will not affect the skill release direction, and the virtual object will continue to release the designated skill in the determined skill release direction, thereby achieving the purpose of the player's flexible operation on the controlled virtual character and improving the player's gaming experience.
[0012] 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.
[0013] 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
[0014] 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.
[0015] Figure 1 A schematic diagram of a game editing scene provided by an embodiment of the present disclosure;
[0016] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;
[0017] Figure 3 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;
[0018] Figure 4 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;
[0019] Figure 5 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;
[0020] Figure 6 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;
[0021] Figure 7 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;
[0022] Figure 8 A schematic diagram of the structure of an interactive control device in a game provided by an embodiment of the present disclosure;
[0023] Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure.
[0024] Figure numbers: 10 - virtual joystick control; 11 - moving area; 21 - first identification; 22 - track identification; 31 - locked area; 41 - preset identification; 51 - first sub-identification; 52 - second sub-identification. 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] In some games, such as mowing games, non-directional skills are usually set for game characters (i.e. controlled virtual objects controlled by players). Mowing games are derived from the word mowing. Mowing, as the name suggests, is a piece of grass with one cut, so mowing games are about killing soldiers quickly, and one attack can kill soldiers in a large range. The core experience is the pleasure of harvesting a large area of enemies.
[0027] Non-targeted spells are a common term used in games, referring to skills that can be released without specifying a target. These skills can be released freely without locking onto a target, and are generally released in the direction of the mouse pointer. Some skills are released within a certain range centered on the character, and some have no effect this time, but will enhance the effect of the next normal attack or skill.
[0028] Mobile vertical screen mowing games are usually held in one hand and are easy to operate. You only need to control the direction of the character's movement and perform simple click operations. Therefore, the way to control the hit of non-directional skills is greatly limited. Usually, the skill direction can be bound to the direction of the character's movement. For example, the skill and the character's movement direction are consistent, that is, attacking the enemy in front of the character. However, when fighting a boss in the above method, the character needs to stay away from the boss to avoid the skills, and staying away from the boss will cause most of the player's attacks to miss.
[0029] In short, the core experience of mowing games is to deal damage through skill hits and achieve the pleasure of mowing. However, currently there is a strong binding relationship between movement and the character's non-directional skills. When the player's current movement direction is inconsistent with the movement direction required by the attack, the player's attack will fail, resulting in a negative game experience.
[0030] Based on this, the embodiments of the present disclosure provide an interactive control method, device and electronic device in a game, and the technology can be applied to the skill release process in the game.
[0031] In one embodiment of the present invention, the interactive control method in the game can be run on a local terminal device or a server. When the interactive control method in the game is run on a server, the method can be implemented and executed based on a cloud interactive system, wherein the cloud interactive system includes a server and a client device.
[0032] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the interactive control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the user 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.
[0033] 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 user 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 user in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the user 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.
[0034] See also Figure 1 First, an interactive control method in a game provided by an embodiment of the present invention is introduced, a graphical user interface is provided through a terminal device; the graphical user interface displays the game scene where the controlled virtual object is located, and a virtual joystick control. The method includes the following steps:
[0035] Step S102, in response to a first sliding operation on the virtual joystick control, controlling the controlled virtual object to move in the game scene, and releasing a designated skill in a first direction, where the first direction is the current moving direction of the controlled virtual object.
[0036] The virtual joystick control usually has a preset moving area. When the virtual joystick control is not controlled, the virtual joystick control is usually located at the center of the moving area. The above-mentioned first sliding operation can be a sliding operation starting from the center position, and the virtual joystick control will move with the contact point of the sliding operation. The above-mentioned first sliding operation can also start from other positions in the moving area except the center position. The virtual joystick control first moves to the position where the contact point of the sliding operation is located, and then moves with the contact point of the sliding operation. The specific setting can be based on the needs, and it is not set here.
[0037] The moving speed of the controlled virtual object may be fixed or variable. When the moving speed of the controlled virtual object is variable, generally speaking, the farther the distance between the virtual joystick control and the center position of the moving area (also referred to as the "origin"), the greater the moving speed of the controlled virtual object. Specifically, it may be proportional to the distance between the virtual joystick control and the center position, which is not limited here.
[0038] The moving direction of the controlled virtual object is determined based on the relative direction between the virtual joystick and the center position of the moving area. Usually a reference direction is set in advance, which can be the line of sight simulated by the virtual camera shooting the game scene, or a certain direction pre-set in the game scene, such as the north direction, etc. It can be set according to needs and is not limited here. When the virtual joystick control is above the center position, the moving direction of the controlled virtual object is the reference direction. When the virtual joystick control is below the center position, the moving direction of the controlled virtual object is the opposite direction of the reference direction. When the position of the virtual joystick control is 30° to the left of the center position, the moving direction of the controlled virtual object is also 30° to the left of the reference direction. By analogy, players can control the controlled virtual object to move in all directions through the virtual joystick control.
[0039] The above-mentioned designated skills are usually non-directional skills, that is, the controlled virtual object does not need to target a certain virtual object to release the designated skill. When the designated skill does not have a release direction, there is no need to set a release direction for it, so the designated skill in this method is set to have a release direction. When the player holds the terminal device with one hand, controls the movement of the controlled virtual object and releases the designated skill, the designated skill is usually released in the process of controlling the movement of the controlled virtual object through the virtual joystick, without any other operation. At this time, the release direction of the designated skill is usually bound to the movement direction of the controlled virtual object, that is, the controlled virtual object releases the designated skill forward when moving. The designated skill is usually released continuously, and may also have a certain skill cooling time. After the skill cooling time ends, it is automatically released during the movement of the controlled virtual object, which is not restricted here.
[0040] Step S104: In response to the first sliding operation satisfying the first preset condition, the release direction of the designated skill is locked to the first direction.
[0041] The above-mentioned first preset condition may be of multiple types, and may include limitations on the effective area of the first sliding operation. For example, the first preset condition may be that the contact point of the first sliding operation moves to the edge of the moving area, or moves outside the moving area corresponding to the virtual joystick control; it may also include time limitations, for example, the contact point of the first sliding operation stays at the edge of the moving area or outside the moving area for a specified period of time.
[0042] When the first preset condition restricts the contact point of the first sliding operation to move outside the moving area, the virtual joystick control can be controlled to follow the contact point to move outside the moving area, or the virtual joystick control can be controlled to continue to stay at the edge of the moving area, or return to the center of the moving area. When the virtual joystick control follows the contact point to move outside the moving area or stays at the edge of the moving area, the controlled virtual object will usually continue to be controlled to move. If the virtual joystick control returns to the center of the moving area, it is usually necessary to control the controlled virtual object to stop moving, and no restrictions are made here. In the process of controlling the movement of the controlled virtual object, the player may not move the contact point of the first sliding operation to the moving area. In order to distinguish the above situation from the situation where the player wants to set the direction of skill release, when the player moves the contact point of the first sliding operation outside the moving area, when the time for the contact point controlling the first sliding operation to stay at a certain position outside the moving area is greater than the specified time, the specified time can be 0.5s, 0.1s, etc., which can be set according to needs. The above first preset condition can also be that the contact point of the first sliding operation moves to a preset mark outside the moving area. This logo may appear when the player controls the contact point of the first sliding operation to move to the edge of the moving area. Specifically, a logo may be displayed on the extension line between the center position and the position of the contact point of the first sliding operation. For the convenience of writing, it may be referred to as the "first logo", that is, the first logo may be regarded as a logo generated in the first direction.
[0043] like Figure 2 As shown, the virtual joystick control 10 follows the contact point of the first sliding operation to move outside the moving area 11. The first mark is displayed on the extension line along the center position and the position of the virtual joystick. The circular mark corresponding to the number 21 represents the first mark. At the same time, the track mark between the position of the virtual joystick control 10 and the first mark can also be displayed. Figure 2 In FIG. 1 , the dotted line corresponding to reference numeral 22 represents the track mark. If the player moves the contact point of the first sliding operation along the track mark to the first mark, the release direction of the designated skill can be locked as the moving direction of the controlled virtual object, that is, the first direction. Figure 2As shown, the release direction of the designated skill is the direction rotated 90° counterclockwise from the preset reference direction.
[0044] Step S106, when the release direction of the designated skill is locked as the first direction, in response to a second sliding operation on the virtual joystick control, the controlled virtual object is controlled to move toward a second direction in the game scene.
[0045] After determining the skill release direction, you can continue to control the controlled virtual object to move in the game scene by sliding the virtual joystick. In order to distinguish it from the first sliding operation, it can be called the second sliding operation. The second sliding operation can be a continuous operation with the first sliding operation, or it can be a discontinuous operation with the first sliding operation, which is not limited here.
[0046] In the process of controlling the controlled virtual object to move in the game scene through the second sliding operation, the release direction of the designated skill will not be affected by the moving direction of the controlled virtual object, but will always be the locked first direction. That is, the controlled virtual object always releases the designated skill in the first direction.
[0047] When the first preset condition is met again through the second sliding operation, the release direction of the specified skill can also be re-locked. The specific setting can be based on the needs and is not limited here.
[0048] The interactive control method in the above-mentioned game controls the controlled virtual object to move in the game scene and release the designated skill in the first direction in response to the first sliding operation on the virtual joystick control, where the first direction is the current moving direction of the controlled virtual object; in response to the first sliding operation satisfying the first preset condition, the release direction of the designated skill is locked to the first direction; when the release direction of the designated skill is locked to the first direction, in response to the second sliding operation on the virtual joystick control, the controlled virtual object is controlled to move in the second direction in the game scene. In this method, the player can set the skill release direction by controlling the virtual joystick. In the process of controlling the movement of the virtual object, the movement direction of the virtual object will not affect the skill release direction, and the virtual object will continue to release the designated skill in the determined skill release direction, thereby improving the player's gaming experience.
[0049] In a specific embodiment, the first preset condition may be: the first sliding operation moves to the first designated area and stays there for a preset time; or: the touch pressure after the first sliding operation moves to the first designated area is greater than a preset pressure value. Since when the first sliding operation acts on the moving area, it is generally considered that the player is controlling the movement of the controlled virtual object, so the first designated area is generally the edge area of the moving area corresponding to the virtual joystick control or the area outside the moving area. The edge area may also be understood as an edge position.
[0050] The first designated area is usually an area in the first direction, specifically, the line connecting the center of the moving area and the center of the first designated area points to the first direction. The first designated area can be adjacent to the moving area or have a certain distance from the moving area, which is not limited here.
[0051] When the release direction of a specified skill needs to be locked to another direction, the sliding operation needs to meet the preset conditions related to the other direction. After the skill release direction is locked, when the player controls the virtual joystick through a second sliding operation, if the second sliding operation meets the preset conditions related to the second direction, the lock between the release direction of the specified skill and the second direction can be released, and then the release direction of the specified skill can be locked to the second direction.
[0052] Similar to the first preset condition mentioned above, the preset condition related to the second direction may be: the second sliding operation moves to the second designated area and stays there for a preset time, or the touch pressure after the second sliding operation moves to the second designated area is greater than the preset pressure value. The second designated area is the edge area of the moving area of the virtual joystick or the area outside the moving area. The second designated area is the area in the second direction, that is, the line connecting the center of the moving area and the center of the first designated area points to the first direction. In a specific implementation, in response to the second sliding operation moving to the second designated area and staying there for a preset time, or the touch pressure after the second sliding operation moves to the second designated area is greater than the preset pressure value, the release direction of the designated skill is unlocked from the first direction, and the release direction of the designated skill is locked to the second direction.
[0053] In a specific embodiment, the first designated area and the second designated area may be areas within a preset distance range outside the edge of the moving area. The area within the preset distance range may be referred to as a locked area. When the lower limit of the preset distance range is 0, the locked area is adjacent to the moving area; when the lower limit of the preset distance range is greater than 0, there is another interface area between the locked area and the moving area.
[0054] In response to the first sliding operation moving to the edge of the moving area, the locked area can be displayed in the graphical user interface. Figure 3 As shown, the virtual joystick control follows the contact point of the first sliding operation to move to the edge of the moving area, and the locked area is displayed in gray, that is, the gray ring area 31 represents the locked area. The first designated area and the second designated area can be in the locked area 31, the gray ring area has the same center as the moving area, and the distance range defined by the inner diameter and outer diameter of the gray ring area is the above-mentioned preset distance range.
[0055] In order to help players understand the locking direction corresponding to the designated skill after the touch point of the first sliding operation enters the first designated area, a preset mark can be displayed in the first designated area to prompt the user to lock the skill release direction. Figure 4 As shown, the lock-shaped graphic 41 represents a preset mark.
[0056] When the release direction of the designated skill is locked to the first direction, the player can also control the controlled virtual object to move in other directions through the first sliding operation. In response to the first sliding operation, the controlled virtual object moves from the first designated area to the third designated area, controls the controlled virtual object to move in the third direction in the game scene, and keeps the controlled virtual object releasing the designated skill in the first direction; wherein the third designated area is the area in the moving area of the virtual joystick that is not in the first direction. The line connecting the center of the third designated area and the center of the moving area is different from the first direction.
[0057] When the player wants to cancel the locked skill release direction, the sliding operation toward the first direction can be performed again. In order to distinguish it from the above sliding operation, it is called the "third sliding operation". The third sliding operation can be a sliding operation continuous with the first sliding operation or the second sliding operation, or it can be a sliding operation performed again after the first sliding operation or the second sliding operation ends, and there is no restriction here. In response to the third sliding operation on the virtual joystick control, the controlled virtual object is controlled to move in the first direction, wherein the sliding direction of the third sliding operation is consistent with the first direction; in response to the third sliding operation sliding to the first designated area, the release direction of the designated skill is unlocked from the first direction. After the third sliding operation slides to the first designated area, the lock on the release direction of the designated skill can be directly unlocked, or after the third sliding operation stays in the first designated area for a specified period of time, the lock on the release direction of the designated skill can be unlocked. The specific setting can be based on the needs. In order to facilitate players to understand the current moving direction of the controlled virtual object and the release direction of the skill, a direction indicator can also be displayed in the graphical user interface. The direction indicator includes a first sub-identifier and a second sub-identifier. The first sub-identifier is used to: indicate the moving direction of the controlled virtual object; the second sub-identifier is used to indicate: the release direction of the designated skill. As Figure 5 As shown, the arrowed mark corresponding to the label 51 indicates the first sub-marker, and the arrowed mark corresponding to the label 52 indicates the second sub-marker. When the skill release direction is not locked, the directions indicated by the first sub-marker and the second sub-marker are the same, that is, the moving direction is the same as the skill release direction. When the skill release direction is locked, the second sub-marker indicates the locked skill release direction, such as Figure 6 In response to determining the skill release direction, it is necessary to control the second sub-identifier to continuously indicate the locked skill release direction. Figure 7 As shown, the first sub-identifier and the second sub-identifier indicate different directions, and the second sub-identifier always points to the direction where the current monster is located.
[0058] The disclosed embodiment also provides another interactive control method in a game. Figure 1 This method enables players to separate the attack direction from the movement direction in a vertical screen one-handed operation environment, and can control the attack direction as desired according to the target position.
[0059] This method adds an additional judgment to the movement of the controlled virtual object (also called "character"), and displays the lock direction option (equivalent to the above-mentioned "lock mark") after sliding beyond the moving area of the virtual joystick control (also called "movement control area"). When the player's finger stays in the option range for 0.5s, the attack direction is fixed to the locked direction, and the original corresponding relationship with the character's movement direction is no longer maintained. If the player slides the virtual joystick again beyond the movement control area and stays for 0.5s, the attack direction can be reset. The player slides the virtual joystick again beyond the movement control area and enters the current attack direction area to release the attack direction lock.
[0060] The method specifically comprises the following steps:
[0061] 1. After the virtual joystick slides beyond the mobile control area, the lock direction option will be displayed, allowing players to clearly enter the direction setting state.
[0062] 2. After staying in the option range for 0.5 seconds, the attack direction is fixed to locked, which can prevent players from accidentally touching the target due to briefly exceeding the movement range.
[0063] 3. If you stay in a direction other than the mobile control area for 0.5 seconds, you can directly reset the attack direction, which reduces the player's operation of canceling the original direction and makes it easier for players to adjust the attack direction at any time according to the situation.
[0064] This technical solution combines the operation of locking the attack direction with conventional movement, which can control the character's attack direction without interrupting the one-handed operation, improving the operability of the game, and also improving the operational feel of characters with directional skills, and enhancing the refreshing experience of operating the game with one hand in vertical screen.
[0065] For the above method embodiments, see Figure 8 An interactive control device in a game is shown, which provides a graphical user interface through a terminal device; the graphical user interface displays the game scene where the controlled virtual object is located, and a virtual joystick control; the device includes:
[0066] A first control module 802 is used to respond to a first sliding operation on the virtual joystick control, control the controlled virtual object to move in the game scene, and release a specified skill in a first direction, where the first direction is the current moving direction of the controlled virtual object;
[0067] A skill release direction determination module 804, configured to lock the release direction of the designated skill to a first direction in response to the first sliding operation satisfying a first preset condition;
[0068] The second control module 806 is used to control the controlled virtual object to move toward the second direction in the game scene in response to a second sliding operation on the virtual joystick control when the release direction of the designated skill is locked as the first direction.
[0069] The interactive control device in the above-mentioned game controls the controlled virtual object to move in the game scene and release the designated skill in the first direction in response to the first sliding operation on the virtual joystick control, and the first direction is the current moving direction of the controlled virtual object; in response to the first sliding operation satisfying the first preset condition, the release direction of the designated skill is locked to the first direction; when the release direction of the designated skill is locked to the first direction, in response to the second sliding operation on the virtual joystick control, the controlled virtual object is controlled to move in the second direction in the game scene. In this way, the player can set the skill release direction by controlling the virtual joystick. In the process of controlling the movement of the virtual object, the movement direction of the virtual object will not affect the skill release direction. The virtual object will continue to release the designated skill in the skill release direction that has been determined, thereby improving the player's gaming experience.
[0070] The above-mentioned first preset condition includes: the first sliding operation moves to the first designated area and stays for a preset time; or, the touch pressure after the first sliding operation moves to the first designated area is greater than a preset pressure value; wherein, the first designated area is the edge area of the moving area of the virtual joystick or the area outside the moving area.
[0071] The first designated area is an area in the first direction.
[0072] The above-mentioned device also includes: a locking direction changing module, which is used to respond to the second sliding operation moving to the second designated area and staying for a preset time, or the touch pressure after the second sliding operation moves to the second designated area is greater than the preset pressure value, to release the lock of the release direction of the specified skill from the first direction, and lock the release direction of the specified skill to the second direction; wherein the second designated area is the edge area of the moving area of the virtual joystick or the area outside the moving area.
[0073] The above-mentioned device also includes: a third control module, which is used to move from the first designated area to the third designated area in response to the first sliding operation, control the controlled virtual object to move in the third direction in the game scene, and keep the controlled virtual object releasing the designated skill in the first direction; wherein the third designated area is the area in the moving area of the virtual joystick that is not in the first direction.
[0074] The first designated area and the second designated area are areas within a preset distance range outside the edge of the moving area.
[0075] The above-mentioned device also includes: a locked area display module, which is used to respond to the first sliding operation moving to the edge of the moving area and display the locked area in the graphical user interface, wherein the locked area includes the first designated area.
[0076] The above-mentioned device also includes: a fourth control module, which is used to respond to the third sliding operation on the virtual joystick control, and control the controlled virtual object to move in the first direction, wherein the sliding direction of the third sliding operation is consistent with the first direction; a second lock release module, which is used to respond to the third sliding operation to slide to the first designated area, and release the lock of the release direction of the designated skill from the first direction.
[0077] The preset mark is displayed in the first designated area, and the preset mark is used to prompt the user to lock the skill release direction.
[0078] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method in the above game, for example:
[0079] In response to a first sliding operation on the virtual joystick control, the controlled virtual object is controlled to move in the game scene and release a designated skill in a first direction, where the first direction is the current moving direction of the controlled virtual object; in response to the first sliding operation satisfying a first preset condition, the release direction of the designated skill is locked to the first direction; when the release direction of the designated skill is locked to the first direction, in response to a second sliding operation on the virtual joystick control, the controlled virtual object is controlled to move in a second direction in the game scene.
[0080] In the above method, the player can set the skill release direction by controlling the virtual joystick. In the process of controlling the movement of the virtual object, the movement direction of the virtual object will not affect the skill release direction. The virtual object will continue to release the specified skill in the determined skill release direction, thereby improving the player's gaming experience.
[0081] Optionally, the first preset condition includes: the first sliding operation moves to the first designated area and stays for a preset time; or, the touch pressure after the first sliding operation moves to the first designated area is greater than a preset pressure value; wherein, the first designated area is the edge area of the moving area of the virtual joystick or the area outside the moving area.
[0082] Optionally, the first designated area is an area in the first direction.
[0083] Optionally, the above method also includes: in response to the second sliding operation moving to the second designated area and staying for a preset time, or, the touch pressure after the second sliding operation moves to the second designated area is greater than a preset pressure value, releasing the lock between the release direction of the designated skill and the first direction, and locking the release direction of the designated skill to the second direction; wherein the second designated area is the edge area of the moving area of the virtual joystick or the area outside the moving area.
[0084] Optionally, when the release direction of the designated skill is locked as the first direction, the method further includes: responding to the first sliding operation and moving from the first designated area to the third designated area, controlling the controlled virtual object to move in the third direction in the game scene, and keeping the controlled virtual object releasing the designated skill in the first direction; wherein the third designated area is an area in the moving area of the virtual joystick that is not in the first direction.
[0085] Optionally, the first designated area and the second designated area are areas within a preset distance range outside the edge of the moving area.
[0086] Optionally, the method further includes: in response to the first sliding operation moving to the edge of the moving area, displaying a locked area in the graphical user interface, wherein the locked area includes the first designated area.
[0087] Optionally, when the release direction of the specified skill is locked to the first direction, the method further includes: responding to a third sliding operation on the virtual joystick control, controlling the controlled virtual object to move in the first direction, wherein the sliding direction of the third sliding operation is consistent with the first direction; responding to the third sliding operation to slide to the first specified area, unlocking the release direction of the specified skill from the first direction.
[0088] Optionally, a preset mark is displayed in the first designated area, and the preset mark is used to prompt the user to lock the skill release direction.
[0089] See also Fig. 9 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 interactive control method in the above game.
[0090] Further, Fig. 9 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 .
[0091] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig. 9 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0092] 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.
[0093] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the interactive control method in the above game.
[0094] An interactive control method, device and electronic device in a game provided by the embodiments of the present disclosure include a computer-readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the methods described in the above method embodiments, for example:
[0095] In response to a first sliding operation on the virtual joystick control, the controlled virtual object is controlled to move in the game scene and release a designated skill in a first direction, where the first direction is the current moving direction of the controlled virtual object; in response to the first sliding operation satisfying a first preset condition, the release direction of the designated skill is locked to the first direction; when the release direction of the designated skill is locked to the first direction, in response to a second sliding operation on the virtual joystick control, the controlled virtual object is controlled to move in a second direction in the game scene.
[0096] In the above method, the player can set the skill release direction by controlling the virtual joystick. In the process of controlling the movement of the virtual object, the movement direction of the virtual object will not affect the skill release direction. The virtual object will continue to release the specified skill in the determined skill release direction, thereby improving the player's gaming experience.
[0097] Optionally, the first preset condition includes: the first sliding operation moves to the first designated area and stays for a preset time; or, the touch pressure after the first sliding operation moves to the first designated area is greater than a preset pressure value; wherein, the first designated area is the edge area of the moving area of the virtual joystick or the area outside the moving area.
[0098] Optionally, the first designated area is an area in the first direction.
[0099] Optionally, the above method also includes: in response to the second sliding operation moving to the second designated area and staying for a preset time, or, the touch pressure after the second sliding operation moves to the second designated area is greater than a preset pressure value, releasing the lock between the release direction of the designated skill and the first direction, and locking the release direction of the designated skill to the second direction; wherein the second designated area is the edge area of the moving area of the virtual joystick or the area outside the moving area.
[0100] Optionally, when the release direction of the designated skill is locked as the first direction, the method further includes: responding to the first sliding operation and moving from the first designated area to the third designated area, controlling the controlled virtual object to move in the third direction in the game scene, and keeping the controlled virtual object releasing the designated skill in the first direction; wherein the third designated area is an area in the moving area of the virtual joystick that is not in the first direction.
[0101] Optionally, the first designated area and the second designated area are areas within a preset distance range outside the edge of the moving area.
[0102] Optionally, the method further includes: in response to the first sliding operation moving to the edge of the moving area, displaying a locked area in the graphical user interface, wherein the locked area includes the first designated area.
[0103] Optionally, when the release direction of the specified skill is locked to the first direction, the method further includes: responding to a third sliding operation on the virtual joystick control, controlling the controlled virtual object to move in the first direction, wherein the sliding direction of the third sliding operation is consistent with the first direction; responding to the third sliding operation to slide to the first specified area, unlocking the release direction of the specified skill from the first direction.
[0104] Optionally, a preset mark is displayed in the first designated area, and the preset mark is used to prompt the user to lock the skill release direction.
[0105] 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.
[0106] 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.
[0107] 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.
[0108] 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.
[0109] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.
Claims
1. An interactive control method in a game, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface displays a game scene where a controlled virtual object is located, and a virtual joystick control; the method comprises: In response to a first sliding operation on the virtual joystick control, controlling the controlled virtual object to move in the game scene and releasing a designated skill in a first direction, where the first direction is consistent with a current moving direction of the controlled virtual object; In response to the first sliding operation satisfying a first preset condition, locking the release direction of the designated skill to the first direction; When the release direction of the designated skill is locked as the first direction, in response to a second sliding operation on the virtual joystick control, the controlled virtual object is controlled to move toward a second direction in the game scene.
2. The method according to claim 1, characterized in that The first preset condition includes: The first sliding operation moves to the first designated area and stays there for a preset time; or, the touch pressure after the first sliding operation moves to the first designated area is greater than a preset pressure value; The first designated area is an edge area of a moving area of the virtual joystick or an area outside the moving area.
3. The method according to claim 2, characterized in that The first designated area is an area in the first direction.
4. The method according to claim 2, characterized in that: The method further comprises: In response to the second sliding operation moving to the second designated area and staying there for a preset time, or the touch pressure after the second sliding operation moves to the second designated area is greater than a preset pressure value, the release direction of the designated skill is unlocked from the first direction, and the release direction of the designated skill is locked to the second direction; The second designated area is an edge area of the moving area of the virtual joystick or an area outside the moving area.
5. The method according to claim 2, characterized in that: When the release direction of the designated skill is locked as the first direction, the method further includes: In response to the first sliding operation moving from the first designated area to a third designated area, the controlled virtual object is controlled to move toward a third direction in the game scene, and the controlled virtual object is kept releasing a designated skill toward the first direction; The third designated area is an area in the moving area of the virtual joystick that is not in the first direction.
6. The method according to claim 4, characterized in that The first designated area and the second designated area are areas within a preset distance range outside the edge of the moving area.
7. The method according to claim 6, characterized in that The method further comprises: In response to the first sliding operation moving to the edge of the moving area, a locked area is displayed in the graphical user interface, wherein the locked area includes the first designated area.
8. The method according to claim 2, characterized in that: When the release direction of the designated skill is locked as the first direction, the method further includes: In response to a third sliding operation on the virtual joystick control, controlling the controlled virtual object to move toward the first direction, wherein the sliding direction of the third sliding operation is consistent with the first direction; In response to the third sliding operation, the user slides to the first designated area to unlock the release direction of the designated skill from the first direction.
9. The method according to claim 2, characterized in that: A preset mark is displayed in the first designated area, and the preset mark is used to prompt the user to lock the skill release direction.
10. An interactive control device in a game, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface displays the game scene where the controlled virtual object is located, and a virtual joystick control; the device includes: A first control module, configured to respond to a first sliding operation on the virtual joystick, control the controlled virtual object to move in the game scene, and release a designated skill in a first direction, where the first direction is a current moving direction of the controlled virtual object; a skill release direction determination module, configured to lock the release direction of the designated skill to the first direction in response to the first sliding operation satisfying a first preset condition; The second control module is used to control the controlled virtual object to move toward a second direction in the game scene in response to a second sliding operation on the virtual joystick control when the release direction of the designated skill is locked as the first direction.
11. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the interactive control method in the game described in any one of claims 1-9.
12. 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 interactive control method in the game described in any one of claims 1-9.