Control method, device, electronic equipment and computer storage medium in game
By generating virtual objects of toxic gas smoke targets with low transparency in the game's graphical user interface and displaying their effects, the problem of players not being able to intuitively understand the effects of toxic gas smoke was solved, reducing exposure risks and improving the game experience and strategy.
Patent Information
- Application Number
- CN202510025662.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-01-07
- Publication Date
- 2026-02-27
- Estimated Expiration
- 2045-01-07
AI Technical Summary
After players throw poison gas weapons in the game, they cannot intuitively know the real-time effects of the poison gas smoke, which leads to obstructed vision, increased exposure risk, and difficulty in observing the position of enemy characters and the progress of damage, affecting strategy and tactics.
The system generates low-transparency target virtual objects in the graphical user interface and displays the size and progress of the target area in real time through target action markers, allowing virtual characters to move freely in and out and reducing reliance on the player's field of vision.
Players can intuitively understand the effects of toxic gas fumes through a graphical user interface, reducing exposure risks, improving the gaming experience, and enhancing strategic and tactical decision-making.
Smart Images

Figure CN119680197B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically to a control method, device, electronic device, and computer-readable storage medium for games. Background Technology
[0002] In some games, players can use gas weapons (such as gas grenades) to attack enemy characters. This attack method requires players to aim at the enemy character and throw the gas weapon. After the virtual weapon is thrown to the aimed position, the gas weapon releases gas and the size of the gas coverage area changes dynamically. Enemy characters within the coverage area will continuously suffer poison damage.
[0003] In existing technologies, after a poison gas weapon is thrown, players need to continuously observe the real-time effects of the released poison gas smoke in order to know its real-time impact. For example, players typically need to rely on their own field of vision to continuously observe the real-time coverage area of the poison gas smoke and changes in its size to infer the real-time area of effect and the progress of its spread.
[0004] However, because the poison gas obscures the player's vision, they cannot directly perceive the real-time effects of the gas, such as its affected area and progress. Furthermore, the player must rely on their own field of vision (e.g., first-person or third-person perspective) to continuously observe, increasing the risk of revealing their position and potentially putting them at a disadvantage. For example, the gas thrower needs to observe the gas from a location near it that doesn't obstruct their view. Since players are sensitive to poison gas, they will seek out the gas thrower's hiding place, making the thrower easily spotted by enemy characters. Summary of the Invention
[0005] This application provides a control method, device, electronic device, and computer-readable storage medium for games, enabling players to intuitively understand the real-time effects of virtual weapons and reducing the risk of players exposing their location.
[0006] In a first aspect, embodiments of this application provide a control method for a game, the method comprising:
[0007] A portion of a virtual scene is displayed in a graphical user interface, the virtual scene including a first virtual character;
[0008] In response to a skill release command, a target virtual object is generated in the virtual scene. The target virtual object has low transparency in its active area and allows virtual characters to enter and exit.
[0009] The control module controls a target action mark located on the graphical user interface to indicate a real-time action condition of the target virtual object, and the action condition includes at least one of the following: an action area size and an action progress.
[0010] In a second aspect, an embodiment of the present application provides a control device in a game, and the device includes:
[0011] The display module displays a partial virtual scene in a graphical user interface, and the virtual scene includes a first virtual character.
[0012] The processing module generates a target virtual object in the virtual scene in response to a skill release instruction, and the target virtual object has a low action area transparency and allows the virtual character to enter and exit.
[0013] The control module controls a target action mark located on the graphical user interface to indicate a real-time action condition of the target virtual object, and the action condition includes at least one of the following: an action area size and an action progress.
[0014] In a third aspect, an embodiment of the present application provides an electronic device, and the electronic device includes:
[0015] The electronic device includes a memory and a processor, and the memory and the processor are coupled.
[0016] The memory is configured to store one or more computer instructions.
[0017] The processor is configured to execute the one or more computer instructions to implement the game control method in any one of the first aspect.
[0018] In a fourth aspect, an embodiment of the present application provides a computer readable storage medium, and the computer readable storage medium stores one or more computer instructions, and the instructions are executed by a processor to implement the game control method in any one of the first aspect.
[0019] In a fifth aspect, an embodiment of the present application provides a computer program product, and the computer program product includes a computer program, and the computer program is executed by a processor to implement the game control method in any one of the first aspect.
[0020] The game control method provided in the application displays a part of a virtual scene in a graphical user interface, the virtual scene comprising a first virtual character; in response to a skill release instruction, a target virtual object is generated in the virtual scene, the target virtual object having a low transparency in an action area and allowing the virtual character to enter and exit; a target action indicator on the graphical user interface indicates the real-time action condition of the target virtual object, the action condition comprising at least one of the following: action area size and action progress. Therefore, the player can intuitively know the real-time action condition of the target virtual object by checking the target action indicator on the graphical user interface during the action process of the target virtual object, avoiding the problem that the player cannot intuitively and clearly know the real-time action condition of the target virtual object due to the low transparency of the action area of the target virtual object. At the same time, this way of indicating the real-time action condition of the target virtual object through the target action indicator on the graphical user interface does not need to rely on the player's own field of view (such as first-person perspective or third-person perspective) to approach and continuously observe the target virtual object, which greatly reduces the risk of exposing the player's position and the possibility of the player being in an unfavorable situation, and improves the player's game experience. BRIEF DESCRIPTION OF DRAWINGS
[0021] The accompanying drawings, which are included to provide a further understanding of the application and constitute a part of this application, illustrate certain illustrative embodiments of the application and together with the description serve to explain the application. In the drawings:
[0022] Figure 1 A flowchart of a game control method provided for one of the embodiments of the application;
[0023] Figure 2 A schematic diagram of displaying a target action indicator provided for one of the embodiments of the application;
[0024] Figure 3 A schematic diagram of displaying character indicators of enemy characters and ally characters in a schematic area provided for one of the embodiments of the application;
[0025] Figure 4 A schematic diagram of displaying life information of a second virtual character provided for one of the embodiments of the application;
[0026] Figure 5 A schematic diagram of displaying the distance between the position of a first virtual character and a second position and the time required for the first virtual character to move from the current position to the second position provided for one of the embodiments of the application;
[0027] Figure 6 A schematic diagram of displaying combat advantages and disadvantages information and the life value of a target second virtual character provided for one of the embodiments of the application;
[0028] Figure 7 A structural schematic diagram of a control device in a game is provided for one of the embodiments of the present application.
[0029] Figure 8 A hardware structural schematic diagram of an electronic device is provided for one of the embodiments of the present application.
[0030] The specific embodiments of the present application have been shown in the above-described drawings, and will be described in more detail hereinafter. These drawings and the written description are not intended to restrict the scope of the present application in any way, but to illustrate the concept of the present application for a person skilled in the art by referring to specific embodiments. DETAILED DESCRIPTION
[0031] In order to make the purposes, advantages and features of the present application more clear, the present application is described clearly and completely in the following in combination with the drawings and specific embodiments. In the following description, a lot of specific details are set forth in order to facilitate a full understanding of the present application. However, the described embodiments are only part of the embodiments of the present application, and all other embodiments obtained by a person skilled in the art without any creative work fall within the scope of protection of the present application.
[0032] It should be noted that, in the description of the present application, the terms "first", "second" and the like are only used for the purpose of description, and cannot be understood as indicating or implying relative importance, and a specific order or sequence. For a person skilled in the art, the specific meaning of the above terms in the present application can be understood according to the specific circumstances. In addition, in the description of the present application, unless otherwise specified, the term "a plurality of" means two or more. The term "and / or" describes the association relationship of the associated objects, which means that there can be three relationships, for example, A and / or B can mean that A exists alone, A and B exist together, and B exists alone. The character " / " generally represents an "or" relationship between the associated objects. The terms "include" and "have" and any variations thereof are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device including a series of steps or units does not have to be limited to those steps or units clearly listed, but can include other steps or units not clearly listed or inherent to these processes, methods, products or devices.
[0033] In order to facilitate the understanding of the technical solutions of the present application, first, the related concepts involved in the present application are introduced.
[0034] Virtual scene: a virtual environment provided by an application corresponding to a virtual game when the application runs on an electronic device. The virtual scene can be displayed on the display screen of the terminal device for the user to view. The virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment. For example, a fictional game environment, a virtual reality environment formed by superimposing a fictional game environment on a real environment, etc. The virtual scene can be a two-dimensional virtual scene or a three-dimensional virtual scene.
[0035] Virtual character: a game character controlled by a game player in a game. In an embodiment of the present application, the virtual character can refer to a character selected and controlled by the player, which can represent the image of the player. The player can control the virtual character selected by the player to perform skills or operations such as walking, climbing, jumping, running, shooting, and acrobatics in the virtual scene of the game. The embodiments of the present application do not make any limitation thereto.
[0036] Next, the prior art and problems existing in the prior art involved in the present application are described:
[0037] In the prior art, after the player throws a toxic gas weapon, the player needs to know the real-time effect of the toxic gas smoke released by the toxic gas weapon. The player needs to rely on his own field of view to continuously observe in order to know the real-time effect of the toxic gas smoke. For example, the player usually needs to rely on his own field of view to continuously observe the real-time coverage area of the toxic gas smoke and the size change of the coverage area to infer the real-time action area and diffusion progress of the toxic gas smoke.
[0038] However, the above prior art still has the following problems:
[0039] Problem one: because the toxic gas smoke blocks the player's field of view, the player cannot intuitively know the real-time effect of the toxic gas smoke, such as the action area and progress of the toxic gas, and needs to rely on the player's own field of view (such as first-person perspective or third-person perspective) to continuously observe throughout the process, which increases the risk of exposing the player's position and may lead the player to be in an unfavorable situation. For example, the player needs to observe the toxic gas smoke at a position near the toxic gas smoke and not blocking the field of view. At the same time, because each game player is sensitive to the toxic gas smoke, they will search for the player's hiding position, which may lead to the player being easily discovered by the enemy character.
[0040] Problem two: after the player throws the toxic gas weapon, the toxic gas smoke generated may block the player's field of view, making it difficult for the player to clearly see the specific position and moving direction of the enemy character in the toxic gas smoke, thereby reducing the strategy and tactics.
[0041] Problem three, the toxic gas smoke usually causes continuous damage to the enemy character in its range, and the damage is usually displayed in the form of "jumping numbers" on the graphical user interface, for example, if the toxic gas smoke causes 5 points of damage to the enemy character per second, a "-5" number will appear on the graphical user interface every second, and each appearance indicates that the enemy character's blood volume decreases by 5 points. However, the player needs to calculate the remaining blood volume of the enemy character according to these numbers appearing step by step, which is an additional mental arithmetic task for the player in a tense game that needs to make quick battle decisions, which will increase the cognitive load and may lead to decision-making errors or slow reaction.
[0042] Problem four, the player needs to position the perspective picture to the location of the toxic gas smoke, if the player continuously throws multiple toxic gas weapons to multiple areas in different directions, it is difficult to observe the effect of the toxic gas smoke generated by all the thrown toxic gas weapons in the same game picture, which will affect the player's operation of the skill advantage.
[0043] In order to solve the above problems, the present application provides a game control method, a game control device corresponding to the method, an electronic device capable of implementing the game control method, and a computer readable storage medium. The following embodiments provide detailed descriptions of the above methods, devices, electronic devices, and computer readable storage media.
[0044] In order to make the purpose, technical scheme of the present application more clear and intuitive, the following will combine the drawings and embodiments to describe the method provided by the embodiments of the present application in detail. It should be understood that the specific embodiments described herein are only used to explain the present application and not to limit the present application. It can be understood that the following several embodiments can exist independently, and the following embodiments and the features in the embodiments can be combined with each other without conflict between the embodiments provided by the present application. For the same or similar content, it is not repeated in different embodiments. In addition, the step sequence in each method embodiment described below is only an example, not a strict limitation. In some cases, the steps shown or described can be executed in different order.
[0045] The application provides a game control method and device, electronic equipment and a computer readable storage medium. Specifically, the game control method of one embodiment of the application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, an instant messaging client, etc. The server can be a standalone physical server, a server cluster or a distributed system composed of multiple physical servers, a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, and basic cloud computing services such as big data and artificial intelligence platforms.
[0046] When the game control method is run on the server, the method can be implemented and executed based on a cloud interaction system, which includes a server and a client device. The terminal device is any device with computing hardware that can support and execute a software application product corresponding to the game. The game software application product includes but is not limited to any one of the first-person game application program, the third-person game application program, the single-player game application program, and the multiplayer online tactical competitive game application program. The types of the above-mentioned games can include but are not limited to at least one of the following: two-dimensional game application, three-dimensional game application, virtual reality game application, augmented reality game application, and mixed reality game application. The above is only an example, and the embodiments of the application do not make any limitation thereto.
[0047] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the game control method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game picture presentation. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0048] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is configured to present a game picture. The local terminal device is configured to interact with a player through a graphical user interface, i.e., a conventional game program is downloaded and installed through an electronic device and is run. The local terminal device can provide the graphical user interface to the player in various ways, for example, the graphical user interface can be rendered and displayed on a display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen configured to present the graphical user interface including the game picture, and a processor configured to run the game, generate the graphical user interface, and control display of the graphical user interface on the display screen.
[0049] The following describes a game control method provided by the present application. In the game control method, a graphical user interface can be provided by a terminal device to display a game interface. The terminal device can be the local terminal device mentioned above or a client device in the cloud interaction system mentioned above.
[0050] The following describes the game control method provided by an embodiment of the present application. Figure 1 The following describes the game control method provided by an embodiment of the present application. Figure 1 The following describes the game control method provided by an embodiment of the present application.
[0051] As shown in the following Figure 1 The game control method includes steps S10-S30:
[0052] S10, display a partial virtual scene in the graphical user interface, the partial virtual scene including a first virtual character.
[0053] S20, in response to a skill release instruction, generate a target virtual object in the virtual scene, the target virtual object having a low transparency in an action area and allowing the virtual character to enter and exit.
[0054] S30, control a target action indicator on the graphical user interface to indicate a real-time action condition of the target virtual object, the action condition including at least one of the following: an action area size and an action progress.
[0055] The following describes steps S10-S30 in detail.
[0056] In the embodiment of the present application, a partial virtual scene is displayed in the graphical user interface, the partial virtual scene including a first virtual character.
[0057] The skill release instruction can be a skill release instruction for a skill possessed by the first virtual character, or a skill release instruction for a weapon skill of a virtual weapon held by the first virtual character.
[0058] In the embodiment of the present application, in response to the skill release instruction, a target virtual object is generated in the virtual scene, and the action area of the target virtual object has low transparency and allows the virtual character to enter and exit. Wherein, the action area has low transparency, that is, no matter whether the virtual character is located in the action area of the target virtual object or outside the action area, the visibility of the scene picture in the action area is very low, which leads to that the player cannot intuitively and clearly know the real-time action of the target virtual object. The action area of the target virtual object allows the virtual character to enter and exit, that is, the virtual character can freely shuttle in and out of the action area.
[0059] Exemplarily, in response to the skill release instruction of the first virtual character's self-owned skill such as the poison mist spell, a cloud of poison mist is generated in the virtual scene, the virtual character can freely shuttle in the poison mist area, the visibility of the poison mist area is very low, the virtual character located in the poison mist area cannot see the scene picture in the poison mist area, and the virtual character located outside the poison mist area cannot see the scene picture in the poison mist area.
[0060] Exemplarily, in response to the skill release instruction triggered by the throwing operation of the first virtual character to the target virtual weapon, a target virtual object is generated at the landing position at the moment when the target virtual weapon lands after being thrown out by the virtual character. Wherein, the target virtual weapon includes but is not limited to virtual hand grenades, virtual gas mines, etc., and the present embodiment does not make any limitation on this. Wherein, the virtual hand grenade releases low-visibility poison gas smoke after being thrown out and landing and exploding, the poison gas smoke diffuses in the area where it is located, that is, the action area of the poison gas smoke, the poison gas smoke will cause damage to the hostile characters in the action area, and the virtual character can freely shuttle in the poison gas smoke.
[0061] As mentioned above, the target action identifier can be displayed on the graphical user interface before the target virtual object is generated in the virtual scene, or can be displayed on the graphical user interface after the target virtual object is generated in the virtual scene.
[0062] In the embodiment of the present application, after the target virtual object is generated in the virtual scene, the target effect mark located on the graphical user interface is controlled to indicate the real-time effect situation of the target virtual object, and the effect situation includes at least one of the following: the size of the effect area and the effect progress. The effect progress can indicate the affected duration and the remaining affected duration of the target virtual object, or can also indicate the effect completion situation of the target virtual object, that is, the progress situation or completion situation from the beginning to the end of the effect, which can be represented by a progress bar, a percentage, etc. Therefore, the player can intuitively know the real-time effect situation of the target virtual object by only looking at the target effect mark on the graphical user interface, avoiding the problem that the player cannot intuitively and clearly know the real-time effect situation of the target virtual object due to the low transparency of the effect area of the target virtual object.
[0063] The game control method provided by the present application displays part of a virtual scene in a graphical user interface, and the virtual scene includes a first virtual character. In response to a skill release instruction, a target virtual object is generated in the virtual scene, and the target virtual object has a low transparency of an effect area and allows the virtual character to enter and exit. A target effect mark located on the graphical user interface is controlled to indicate the real-time effect situation of the target virtual object, and the effect situation includes at least one of the following: the size of the effect area and the effect progress. Therefore, the player can intuitively know the real-time effect situation of the target virtual object by only looking at the target effect mark on the graphical user interface during the effect process of the target virtual object, avoiding the problem that the player cannot intuitively and clearly know the real-time effect situation of the target virtual object due to the low transparency of the effect area of the target virtual object. At the same time, this way of indicating the real-time effect situation of the target virtual object through the target effect mark on the graphical user interface does not need to rely on the player's own field of view (such as a first-person perspective or a third-person perspective) to approach and continuously observe the target virtual object, which greatly reduces the risk of exposing the player's position, reduces the possibility of the player being in an unfavorable situation, and improves the player's game experience.
[0064] On the basis of the above-mentioned embodiments, the game control method provided by the embodiments of the present application is further described.
[0065] In an optional implementation, the effect situation includes the size of the effect area, the target effect mark displays a schematic area, and the radius or diameter of the real-time effect area of the target virtual object is displayed on the schematic area. The schematic area is used to represent the real-time effect area of the target virtual object.
[0066] In the embodiments of the present application, the schematic region for representing the real-time action region of the target virtual object is displayed in the target action identifier, and the radius or diameter of the real-time action region of the target virtual object is displayed on the schematic region. In this way, the actual size of the real-time action region of the target virtual object can be known by the player, which helps the player to make reasonable game decisions. For example, the player can choose an appropriate time to attack or retreat according to the action region of the target virtual object such as the toxic gas.
[0067] For example, the target virtual object is the toxic gas smoke generated at the landing position of the virtual grenade after the first virtual character throws the virtual grenade, Figure 2 The schematic diagram of the target action identifier provided in one of the embodiments of the present application is shown in FIG. 10. Figure 2 As shown in interface (a), the player controls the first virtual character to hold the virtual grenade 201 by hand 200, and a throwing curve 202 is displayed. The throwing curve also indicates the landing position 203 of the target virtual weapon after the throwing operation is performed according to the currently displayed throwing curve. As shown in interface (a), the player triggers the grenade throwing control 204 by finger. Then, as shown in interface (b), the virtual grenade flies along the flight trajectory 202 and lands at the landing position 203. In response to the landing of the virtual grenade at the landing position 203, as shown in interface (c), the toxic gas smoke, i.e., the target virtual object, is generated, and the real-time action region of the toxic gas smoke is region 206. The target action identifier 207 is displayed on the graphical user interface. As can be seen, the radius of the currently displayed action region of the toxic gas smoke is 7 meters in the target action identifier 207. Subsequently (e.g., after 2 seconds), as shown in interface (d), the radius of the currently displayed action region of the toxic gas smoke is 6 meters in the target action identifier 207. Figure 2 Figure 2
[0068] It should be noted that, Figure 2 In interface (a) and interface (b), the first virtual character is at a first position in the game scene in the first-person perspective, i.e., the first perspective. There is no occlusion between the target virtual object and the first position, so that the player can directly see the specific game scene at the landing position 203. Figure 2 In interface (c) and interface (d), the first virtual character is at a second position in the game scene in the first-person perspective, i.e., the second perspective. There can be an occlusion between the target virtual object and the second position, or there can be no occlusion. The target action identifier on the graphical user interface indicates the real-time action of the target virtual object, so that the player can directly know the actual size of the real-time action region of the target virtual object even if there is an occlusion between the second position of the first virtual character and the toxic gas smoke.
[0069] As described above, the grenade throwing control can receive different trigger operations depending on the type of terminal device. For example, when the terminal device is a touchscreen device such as a mobile phone, tablet, or game console, the trigger operation can be a user's finger operation. For example, the trigger operation can be a swipe up, swipe down, swipe left, swipe right, a long press, a click, a double click, etc., but is not limited to these. When the terminal device is a non-touchscreen terminal device such as a desktop computer or laptop, the trigger operation can be executed through a mouse, keyboard, or other control devices, but is not limited to these.
[0070] In one optional implementation, the action status includes the action progress, and the target action identifier displays an action progress bar to indicate the real-time action progress of the target virtual object.
[0071] The aforementioned display forms of progress bars include, but are not limited to, linear progress bars, circular progress bars, and percentage progress bars. These are merely examples, and the embodiments of this application do not impose any limitations on them. Linear progress bars include horizontal and vertical progress bars. Horizontal progress bars fill from left to right or right to left, while vertical progress bars fill from bottom to top or top to bottom. Circular progress bars display progress in a circular shape, typically starting from a point on the circumference and gradually filling along the circumference until a complete circle is formed. Percentage progress bars display a specific percentage value next to or inside the progress bar, directly indicating the degree of completion.
[0072] In this embodiment, by displaying a progress bar in the target effect identifier to indicate the real-time effect progress of the target virtual object, players can monitor the effect release progress of the target virtual object at any time. This helps them make or adjust their game behavior decisions in a timely manner based on the real-time effect release progress of the target virtual object. For example, when the effect release progress bar of the target virtual object shows that the effect release progress is about to reach 100%, players can choose to take immediate action, such as dodging or counterattacking, to avoid missing the best opportunity.
[0073] For example, such as Figure 2 As shown in the middle interface (c), the target action identifier 207 displays an action progress bar 2071, indicating that the current action progress (i.e., current release progress) of the toxic gas smoke, i.e., the target virtual object, is approximately 13%. (e.g., after 2 seconds), as... Figure 2 As shown in the middle interface (d), the progress bar 2071 shows that the current progress of the toxic gas smoke (i.e., the current release progress) is approximately 20%.
[0074] An optional implementation, the game control method provided by the embodiment of the application further includes step S40: S40, in response to the existence of the second virtual character in the action area of the target virtual object, controlling the display of the character identifier of the second virtual character in the indication area. The character identifier corresponds to the second virtual character one by one, and the distribution position of the character identifier in the indication area is used to represent the position of the corresponding second virtual character in the action area.
[0075] The second virtual character can be a teammate character of the first virtual character, or an enemy character of the first virtual character.
[0076] In the embodiment of the application, in response to the existence of the second virtual character in the action area of the target virtual object, the character identifier of the second virtual character is displayed in the indication area, so that the player can intuitively know the number and distribution position of the second virtual character in the action area of the target virtual object by checking the character identifier in the indication area.
[0077] An optional implementation, the game control method provided by the embodiment of the application further includes steps S401-S402:
[0078] S401, in the case that the second virtual character is a teammate character of the first virtual character, the character identifier of the second virtual character is displayed in the first display mode.
[0079] S402, in the case that the second virtual character is an enemy character of the first virtual character, the character identifier of the second virtual character is displayed in the second display mode.
[0080] The first display mode and the second display mode. The display difference between the character identifier in the first display mode and the character identifier in the second display mode includes at least one of the following: shape, color, size, frame or contour, transparency, animation effect, icon or symbol. The embodiment of the application does not limit this.
[0081] In the embodiment of the application, the character identifiers of the enemy characters and the teammate characters are displayed in the indication area in different display modes, so that the respective number and respective distribution position of the teammate characters and the enemy characters in the action area can be simultaneously indicated in the indication area, and the player can intuitively know the respective number and respective distribution position of the teammate characters and the enemy characters in the current action area of the target virtual object.
[0082] Simultaneously, as enemy characters move, the number and distribution of enemy character icons displayed within the indicated area will update in real time, allowing players to flexibly adjust their game strategies based on these changes. For example, when enemy characters begin to retreat, players can choose to pursue them. When enemy characters gather, players can choose to use area-of-effect weapons for defense or attack. Furthermore, the distribution of teammates and enemy characters can help players make timely decisions about whether to assist or rescue teammates.
[0083] For example, combined Figure 3 The following is an example illustrating the display of character icons for both enemy and allied characters within the indicated area. Figure 3 This is a schematic diagram showing character icons of enemy and teammate characters within a schematic area, provided as one embodiment of this application.
[0084] like Figure 3 As shown, within the schematic area 300, which represents the real-time action area 206 representing the target virtual object (poisonous gas smoke), two enemy character identifiers and two teammate character identifiers are displayed. These are enemy character identifiers 301, 302, 303, and 304. Enemy character identifiers 301 and 302 correspond to enemy character 10 and enemy character 11, respectively, while teammate character identifiers 303 and 304 correspond to teammate character 20 and teammate character 21, respectively. Furthermore, the positions of enemy character identifiers 301 and 302 within the schematic area 300 correspond to the positions of enemy character 10 and enemy character 11 within the real-time action area 206, respectively. Similarly, the positions of teammate character identifiers 303 and 304 within the schematic area 300 correspond to the positions of teammate character 20 and teammate character 21 within the real-time action area 206, respectively.
[0085] In one optional implementation, the character identifier is also used to indicate the real-time life information of the corresponding second virtual character. The life information includes at least one of the following: health points, health value, armor value, energy value, etc., which are merely examples and are not intended to limit the scope of this application.
[0086] In the embodiments of the present application, the life information of the corresponding second virtual character is displayed through the character identifier, so that the player can intuitively understand the current health status and defense ability of each second virtual character in the target virtual object action area. Meanwhile, when there is an enemy character in the target virtual object action area, the life information of the corresponding enemy character is displayed through the character identifier, which helps the player to make a game behavior strategy of selecting which enemy characters to attack preferentially according to the life information of the enemy characters. For example, preferentially attacking the enemy characters with lower blood volume can quickly weaken the enemy forces. However, attacking the enemy characters with high armor values may require more resources and time, so the player preferentially chooses to observe and accumulate combat power.
[0087] Exemplarily, in combination with Figure 4 the life information of the corresponding second virtual character is displayed through the character identifier, Figure 4 a schematic diagram for displaying the life information of the second virtual character is provided for one of the embodiments of the present application. Taking blood volume as an example, an exemplary description is made.
[0088] As Figure 4 shown, the black filled part in the character identifier 301 and the character identifier 302 represents the proportion of the consumed blood volume of the corresponding second virtual character, and the white filled part represents the proportion of the remaining blood volume of the corresponding second virtual character.
[0089] In an optional implementation, the game control method provided by the embodiments of the present application further includes the step S50:
[0090] S50, in response to the positioning instruction triggered by the first position in the gesture area, the distance between the target virtual character and the second position and / or the required time for moving to the second position is displayed, and the second position is the corresponding position of the first position in the target virtual object action area in the gesture area.
[0091] The above, the positioning instruction triggered by the first position in the gesture area refers to that the player selects a position, i.e. the first position, in the gesture area and triggers the positioning instruction of the first position through a certain way. For example, the player selects the first position. Taking a mobile game as an example, the player can select the first position by triggering operations such as clicking, long pressing, dragging, etc. on a position in the gesture area. Taking a host game as an example, the player can select a position in the gesture area by controlling the selection of the position in the gesture area through an external device such as a mouse or a gamepad, such as moving the mouse to control the selection of the position in the gesture area. Alternatively, the player can select a position in the gesture area by moving the direction control of the gamepad. Optionally, the positioning instruction of the first position can be automatically triggered after the first position is selected. Alternatively, after the first position is selected, the player can trigger the positioning instruction of the first position by performing a preset operation, such as triggering a certain control.
[0092] An optional embodiment also displays a movement control in the graphical user interface. The implementation steps of the "positioning instruction triggered by the first position in the gesture area" in step S50 in the above steps include S501-S502:
[0093] S501, in response to the triggering operation of the movement control, control the movement of the movement control to the first position in the gesture area.
[0094] S502, generate a positioning instruction for the second position in the action area.
[0095] In the embodiments of the present application, a movement control is also displayed in the graphical user interface, and in response to the player dragging the movement control to the first position in the gesture area, a positioning instruction for the second position in the action area can be generated, and the second position is the position corresponding to the first position in the action area.
[0096] In the embodiments of the present application, in response to the positioning instruction triggered by the first position in the gesture area, the distance between the target virtual character and the second position and / or the required time to move to the second position is displayed. Wherein, the second position is the position corresponding to the first position in the gesture area in the target virtual object. That is, after responding to the positioning instruction triggered by the first position in the gesture area, the distance between the target virtual character and the second position can be displayed on the graphical user interface, the required time for the target virtual character to move to the second position can be displayed, and the distance between the target virtual character and the second position and the required time for the target virtual character to move to the second position can be displayed simultaneously.
[0097] In the embodiments of the present application, by displaying the distance between the position where the first virtual character is located and the second position and / or the required time for the first virtual character to move from the current position to the second position, the player can intuitively understand the specific situation of the first virtual character from the current position to the second position. The player can reasonably arrange the action sequence and time distribution according to the estimated time. For example, in a multiplayer game, the player can ensure that he arrives at the designated position before or after the teammates arrive, avoiding premature exposure or missing the key opportunity. At the same time, the player can predict the possible actions of the enemy character in advance according to the distribution position of the enemy character and his own moving time, and choose the appropriate opportunity to attack or avoid.
[0098] Exemplarily, in combination with Figure 5 Exemplarily, the distance between the position where the first virtual character is located and the second position and the required time for the first virtual character to move from the current position to the second position are exemplarily described, Figure 5The schematic diagram provided by the embodiment of the present application shows the distance between the position of the first virtual character and the second position and the time required for the first virtual character to move from the current position to the second position.
[0099] As shown in Figure 5 interface (a) and interface (b). As shown in interface (a), the player drags the movement control 400 by fingers. Then, as shown in interface (b), after the movement control 400 is dragged for a distance, the sprint movement control 401 corresponding to the movement control 400 is displayed to have been dragged to the first position in the schematic area 300, and the distance between the first virtual character and the second position corresponding to the first position in the action area is displayed to be 12 meters near the sprint movement control 401, and the time required for the first virtual character to move to the second position is displayed to be 4.2 seconds.
[0100] In an optional embodiment, the method for controlling the game provided by the embodiment of the present application further includes step S60: in the case where the movement control is moved to the first position, the first virtual character is controlled to move from the current position to the second position in response to the release operation on the movement control.
[0101] In the embodiment of the present application, in the case where the movement control is moved to the first position, the player can see the distance between the position of the first virtual character and the second position and the time required for the first virtual character to move from the current position to the second position, and then the player can trigger the trigger operation of the first virtual character to move to the second position. In response to the release operation on the movement control, the first virtual character is controlled to move to the second position. It should be noted that in the process of the first virtual character moving from the current position to the second position, the player does not need to make any operation on the first virtual character, and the game system automatically routes and controls the first virtual character to move from the current position to the second position, which frees the player's hands and allows the player to take a short break.
[0102] In an optional embodiment, the movement control is further displayed in the graphical user interface, and on the basis of step S50, the method for controlling the game provided by the embodiment of the present application further includes steps S701 and S702:
[0103] S701, in response to the existence of the second virtual character in the action area of the target virtual object, the role identifier of the second virtual character is controlled to be displayed in the schematic area. The role identifier is in one-to-one correspondence with the second virtual character, and the distribution position of the role identifier in the schematic area is used to represent the position of the corresponding second virtual character in the action area.
[0104] S702, when the first position is the display position of the role identifier corresponding to the target second virtual character in the indication area, display the combat advantage and disadvantage information and / or the life value of the target second virtual character, the combat advantage and disadvantage information being used to indicate that the first virtual character is in an advantage or disadvantage in a combat with the target second virtual character when the first virtual character moves to the position where the target second virtual character is located under the current situation.
[0105] In the embodiments of the present application, in response to the existence of the second virtual character in the action area of the target virtual object, the role identifier of the second virtual character is displayed in the indication area, so that the player can intuitively know the number and distribution position of the second virtual character located in the action area of the target virtual object by checking the role identifier in the indication area. In addition, when the first position is the display position of the role identifier corresponding to the target second virtual character in the indication area, the combat advantage and disadvantage information and / or the life value of the target second virtual character are displayed, the combat advantage and disadvantage information being used to indicate that the first virtual character is in an advantage or disadvantage in a combat with the target second virtual character when the first virtual character moves to the position where the target second virtual character is located under the current situation. By displaying the combat advantage and disadvantage information and / or the life value of the target second virtual character, the player can intuitively understand the combat advantage and disadvantage information between himself and the target second virtual character, and the current life information of the target second virtual character.
[0106] In particular, in the case that the target second virtual character is an enemy character of the first virtual character, by displaying the life value of the target second virtual character, the player can intuitively understand the current life information of the target second virtual character, helping the player to evaluate whether it is worth attacking the target second virtual character. For example, if the life value of the enemy character is low, the player can choose to kill it first. If the life value of the enemy character is high, the player may need to reconsider the strategy. In addition, by displaying the combat advantage and disadvantage information, the player can immediately understand the combat advantage and disadvantage information of going to the combat with the target second virtual character under the current situation. This helps the player to make a more intelligent decision and avoid blind attack or defense. For example, if the player is in a disadvantage, the player can choose to retreat or seek support. If the player is in an advantage, the player can choose to launch an attack quickly.
[0107] An optional embodiment, before displaying the combat advantage and disadvantage information, the control method in the game provided by the embodiments of the present application further includes steps S801-S803:
[0108] S801, judge whether the distance between the first virtual character and the target second virtual character is less than or equal to a preset distance threshold, and whether the time required for the first virtual character to move to the position where the target second virtual character is located is less than or equal to a preset time length threshold.
[0109] S802. If so, then the first virtual character is determined to be in an advantageous position.
[0110] S803. If not, then the first virtual character is determined to be at a disadvantage.
[0111] In this embodiment, the system automatically determines whether the first virtual character is at an advantage or disadvantage based on the distance between the first virtual character and the target second virtual character and the time required for the first virtual character to reach the target second virtual character from its current location. Players can make more informed decisions based on this information.
[0112] Below, in conjunction with Figure 6 The above steps S60 and S501-S503 will be described by way of example. Figure 6 This is a schematic diagram showing combat advantages and disadvantages information and the health value of a target second virtual character, provided as one embodiment of this application.
[0113] like Figure 6 As shown, this includes interface (a) and interface (b). As shown in interface (a), the player drags the movement control 400 with their finger. Subsequently, as shown in interface (b), the sprint movement control 401 overlaps with the character identifier 302, displaying that the target second virtual character corresponding to character identifier 302 has 70% health, and indicating that the first virtual character moves from its current position to the location of the target enemy character to engage in combat, and that the first virtual character is in a superior or inferior position.
[0114] The control device for the game provided in this application is described below. The control device described below can be referred to in correspondence with the control method described above.
[0115] Figure 7 This is a schematic diagram of the structure of a game control device provided in one embodiment of this application. Figure 7 As shown, the control device 700 in the game includes: a display module 701, a control module 702, and a processing module 703.
[0116] A display module is used to display a portion of a virtual scene in a graphical user interface, the virtual scene including a first virtual character;
[0117] The processing module is used to generate a target virtual object in the virtual scene in response to a skill release command. The target virtual object has low transparency in its active area and allows virtual characters to enter and exit.
[0118] A control module is used to control the target action identifier located on the graphical user interface to indicate the real-time action status of the target virtual object, the action status including at least one of the following: the size of the action area and the action progress.
[0119] In an optional implementation, the action condition includes an action area size, and the target action identifier displays a schematic area and displays a radius or diameter of a real-time action area of the target virtual object on the schematic area; the schematic area is used to represent the real-time action area of the target virtual object.
[0120] In an optional implementation, the action condition includes an action progress, and the target action identifier displays an action progress bar indicating a real-time action progress of the target virtual object.
[0121] In an optional implementation, the control module is further configured to:
[0122] In response to a second virtual character existing in the action area of the target virtual object, the control module controls to display a character identifier of the second virtual character in the schematic area; the character identifier corresponds to the second virtual character in a one-to-one manner, and a distribution position of the character identifier in the schematic area is used to represent a position of the corresponding second virtual character in the action area.
[0123] In an optional implementation, the display module is further configured to:
[0124] In a case where the second virtual character is a teammate character of the first virtual character, the display module displays the character identifier of the second virtual character in a first display mode.
[0125] In an optional implementation, the display module is further configured to:
[0126] In a case where the second virtual character is an enemy character of the first virtual character, the display module displays the character identifier of the second virtual character in a second display mode.
[0127] In an optional implementation, the character identifier is further used to indicate real-time life information of the corresponding second virtual character.
[0128] In an optional implementation, the control module is further configured to:
[0129] In response to a positioning instruction triggered by a first position in the schematic area, the display module displays a distance between the target virtual character and a second position and / or a required time for moving to the second position, the second position being a corresponding position of the first position in the action area of the target virtual object in the schematic area.
[0130] In an optional implementation, a movement control is further displayed in the graphical user interface; the processing module is further configured to:
[0131] In response to a trigger operation of the movement control, the processing module controls to move the movement control to a first position in the schematic area.
[0132] Generate a positioning command for a second location within the defined area of effect.
[0133] In one optional implementation, the control module is further configured to:
[0134] When the movement control is moved to the first position, in response to a release operation on the movement control, the first virtual character is controlled to move from its current position to the second position.
[0135] In one optional implementation, the display module is further configured to:
[0136] In response to the existence of a second virtual character within the target virtual object's area of effect, the system controls the display of the second virtual character's identifier within the indicated area; wherein, the identifier corresponds one-to-one with the second virtual character, and the distribution of the identifier within the indicated area represents the position of the corresponding second virtual character within the area of effect;
[0137] When the first position is the display position of the character identifier corresponding to the target second virtual character in the schematic area, the combat advantage / disadvantage information and / or the health value of the target second virtual character are displayed. The combat advantage / disadvantage information is used to indicate that under the current circumstances, the first virtual character moves to the position of the target second virtual character and engages in combat with the target second virtual character. The first virtual character is in an advantageous or disadvantageous position.
[0138] In one optional implementation, the processing module is further configured to:
[0139] Determine whether the distance between the first virtual character and the target second virtual character is less than or equal to a preset distance threshold, and whether the time required for the first virtual character to move to the location of the target second virtual character is less than or equal to a preset time threshold;
[0140] If so, determine that the first virtual character has the advantage;
[0141] If not, it is determined that the first virtual character is at a disadvantage.
[0142] The game control device provided in this embodiment can be used to execute the technical solution of the above-described game control method embodiment. Its implementation principle and technical effect are similar, and will not be described again here.
[0143] Figure 8 This is a schematic diagram of the hardware structure of an electronic device provided in one embodiment of this application, such as... Figure 8 As shown, the electronic device 800 of this embodiment includes: a processor 801 and a memory 802; wherein
[0144] a memory 802, configured to store computer-executable instructions;
[0145] The processor 801 is configured to execute the computer-executable instructions stored in the memory to implement each step of the game control method in the above-mentioned embodiments. Details can be referred to the related description in the method embodiments.
[0146] Optionally, the memory 802 can be independent or integrated with the processor 801.
[0147] When the memory 802 is independent, the electronic device further includes a bus 803, configured to connect the memory 802 and the processor 801.
[0148] An embodiment of the present application further provides a computer readable storage medium, wherein the computer readable storage medium stores computer-executable instructions, and when at least one processor of an electronic device executes the computer-executable instructions, the electronic device implements the technical solutions corresponding to the game control method in any one of the above-mentioned embodiments.
[0149] An embodiment of the present application further provides a computer program product, which comprises a computer program stored in a readable storage medium, and at least one processor of an electronic device can read the computer program from the readable storage medium, and the at least one processor executes the computer program to make the electronic device execute the technical solutions corresponding to the game control method in any one of the above-mentioned embodiments.
[0150] The above disclosure is preferred embodiments of the present application, but is not intended to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application, and the protection scope of the present application should be subject to the scope defined by the claims of the present application.
[0151] In the several embodiments provided by the present application, it should be understood that the disclosed device and method can be implemented in other ways. For example, the device embodiments described above are only schematic. The division of the modules is only a logical function division. There can be another division manner in actual implementation, for example, a plurality of modules can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the modules shown or discussed can be indirect coupling or communication connection through some interface, device or module, and can be electrical, mechanical or in other forms.
[0152] The integrated module realized in the form of the software function module can be stored in a computer readable storage medium. The software function module is stored in a storage medium and includes a plurality of instructions for enabling an electronic device (which can be a personal computer, a server, or a network device, etc.) or a processor to execute part of steps of the method according to the embodiments of the present application.
[0153] It should be understood that the processor can be a central processing module (CPU), and can also be other general-purpose processors, digital signal processors (DSP), application specific integrated circuits (ASIC), etc. The general-purpose processor can be a microprocessor or can also be any conventional processor, etc. The steps of the method disclosed in the application can be directly embodied as hardware processor execution or combined execution by hardware and software modules in the processor.
[0154] The memory can include a high-speed RAM memory, and can also include a non-volatile storage NVM, for example, at least one disk memory, and can also be a U disk, a mobile hard disk, a read-only memory, a magnetic disk or an optical disk, etc.
[0155] The bus can be an industry standard architecture (ISA) bus, a peripheral component (PCI) bus, or an extended industry standard architecture (EISA) bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the convenience of representation, the bus in the drawings of the present application does not limit only one bus or one type of bus.
[0156] The storage medium can be realized by any type of volatile or non-volatile storage device or their combination, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk or optical disk. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0157] Those skilled in the art can understand that all or part of the steps of the above-mentioned method embodiments can be completed by program instruction related hardware. The foregoing program can be stored in a computer readable storage medium. The program executes to perform the steps of the above-mentioned method embodiments; and the foregoing storage medium includes various storage media that can store program codes, such as ROM, RAM, magnetic disk or optical disk.
[0158] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, and not to limit them; although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that they can still modify the technical solutions recorded in the foregoing embodiments, or make equivalent replacement for part or all of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present application.
Claims
1. A control method in a game, characterized by, The method comprises: displaying a partial virtual scene in a graphical user interface, the virtual scene comprising a first virtual character; in response to a skill release instruction, generating a target virtual object in the virtual scene, the target virtual object having a low area of effect transparency; controlling a target effect indicator on the graphical user interface to indicate a real-time effect of the target virtual object, the effect comprising at least one of the following: an area of effect size and an effect progress; if the effect comprises the area of effect size, displaying a schematic area in the target effect indicator, and displaying a radius or diameter of a real-time area of effect of the target virtual object on the schematic area; wherein the schematic area is used to represent the real-time area of effect of the target virtual object; in response to the presence of a second virtual character within the area of effect of the target virtual object, controlling the display of a character indicator of the second virtual character within the schematic area; wherein the character indicator corresponds one-to-one to the second virtual character, and the distribution position of the character indicator in the schematic area is used to represent the position of the corresponding second virtual character within the area of effect.
2. The method of claim 1, wherein, The effect comprises the effect progress, and the target effect indicator displays an effect progress bar for indicating the real-time effect progress of the target virtual object.
3. The method of claim 1, wherein, The method further comprises: in the case where the second virtual character is a teammate character of the first virtual character, displaying the character indicator of the second virtual character in a first display mode.
4. The method of claim 1, wherein, The method further comprises: in the case where the second virtual character is an enemy character of the first virtual character, displaying the character indicator of the second virtual character in a second display mode.
5. The method of claim 1, wherein, The character indicator is also used to indicate real-time life information of the corresponding second virtual character.
6. The method of claim 1, wherein, The method further comprises: in response to a positioning instruction triggered by a first position within the schematic area, displaying the distance of the target virtual character from a second position and / or the time required to move to the second position, the second position being the corresponding position of the first position within the area of effect of the target virtual object.
7. The method of claim 6, wherein, The graphical user interface further displays a movement control; the step of triggering the positioning instruction by the first position within the schematic area comprises: in response to a trigger operation of the movement control, controlling the movement of the movement control to the first position within the schematic area; generating a positioning instruction for the second position within the area of effect.
8. The method of claim 7, wherein, The method further comprises: in the case where the movement control is moved to the first position, in response to a release operation of the movement control, controlling the first virtual character to move from the current position to the second position.
9. The method of claim 6, wherein, The method further comprises: when the first position is the display position of the character indicator corresponding to the target second virtual character in the schematic area, displaying combat advantage and disadvantage information and / or the life value of the target second virtual character, the combat advantage and disadvantage information being used to indicate that the first virtual character is in an advantage or disadvantage when moving to the position of the target second virtual character and fighting the target second virtual character.
10. The method of claim 9, wherein, Before displaying the combat advantage and disadvantage information, the method further includes: determining whether a distance between the first virtual character and the target second virtual character is less than or equal to a preset distance threshold, and whether a time required for the first virtual character to move to a position of the target second virtual character is less than or equal to a preset time length threshold; if yes, determining that the first virtual character is in an advantage; if no, determining that the first virtual character is in a disadvantage.
11. A control device in a game, characterized by The device includes: a display module configured to display a partial virtual scene in a graphical user interface, the virtual scene including a first virtual character; a processing module configured to generate a target virtual object in the virtual scene in response to a skill release instruction, the target virtual object having a low action region transparency and allowing a virtual character to enter and exit; a control module configured to control a target action indicator located on the graphical user interface to indicate a real-time action condition of the target virtual object, the action condition including at least one of an action region size and an action progress; if the action condition includes the action region size, a schematic region is displayed in the target action indicator, and a radius or diameter of a real-time action region of the target virtual object is displayed on the schematic region; wherein the schematic region is used to represent the real-time action region of the target virtual object; the control module is further configured to, in response to a second virtual character existing in the action region of the target virtual object, control a character indicator of the second virtual character to be displayed in the schematic region; wherein the character indicator corresponds to the second virtual character in a one-to-one manner, and a distribution position of the character indicator in the schematic region is used to represent a position of the corresponding second virtual character in the action region.
12. An electronic device, comprising: The electronic device includes: a processor; and a memory configured to store a data processing program, and after the electronic device is powered on and the program is run by the processor, the game control method according to any one of claims 1-10 is executed.
13. A computer-readable storage medium, characterized in that, A data processing program is stored, and the program is run by a processor to execute the game control method according to any one of claims 1-10.
Citation Information
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