Game control method and device, electronic equipment and storage medium
By introducing two different touch operations in game control, the problem of low accuracy of switching between weapons or skills in the existing technology is solved, and more accurate and flexible weapon switching is achieved, improving the user experience.
Patent Information
- Application Number
- CN202411846168.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-13
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2044-12-13
AI Technical Summary
In the prior art, the accuracy of switching between weapons or skills is relatively low, resulting in poor user experience.
By introducing two different touch operations into game control, used to switch weapons or perform target attack actions, achieving more accurate and flexible weapon switching.
It improves players' freedom to control the weapon switching effect, reduces the requirements for players' operation level, reduces misoperation, and improves user experience.
Smart Images

Figure CN119701352A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for controlling a game. Background Art
[0002] In games such as action role-playing games (ARPG), first-person shooter games (FPS), and third-person shooter games (TPS) on mobile smart terminals, players often switch between multiple weapons or skills during combat.
[0003] In the related art, when switching weapons, different switching effects are usually controlled by grasping the operation time, such as adding a connection animation in the middle of switching weapons. However, this type of weapon switching method places high operational requirements on players, often fails to meet players' expectations, and the user experience is poor. Summary of the invention
[0004] The purpose of the present invention is to provide a game control method, device, electronic device and storage medium to address the deficiencies in the prior art, so as to solve the problem of low accuracy in switching between weapons or skills in the prior art.
[0005] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:
[0006] In a first aspect, an embodiment of the present application provides a method for controlling a game, the method comprising:
[0007] When the controlled virtual character holds a first weapon, in response to a first touch operation on a weapon control displayed in the graphical user interface, controlling the controlled virtual character to switch the first weapon currently held to a second weapon;
[0008] When the controlled virtual character holds a first weapon, in response to a second touch operation on the weapon control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0009] In a second aspect, an embodiment of the present application further provides a game control device, the device comprising:
[0010] The control module is used to control the controlled virtual character to switch the first weapon currently held to a second weapon in response to a first touch operation on a weapon control displayed in a graphical user interface when the controlled virtual character holds the first weapon; and to control the controlled virtual character to perform a target attack action and switch the first weapon currently held to a second weapon in response to a second touch operation on the weapon control when the controlled virtual character holds the first weapon.
[0011] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method provided in the first aspect.
[0012] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the method provided in the first aspect are executed.
[0013] The beneficial effects of this application are:
[0014] The present application provides a method, device, electronic device and storage medium for game control, the method comprising: when a controlled virtual character holds a first weapon, in response to a first touch operation on a weapon control displayed in a graphical user interface, controlling the controlled virtual character to switch the currently held first weapon to a second weapon; when the controlled virtual character holds the first weapon, in response to a second touch operation on the weapon control, controlling the controlled virtual character to perform a target attack action and switch the currently held first weapon to the second weapon. In this solution, by executing two different triggering modes on the weapon control, the currently held first weapon can be controlled to switch to the second weapon, or before the weapon is switched, the controlled virtual character can be controlled to perform a target attack action, that is, two weapon switching effects are achieved based on different operations, which increases the player's control freedom of the switching effects of the two, reduces the requirements for the player's operating level, and can also reduce misoperations in some scenarios to improve the player experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for use in the embodiments are briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present invention and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without creative work.
[0016] Figure 1A flowchart of a game control method provided in an embodiment of the present application;
[0017] Figure 2 A schematic diagram of interface interaction in a game control method provided in an embodiment of the present application;
[0018] Figure 3 A schematic diagram of interface interaction in another game control method provided in an embodiment of the present application;
[0019] Figure 4 A schematic diagram of interface interaction in another game control method provided in an embodiment of the present application;
[0020] Figure 5 A flowchart of another game control method provided in an embodiment of the present application;
[0021] Figure 6 A schematic diagram of interface interaction in another game control method provided in an embodiment of the present application;
[0022] Figure 7 A schematic diagram of interface interaction in another game control method provided in an embodiment of the present application;
[0023] Figure 8 A schematic diagram of interface interaction in another game control method provided in an embodiment of the present application;
[0024] Fig. 9 A schematic diagram of interface interaction in another game control method provided in an embodiment of the present application;
[0025] Fig.10 A flowchart of another game control method provided in an embodiment of the present application;
[0026] Fig.11 A schematic diagram of interface interaction in another game control method provided in an embodiment of the present application;
[0027] Fig.12 A flowchart of another game control method provided in an embodiment of the present application;
[0028] Fig.13 A schematic diagram of interface interaction in another game control method provided in an embodiment of the present application;
[0029] Fig.14 A schematic diagram of the structure of a game control device provided in an embodiment of the present application;
[0030] Fig.15 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0031] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.
[0032] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.
[0033] In order to enable those skilled in the art to use the content of this application, the following implementation is provided in conjunction with a specific game scenario. For those skilled in the art, the general principles defined herein may be applied to other embodiments and application scenarios without departing from the spirit and scope of this application. Although this application is mainly described around the weapon switching scenario in the game, it should be understood that this is only an exemplary embodiment.
[0034] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.
[0035] First of all, before introducing the game control solution provided by this application, the professional terms involved in this application are introduced.
[0036] Weapon switching is a game in which players can equip multiple weapons. Players can often switch weapons with a single button or interaction, which is called weapon switching. Weapon switching usually does not have any side effects, but simply switches the current weapon to another weapon.
[0037] In the related art, in order to reduce the space occupied by the game interface, the same game control is selected to realize the weapon switching and the release of skill functions during the weapon switching process. Generally, it is necessary for the player to keenly observe the current state of the game character to trigger the release of different control instructions. For example, when the character is in a non-attack state, the weapon switching function can be completed by clicking the game control; when the character is in a specific stage of the attack state, the character can be controlled to perform the connection action and complete the weapon switching by clicking the game control.
[0038] However, the above-mentioned weapon switching method places high demands on players. Players with average skills often make mistakes in judgment, which can easily lead to misoperation problems, resulting in low accuracy in switching between weapons or skills.
[0039] Based on the above problems, the embodiments of the present application provide a method for game control. Without considering the state of the controlled virtual character, two different trigger operations can be performed on the weapon control provided on the graphical user interface to switch the first weapon currently held to the second weapon, or before switching the weapon, the controlled virtual character is controlled to perform the target attack work, and the first weapon currently held is switched to the second weapon, thereby realizing the rapid switching of weapons during the battle and improving the player's game operation efficiency. At the same time, it can also meet the player's operational needs for releasing attack skills as a connection before switching weapons, thereby ensuring the player's freedom of use and solving the problem in the related technology that is easy to cause misoperation and leads to low accuracy of switching between weapons or skills.
[0040] The method for controlling a game in one embodiment of the present disclosure may be run on a local terminal device or a server. When the method for controlling a game is run on a server, the method may be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0041] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction 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 game control method 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 responsible for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0042] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0043] In a possible implementation, an embodiment of the present invention provides a game control method, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.
[0044] The game control method provided by the present application is described in detail below through multiple embodiments.
[0045] refer to Figure 1 FIG. 1 is a flow chart of a method for controlling a game provided in an embodiment of the present application; wherein, reference is made to Figure 2As shown, a graphical user interface is provided through a terminal device, and the graphical user interface displays a part of the game scene screen, which includes: a controlled virtual character and a game operation area. Among them, the weapon currently held by the controlled virtual character is weapon A, and weapon A can be switched to weapon B by triggering the weapon control. Among them, the logo of the currently held weapon A is displayed in an enlarged or highlighted style on the weapon control of the graphical user interface to highlight the currently held weapon A, and the weapon B to be switched is displayed in a reduced style or in a different color from weapon A, but it is not limited to this, mainly to distinguish between weapon A and weapon B.
[0046] In addition, attack controls are also displayed on the graphical user interface. The player can trigger the attack controls to control the controlled virtual character to perform the attack action of the currently held weapon A to cause damage to the enemy's controlled virtual character.
[0047] In another possible implementation, for example, referring to Figure 3 As shown, each weapon currently equipped by the controlled virtual character corresponds to a weapon control. For example, the weapons currently equipped by the controlled virtual character include: weapon A and weapon B. The controlled virtual character currently holds weapon A, and weapon B is the weapon to be switched. Therefore, in order to make the operation more intuitive and simple, the weapon control 1 corresponding to weapon A and the weapon control 2 corresponding to weapon B can be displayed on the graphical user interface at the same time. When the player wants to switch the currently held weapon A, he can trigger the weapon control 2 corresponding to weapon B to switch weapon A to weapon B, so that weapon B is updated from a non-current holding state to a current holding state.
[0048] like Figure 1 As shown, the method includes:
[0049] S101. When a controlled virtual character holds a first weapon, in response to a first touch operation on a weapon control displayed in a graphical user interface, the controlled virtual character is controlled to switch the first weapon currently held to a second weapon.
[0050] It should be noted that virtual equipment involves the following three states: 1. Possession state: refers to the equipment in the virtual backpack of the virtual character. There can be one or more of the same equipment in the virtual backpack, and there can be multiple different virtual equipment in the virtual backpack. There are many ways to obtain these equipment, such as purchasing them from a virtual store, obtaining them as rewards for performing certain tasks in the game, or picking them up from the game environment. 2. Assembly state: refers to the equipment selected from the virtual backpack of the virtual character. After these equipment are selected, the game interface will display the controls of the assembled virtual equipment for users to use. A virtual character can equip multiple equipment, such as 3-5. 3. Holding state: refers to the equipment selected from the virtual equipment equipped by the virtual character. These selected equipment are displayed on the virtual character, such as the virtual character holding the equipment in his hand or holding it in other parts of the body. Usually, a virtual character can only hold one virtual equipment, but some virtual characters with special identities or special talents (such as dual-holding talents) can hold two or more virtual equipment at the same time. During combat, the virtual character usually needs to hold the virtual equipment first before the use of the virtual equipment can be triggered.
[0051] The same virtual character can have a number of virtual equipment that is greater than or equal to the number of virtual equipment that it can equip, and the number of virtual equipment that it can equip is greater than or equal to the number of virtual equipment that it can hold. That is, the virtual state of the equipping state is included in the virtual equipment in the possessing state, and the virtual equipment in the holding state is included in the virtual equipment in the equipping state. For example: the virtual backpack of the player character has 10 weapons. After the player selects 4 of them to equip the player character, the game interface can display the weapon controls corresponding to these 4 weapons. At this time, the player character may not hold any weapons, or the player character may also hold the first of the 4 equipped weapons. The player switches weapons by operating the weapon controls. Exemplarily, the controlled virtual character is currently equipped with multiple weapons, and the weapon switching order is determined according to the equipment order or the pre-set priority. For example, the controlled virtual character is currently equipped with weapons A, B, C, and D. The first weapon currently held by the controlled virtual character is weapon A, and the switching order between weapons is weapon A→weapon B→weapon C→weapon D→weapon A.
[0052] The player can perform a first touch operation on the weapon control, which can be any touch operation such as a click operation, a press operation, a double-click operation, etc. At this time, the terminal device responds to the first touch operation on the weapon control and directly controls the controlled virtual character to switch the currently held weapon A to weapon B, completing the fast switch of the currently held weapon and satisfying the player's switching needs for the previously held weapon. That is, the player can directly switch the currently used weapon to another weapon through the first touch operation on the weapon control, and no incidental action effects will appear before the weapon is switched, which has the advantages of convenient, simple and fast operation.
[0053] S102: When the controlled virtual character holds the first weapon, in response to a second touch operation on the weapon control, the controlled virtual character is controlled to execute a target attack action, and the first weapon currently held is switched to a second weapon.
[0054] The second trigger operation and the first trigger operation are two different touch modes.
[0055] The second trigger operation may be any touch operation such as a sliding operation, a long pressing operation, a dragging operation, etc.
[0056] Among them, the target attack action is an action corresponding to a game skill released before the weapon is switched. For example, the weapon skill of the next weapon to be switched can be quickly activated by controlling the controlled virtual character to perform the target attack action. The controlled virtual character can obtain the game skill by upgrading, playing a copy, obtaining special materials or purchasing. When releasing the target attack action, it can cause a certain damage effect to the enemy character.
[0057] The target attack action can be determined based on the first weapon or the second weapon. Preferably, the target attack action is determined based on the second weapon. If the second weapon is a sword, the target attack action can be an action similar to stabbing, so as to better connect the switch from the first weapon to the second weapon, enhance the smoothness of weapon switching, and improve the visual effect. For another example, if the first weapon is a pair of knives and the second weapon is a sword, the target attack action can be a smooth switch from a stabbing action to a slashing action, so that the transition between the attack actions of different weapons is smoother, so as to increase the playability and realism of the game.
[0058] In another feasible method, when it is desired to control the controlled virtual object to perform a target attack action as a connection between the switching of two weapons before switching the currently held weapon to the next weapon, a second touch operation can be performed on the weapon control. At this time, in response to the second touch operation on the weapon control, the controlled virtual character is controlled to perform the target attack action. After the target attack action is completed, the controlled virtual character is controlled to switch the currently held weapon A to weapon B, completing the rapid switching of the currently held weapon, while realizing higher-level damage skills, enriching the operational control of the controlled virtual character.
[0059] Therefore, players can perform a second touch operation on the weapon controls to satisfy their needs for switching the currently held weapon. At the same time, they can also release a connecting action with an attack effect during the switching process to enhance the gaming experience and combat strategy.
[0060] Optionally, in the game control method provided in the present application, two different triggering methods can be executed on the weapon control to directly switch the currently held first weapon to the second weapon, or, before the weapon is switched, the controlled virtual character is controlled to perform a target attack action as a connection, and after the target attack action is performed, the currently held first weapon is switched to the second weapon, thereby realizing the operational requirements of weapon switching and executing attack actions, and ensuring the freedom of use of the player.
[0061] In summary, the embodiment of the present application provides a method for controlling a game, in which, when a controlled virtual character holds a first weapon, in response to a first touch operation on a weapon control displayed in a graphical user interface, the controlled virtual character is controlled to switch the currently held first weapon to a second weapon; when the controlled virtual character holds the first weapon, in response to a second touch operation on the weapon control, the controlled virtual character is controlled to perform a target attack action and switch the currently held first weapon to the second weapon. In this solution, two different triggering methods can be performed on the weapon control to switch the currently held first weapon to the second weapon, or before the weapon is switched, the controlled virtual character is controlled to perform a target attack action and switch the currently held first weapon to the second weapon, thereby achieving the operational requirements for weapon switching and executing attack actions, ensuring the player's freedom of use, and also reducing the possibility of misoperation in some scenarios, thereby improving the player's gaming experience.
[0062] Optionally, the first touch operation is a click operation, and the second touch operation is a slide operation.
[0063] The above step S102 includes: in response to the end of the sliding operation on the weapon control, controlling the controlled virtual character to perform a target attack action, and switching the currently held first weapon to a second weapon.
[0064] The sliding operation may be a sliding operation performed on the weapon control in a certain direction, that is, after the player touches the weapon control, the finger does not leave the touch screen (i.e., the graphical user interface) but continues to slide on the touch screen. The starting position of the sliding operation may be any position on the weapon control.
[0065] In one achievable manner, when a player is using a first weapon to perform a game attack action, the player performs a sliding operation on the weapon control, and after sliding a certain distance, the player's finger leaves the touch screen. At this time, the terminal device responds to the end of the sliding operation on the weapon control, and controls the controlled virtual character to perform a target attack action. For example, the target attack action can be a weapon skill of the first weapon, and the first weapon currently held is switched to the next weapon (i.e., the second weapon), that is, before the first weapon is switched to the second weapon, a connecting action with an attack effect is released, thereby enhancing the player's gaming experience. Among them, the switching can be performed according to a pre-set weapon switching order, or according to the order of weapons and equipment, or randomly, etc., which is not limited here.
[0066] In an optional embodiment, the method further includes: in response to a sliding operation on a weapon control, displaying a target skill control in a graphical user interface, the target skill control being used to instruct the controlled virtual character to perform a target attack action, and to instruct the currently held first weapon to be switched to a second weapon. The target skill control can be used to instruct the execution of a target attack action before the weapon is switched, that is, in the embodiment of the present application, the target attack action / target skill corresponding to the target skill control can be a connection action / skill dedicated to weapon switching.
[0067] In another embodiment, the target skill control can also be displayed independently in the graphical user interface, that is, it does not need to be triggered by the weapon control. The player can trigger the target skill control to independently implement the target attack action corresponding to the target skill control, and the weapon switch will not be triggered at this time.
[0068] Continue to refer Figure 2 As shown, weapon controls are displayed in the graphical user interface before the player performs a swipe operation on the weapon controls; see Figure 4 As shown, when the player performs a sliding operation on the weapon control, the target skill control is displayed in the graphical user interface and the weapon control is hidden, that is, the target skill control is called out by the sliding operation, so that the player can timely understand the current weapon switching method through the target skill control, thereby improving the intuitiveness and interactivity of the game operation. At the same time, when the weapon control is slid, the logo of the currently held weapon A and the logo of the weapon B to be switched are both displayed in a reduced style.
[0069] Optionally, refer to Figure 5As shown, the above step S102 includes:
[0070] S401: In response to a sliding operation on a weapon control, determine a moving distance of a contact point corresponding to the sliding operation.
[0071] Among them, on a touch screen device, the moving distance of the contact point corresponding to the sliding operation refers to the distance between the contact point from the starting position to the ending position when the player's finger slides continuously on the weapon control. Optionally, the starting position and the ending position can be any position on the weapon control.
[0072] Optionally, when the player performs a continuous sliding operation on the weapon control, the continuous sliding operation on the weapon control is responded to, and the moving distance L of the contact point corresponding to the sliding operation on the weapon control is monitored.
[0073] S402: When the distance moved by the contact point is greater than a preset threshold, the target skill control is controlled to enter an effective state.
[0074] Exemplarily, the preset threshold is 40%, 50%, etc., of the length of the weapon control.
[0075] Among them, the effective state means that when the sliding operation ends, the controlled virtual object can be controlled to perform the target attack action corresponding to the target skill control. Similarly, the ineffective state means that when the sliding operation ends, only the weapon is switched and the controlled virtual object does not perform the target attack action.
[0076] S403: When the target skill control is in an effective state, in response to the end of the sliding operation, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0077] In one feasible method, during the process of the player performing a sliding operation on the weapon control, when the terminal device detects that the current moving distance L1 of the contact point corresponding to the sliding operation is greater than 40% of the length of the weapon control, the target skill control is controlled to enter the effective state, and at any time after the target skill control is in the effective state, if the player releases his finger, the terminal device responds to the end of the sliding operation, controls the controlled virtual character to perform the target attack action, and switches the currently held first weapon to the second weapon.
[0078] In another achievable manner, during the process of the player performing a sliding operation on the weapon control, when the terminal device detects that the current moving distance L1 of the contact point corresponding to the sliding operation on the weapon control is less than or equal to 40% of the length of the weapon control, the target skill control is controlled to remain in an ineffective state, and when the target skill control is in an ineffective state, if the player releases his finger, the terminal device responds to the end of the sliding operation, and the controlled virtual character only switches the first weapon to the second weapon, but does not perform the target attack action, that is, does not release the target attack action corresponding to the target skill. Alternatively, according to the configuration, the controlled virtual character can be controlled to continue to hold the first weapon currently held, and neither the target attack action will be released nor the weapon will be switched, so as to avoid misoperation.
[0079] Optionally, when controlling the target skill control to enter an effective state, the method further includes:
[0080] Controls the target skill control to be displayed in a target display style, wherein the target display style is different from the display style before the target skill control enters an effective state.
[0081] Optionally, the target skill control has a different color and / or size when it is inactive and when it is active.
[0082] refer to Figure 6 As shown, the weapon control is displayed on the graphical user interface before the player slides the weapon control. For example, the weapon control shows that the currently held weapon is a broadsword, and the weapon to be switched is a sword. In this embodiment, the display size of the broadsword is larger than the size of the sword, and is displayed in a prominent manner. The player can slide the weapon control to switch the currently held broadsword to a sword, and control the controlled virtual character to perform the target skill action before the weapon is switched.
[0083] Continue below Figures 7 to 9 The weapon switching process is explained.
[0084] refer to Figure 7 As shown, when the finger moves from Figure 6 The position shown (i.e. Figure 7 Slide right to reach Figure 7When the dotted finger points to the position, the target skill control is displayed on the left side of the weapon control, and the skill name can be displayed on the target skill control. The current target skill control is an ineffective display style. Among them, the display style of the target skill control when it is ineffective includes: the first display color is gray (but not limited to this), the display words are also the skill name, the display size is smaller than the size of the weapon control, and the display size gradually increases with the distance of the contact point moving. Specifically, when the terminal device detects that the distance L1 moved by the contact point is less than or equal to the preset threshold, the target skill control is displayed on the graphical user interface with the first display color, display words and display size, so that the player can intuitively understand that the current state of the target skill control is an ineffective state. If you want to terminate the weapon switching operation, you only need to pause the sliding operation of the weapon control. At this time, the terminal device responds to the end of the sliding operation of the weapon control, that is, lifts the finger, and controls the controlled virtual character to continue to hold the first weapon currently held, and neither uses the target skill nor performs the weapon switching operation, avoiding the occurrence of misoperation.
[0085] refer to Figure 8 As shown, when the finger continues to slide to the right, when sliding to a certain distance, the target skill control enters the effective state, and the display style of the target skill can be changed. Among them, the target display style of the target skill control entering the effective state includes: displaying in a second display color (such as red or green, etc., which is different from the first display color), displaying the skill name, and displaying a size that is less than or equal to the size of the weapon control.
[0086] In one feasible method, when the distance L1 moved by the contact point is greater than a preset threshold, the target skill control enters an effective state, and is displayed on the graphical user interface with a second display color, target text, and display size, so that the player can intuitively understand that the current state of the target skill control is an effective state. At this time, if the player releases his finger, the terminal device responds to the end of the sliding operation, controls the controlled virtual character to perform the target attack action as a connection, and then switches the currently held first weapon to the second weapon, thereby improving the efficiency of weapon switching, so that when the player performs a sliding operation on the weapon control, he does not need to maintain a long sliding motion, and can also realize the attack function and meet the operational requirements of weapon switching.
[0087] Furthermore, after the target skill control takes effect, the player can slide in the opposite direction, such as sliding from the right to the left. As the finger slides to the left, the target skill control can gradually become smaller and the weapon control can gradually become larger. When the target skill control is reduced to a certain value, the target skill control changes from an effective state to an ineffective state.
[0088] refer to Fig. 9, when the player's sliding operation ends (it can be raising the hand or sliding the finger from the position of the weapon control to other blank areas of the screen), the target skill is released and the first weapon is switched to the second weapon (the second weapon is highlighted at this time, and the display positions of the first weapon and the second weapon can be swapped at the same time), the target skill control is hidden, and the complete style of the weapon control is reproduced. It should be noted that in this embodiment, the target attack action can be set with a cool down time (Cool Down Time, referred to as CD), and one possible situation is to configure the CD for the target skill. After the player triggers the controlled virtual character to perform the target attack action and switch weapons by sliding the weapon control, slide the weapon control again. Even if the sliding distance is far enough, letting go at this time will not trigger the controlled virtual character to perform the target attack action, and only the weapon will be switched. Only after the CD time of the target attack action / target skill ends, the controlled virtual character can be triggered again to perform the target attack action and switch weapons by sliding the weapon.
[0089] Optionally, refer to Fig.10 As shown, in response to the sliding operation on the weapon control, the target skill control is displayed in the graphical user interface, including:
[0090] S701. In response to a sliding operation on a weapon control, a display direction of a target skill control is determined according to a sliding direction of the sliding operation.
[0091] Among them, the display direction is used to represent the display orientation of the target skill control relative to the weapon control.
[0092] For example, the sliding direction may be a horizontal sliding direction, such as sliding to the right or sliding to the left. Of course, the weapon control may also be displayed in a vertical direction, and the sliding direction may also be a vertical sliding direction, such as sliding upward or sliding downward, and the present invention is not limited thereto.
[0093] S702. Display the target skill control based on the display direction.
[0094] In one achievable manner, reference Fig.11 As shown, the sliding direction is sliding to the right, that is, the player performs a sliding operation on the weapon control in the right direction. At this time, the terminal device responds to the right sliding operation on the weapon control and determines that the display direction of the target skill control is the left side of the weapon control, that is, the display direction of the weapon control is the right side, and the target skill control is displayed on the left side. Therefore, the target skill control is displayed on the left side of the graphical user interface, and the weapon control is displayed on the right side of the graphical user interface.
[0095] Optionally, the above steps, in response to a sliding operation on a weapon control, display a target skill control in a graphical user interface, include:
[0096] In response to a sliding operation on the weapon control, the target skill control is gradually displayed in the graphical user interface based on the sliding operation, and the weapon control is gradually hidden.
[0097] Among them, the display size of the target skill control gradually increases as the moving distance of the sliding operation gradually increases, while the display size of the weapon control gradually decreases as the moving distance of the sliding operation gradually increases.
[0098] Optionally, in this scheme, the target skill control is called out based on the moving distance of the player's sliding operation on the weapon control, and the target skill control is gradually displayed and the weapon control is gradually hidden according to the moving distance of the sliding operation. When the moving distance of the sliding operation is equal to the width of the weapon control, the weapon control is completely hidden, that is, the weapon control is not displayed, and only the target skill control is displayed on the graphical user interface. After the sliding operation is completed, the controlled virtual character is controlled to perform the target attack action, and the currently held first weapon is switched to the second weapon.
[0099] In one practicable manner, the weapon control also displays the logo of the first weapon currently in use and the logo of the second weapon to be switched. When the player performs a sliding operation on the weapon control, the logo of the second weapon to be switched can be gradually displayed in the graphical user interface based on the sliding operation, and the logo of the first weapon is gradually hidden. In this way, the player can promptly confirm whether the second weapon to be switched is the weapon he wants to hold, thereby improving the accuracy of weapon switching.
[0100] Alternatively, before the weapon switching is completed, the size of the first weapon's logo on the weapon control is larger than the size of the second weapon's logo; after the weapon switching is completed, the size of the second weapon's logo on the weapon control is larger than the size of the first weapon's logo.
[0101] Optionally, the identifier of the first weapon and the identifier of the second weapon are displayed on the weapon control in a vertical arrangement, or in a horizontal arrangement, which is not specifically limited here.
[0102] Optionally, the method further comprises:
[0103] In response to the end of the sliding operation, the target skill controls are hidden and the display of the weapon controls is restored.
[0104] Exemplarily, the end of the sliding operation means that when performing a sliding operation on the weapon control along a certain direction, the player's finger leaves the touch screen (that is, the player releases his finger), that is, the player ends the sliding operation on the weapon control.
[0105] In one practicable manner, when the player performs a sliding operation on the weapon control, and after detecting that the player has released the control, the target skill control displayed on the graphical user interface is hidden, and only the entire weapon control is displayed on the graphical user interface, that is, the display of the weapon control is restored. Therefore, after the sliding operation is completed, only the weapon control (e.g., Fig. 9 The target skill control only appears when the weapon control is slid, following the distance of the sliding operation. This can avoid too many operation controls being displayed on the graphical user interface, which may easily cause user errors.
[0106] Optionally, refer to Fig.12 As shown, the above step S102 includes:
[0107] S901. In response to a sliding operation on a weapon control, display a target skill control in a graphical user interface.
[0108] S902: In response to a click operation on a target skill control, the controlled virtual character is controlled to execute a target attack action, and the first weapon currently held is switched to a second weapon.
[0109] In another achievable manner, the player performs a sliding operation on the weapon control, similar to the aforementioned embodiment, and based on the moving distance of the sliding operation, the target skill control is displayed in the graphical user interface. In this embodiment, after the target skill control is displayed, the player can perform a click operation on the target skill control, and in response to the click operation on the target skill control, the controlled virtual color is controlled to perform the target attack action, and after the target attack action is completed, the first weapon currently held is switched to the second weapon, completing the rapid switching of the currently held weapon, and also meeting the player's operational needs for releasing the attack.
[0110] Optionally, the above step S102 includes:
[0111] When the controlled virtual character is in the post-swing stage of holding the first weapon to perform the first action or has completed the first action, in response to the second touch operation on the weapon control, the controlled virtual character is controlled to perform the target attack action and the currently held first weapon is switched to the second weapon.
[0112] Among them, the post-swing stage refers to the recovery period that the controlled virtual character enters after completing an attack action. During this period of time, the controlled virtual character may have some specific behaviors or restrictions, such as being unable to perform other actions or being more easily injured when attacked.
[0113] In one achievable manner, when the controlled virtual character is in the post-swing stage of holding the first weapon to perform the first action or has completed the first action, the player can perform a sliding operation on the weapon control, and the terminal device controls the controlled virtual character to perform the target attack action and switches the first weapon currently held to the second weapon. That is, when the controlled virtual character is in the post-swing stage or the non-post-swing stage, the player performs the second touch operation on the weapon control to implement the target attack action in the game.
[0114] Optionally, the method further comprises:
[0115] When the controlled virtual character holds the first weapon or the second weapon, in response to a trigger operation on an attack control in the graphical user interface, the controlled virtual character is controlled to use the first weapon to perform a first attack action or to use the second weapon to perform a second attack action.
[0116] The target attack action is different from the first attack action and the second attack action. If the first weapon is weapon A, the attack action corresponding to the first weapon is G1; if the second weapon is weapon B, the second attack action corresponding to the second weapon is G3; the target attack action is attack action G3.
[0117] Optionally, refer to Fig.13 , the operation hotspot in the lower right corner of the graphical user interface displays attack controls, which include multiple skill controls, such as heavy attack controls and unloading controls, and the attack actions and attack effects corresponding to each control are different. For example, assuming that the weapon currently held by the controlled virtual object is a sword, when the player clicks the heavy attack control, the attack action performed by the controlled virtual character is swinging the sword, and the attack effect is that the attack speed is relatively slow, but the damage is relatively high.
[0118] When the player wants to cause damage to the enemy virtual object with weapon A currently held by the controlled virtual object, he can click on the heavy attack control, and the terminal device controls the controlled virtual character to perform the first attack action corresponding to weapon A, and the attack effect is a relatively slow attack speed, so that the damage value caused to the enemy controlled virtual character is relatively high, thereby reducing its defense or attack power.
[0119] For another example, after switching weapon A to weapon B, when the player wants to cause damage to the enemy virtual object with weapon B, he can click on the heavy attack control, and the terminal device controls the controlled virtual character to perform the second attack action G2 corresponding to weapon B. The attack effect is that the attack speed is relatively slow, but the damage value caused to the enemy virtual object is relatively high, reducing its defense or attack power.
[0120] Therefore, the player can trigger the operation through the attack control displayed on the graphical user interface to control the first weapon currently held by the controlled virtual object to perform a first attack action, or use the second weapon to perform a second attack action, so as to achieve the attack effect of causing damage to the enemy virtual object.
[0121] The following example will explain in detail how to determine the target attack action.
[0122] Optionally, the method further comprises:
[0123] The target attack action is determined according to the first weapon currently held and / or the second weapon to be switched.
[0124] In one feasible manner, when the controlled virtual object is in an attacking state using the first weapon currently in use, at this time, the player expects to switch the first weapon to the second weapon. In order to make the connecting action with the attack effect released during the weapon switching process appear more natural and smooth, the target attack action can be determined based on the first weapon currently held. For example, the currently held weapon is a sword, and the target attack action can be a stabbing action, so as to improve the smoothness of the weapon switching connection effect.
[0125] For another example, when the controlled virtual object is in a non-attack state using the first weapon currently in use, that is, the current attack action has been completed, at this time, the player expects to switch the first weapon to the second weapon. In order to make the connecting action with the attack effect released during the weapon switching process have a certain transition effect, the target attack action can be determined based on the second weapon to be switched. For example, the currently held weapons are dual swords, and the target attack action can be a slashing action to enhance the player's gaming experience and visual effects.
[0126] Optionally, the attack effect of the target attack action is determined according to at least one of the following:
[0127] The properties of the controlled virtual character;
[0128] The task currently completed by the controlled virtual character;
[0129] The properties of the first weapon currently held;
[0130] The properties of the second weapon to be switched;
[0131] The level of the skill corresponding to the target's attack action.
[0132] Among them, the attributes of the controlled virtual character include: character level, character type, world level, etc. Therefore, the attack effect of the target attack action can also be determined based on the product result of the attribute of the controlled virtual character and the preset coefficient. For example, if the product result is larger, the attack effect of the target attack action is stronger.
[0133] The currently completed task includes: a dungeon, a world task, etc. For example, the currently completed task is to complete a dungeon. Therefore, the attack effect of the target attack action can also be determined based on the currently completed task.
[0134] Among them, the attributes of the first weapon currently held include: weapon identification, weapon level and weapon lethality, etc., that is, the attack effect of the target attack action can also be determined based on the attributes of the first weapon currently held.
[0135] Similarly, the attributes of the second weapon to be switched include: weapon identification, weapon level and weapon lethality, etc., that is, the attack effect of the target attack action can also be determined based on the attributes of the second weapon to be switched.
[0136] The skills corresponding to the target attack action include energy value, magic value, etc. Therefore, the attack effect of the target attack action can also be determined based on the level of the skill corresponding to the target attack action. The higher the level of the skill corresponding to the target attack action, the stronger the attack effect of the target attack action.
[0137] Optionally, the method further comprises:
[0138] The second weapon to be switched is determined according to the sliding direction of the sliding operation.
[0139] In one achievable manner, the first weapon currently in use is weapon B, the previous weapon of the first weapon currently in use is weapon A, and the next weapon of the first weapon currently in use is weapon C. For example, when sliding along the weapon control in the first direction, the second weapon to be switched is determined to be the next weapon of the first weapon currently in use, that is, the second weapon to be switched is weapon C; for another example, when sliding along the weapon control in the second direction, the second weapon to be switched is determined to be the previous weapon of the first weapon currently in use, that is, the second weapon to be switched is weapon A. The first direction and the second direction are opposite, for example, if the weapon control is displayed in a horizontal direction, the first direction is sliding to the right and the second direction is sliding to the left, and if the weapon control is not displayed in a vertical direction, the first direction is sliding downward and the second direction is sliding upward, and there is no limitation here.
[0140] Therefore, in this solution, the first weapon currently in use can be quickly switched based on the sliding direction of the sliding operation. When it is found that the attack effect of the second weapon after switching is not as good as the previously used weapon, it is possible to return to the previous weapon of the first weapon currently in use, that is, allowing players to quickly change different weapons through a simple sliding direction, thereby improving the game's operating smoothness and combat efficiency.
[0141] In another achievable manner, the second weapon to be switched can be determined according to a preset weapon switching sequence. For example, the weapon switching sequence is weapon A->weapon B->weapon C->weapon D. For example, if the first weapon currently in use is weapon A, then according to the weapon switching sequence, the second weapon to be switched can be determined to be weapon B; for another example, if the first weapon currently in use is weapon C, then according to the weapon switching sequence, the second weapon to be switched can be determined to be weapon D. Therefore, in this solution, the second weapon to be switched can also be determined based on the preset weapon switching sequence, so that the weapon switching efficiency can be improved.
[0142] Optionally, the target attack action is an action corresponding to the target skill of the controlled virtual character.
[0143] In another achievable manner, the weapon held may not be used as a restriction, and a target skill may be selected or set from the skills of the controlled virtual character to be released during the weapon switching process. For example, if the target skill of the controlled virtual character is fireball, and the action corresponding to fireball is throwing a fireball forward, then the target attack action may be determined to be throwing a fireball forward. That is, the target attack action may be determined as a connection during the weapon switching process according to the action corresponding to the target skill of the controlled virtual character.
[0144] Based on the same inventive concept, a game control device corresponding to the game control method is also provided in the embodiment of the present application. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the above-mentioned game control method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0145] Optionally, refer to Fig.14 As shown, a schematic diagram of the structure of a game control device provided in an embodiment of the present application, the device includes:
[0146] The control module 1101 is used to control the controlled virtual character to switch the first weapon currently held to a second weapon in response to a first touch operation on a weapon control displayed in a graphical user interface when the controlled virtual character holds a first weapon; and to control the controlled virtual character to perform a target attack action and switch the first weapon currently held to a second weapon in response to a second touch operation on the weapon control when the controlled virtual character holds the first weapon.
[0147] Optionally, the first touch operation is a click operation, and the second touch operation is a slide operation;
[0148] The control module 1101 is specifically used for:
[0149] In response to the end of the sliding operation on the weapon control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0150] Optionally, the device further comprises:
[0151] The display module 1102 is used to display a target skill control in the graphical user interface in response to a sliding operation on the weapon control, wherein the target skill control is used to instruct the controlled virtual character to perform the target attack action and to instruct the switching of the currently held first weapon to the second weapon.
[0152] Optionally, the control module 1101 is specifically configured to:
[0153] In response to a sliding operation on the weapon control, determining a distance moved by a contact point corresponding to the sliding operation;
[0154] When the distance moved by the contact point is greater than a preset threshold, the target skill control is controlled to enter an effective state;
[0155] When the target skill control is in an effective state, in response to the end of the sliding operation, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0156] Optionally, the control module 1101 is specifically configured to:
[0157] The target skill control is controlled to be displayed in a target display style, wherein the target display style is different from the display style of the target skill control before entering an effective state.
[0158] Optionally, the display module 1102 is specifically used for:
[0159] In response to a sliding operation on the weapon control, determining a display direction of the target skill control according to a sliding direction of the sliding operation, wherein the display direction is used to characterize a display orientation of the target skill control relative to the weapon control;
[0160] The target skill control is displayed based on the display direction.
[0161] Optionally, the display module 1102 is specifically used for:
[0162] In response to a sliding operation on the weapon control, the target skill control is gradually displayed in the graphical user interface based on the sliding operation, and the weapon control is gradually hidden.
[0163] Optionally, the device further comprises: a hiding module, used for hiding the target skill control in response to the end of the sliding operation, and the display module, used for restoring the display of the weapon control.
[0164] Optionally, the control module 1101 is specifically configured to:
[0165] In response to a sliding operation on the weapon control, displaying a target skill control in the graphical user interface;
[0166] In response to a click operation on the target skill control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0167] Optionally, the control module 1101 is specifically configured to:
[0168] When the controlled virtual character is in the afterswing stage of holding the first weapon to perform the first action or has completed the first action, in response to the second touch operation on the weapon control, the controlled virtual character is controlled to perform the target attack action and the first weapon currently held is switched to the second weapon.
[0169] Optionally, the control module 1101 is specifically configured to:
[0170] When the controlled virtual character holds the first weapon or the second weapon, in response to a trigger operation on an attack control in the graphical user interface, the controlled virtual character is controlled to use the first weapon to perform a first attack action or to use the second weapon to perform a second attack action.
[0171] Optionally, the device further comprises:
[0172] A determination module is used to determine the target attack action according to the first weapon currently held and / or the second weapon to be switched.
[0173] Optionally, the attack effect of the target attack action is determined according to at least one of the following:
[0174] The attributes of the controlled virtual character;
[0175] The task currently completed by the controlled virtual character;
[0176] The properties of the first weapon currently held;
[0177] The properties of the second weapon to be switched;
[0178] The level of the skill corresponding to the target attack action.
[0179] Optionally, the determining module is further used to:
[0180] The second weapon to be switched is determined according to the sliding direction of the sliding operation.
[0181] Optionally, the target attack action is an action corresponding to a target skill of the controlled virtual character.
[0182] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.
[0183] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASIC), or one or more digital signal processors (DSP), or one or more field programmable gate arrays (FPGA). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0184] See also Fig.15 The embodiment of the present application further provides an electronic device, the electronic device comprising: a processor 1201, a storage medium 1202 and a bus 1203, the storage medium 1202 storing machine-readable instructions executable by the processor 1201, when the electronic device is running, the processor 1201 communicates with the storage medium 1202 via the bus 1203, and the processor 1201 executes the machine-readable instructions to perform the following steps:
[0185] When the controlled virtual character holds a first weapon, in response to a first touch operation on a weapon control displayed in the graphical user interface, controlling the controlled virtual character to switch the first weapon currently held to a second weapon;
[0186] When the controlled virtual character holds the first weapon, in response to a second touch operation on the weapon control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0187] Optionally, the first touch operation is a click operation, and the second touch operation is a slide operation;
[0188] Optionally, the processor 1201 executes the second touch operation in response to the weapon control, controls the controlled virtual character to perform a target attack action, and switches the first weapon currently held to a second weapon, specifically for:
[0189] In response to the end of the sliding operation on the weapon control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0190] Optionally, the processor 1201 is further configured to execute:
[0191] In response to a sliding operation on the weapon control, a target skill control is displayed in the graphical user interface, wherein the target skill control is used to instruct the controlled virtual character to perform the target attack action and to instruct the switching of the currently held first weapon to the second weapon.
[0192] Optionally, the processor 1201 executes the second touch operation in response to the weapon control, controls the controlled virtual character to perform a target attack action, and switches the first weapon currently held to a second weapon, specifically for:
[0193] In response to a sliding operation on the weapon control, determining a distance moved by a contact point corresponding to the sliding operation;
[0194] When the distance moved by the contact point is greater than a preset threshold, the target skill control is controlled to enter an effective state;
[0195] When the target skill control is in an effective state, in response to the end of the sliding operation, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0196] Optionally, when the processor 1201 executes controlling the target skill control to enter a valid state, the method further includes:
[0197] The target skill control is controlled to be displayed in a target display style, wherein the target display style is different from the display style of the target skill control before entering an effective state.
[0198] Optionally, the processor 1201 executes the display of the target skill control in the graphical user in response to the sliding operation on the weapon control, specifically for:
[0199] In response to a sliding operation on the weapon control, determining a display direction of the target skill control according to a sliding direction of the sliding operation, wherein the display direction is used to characterize a display orientation of the target skill control relative to the weapon control;
[0200] The target skill control is displayed based on the display direction.
[0201] Optionally, the processor 1201 executes the display of the target skill control in the graphical user in response to the sliding operation on the weapon control, specifically for:
[0202] In response to a sliding operation on the weapon control, the target skill control is gradually displayed in the graphical user interface based on the sliding operation, and the weapon control is gradually hidden.
[0203] Optionally, the processor 1201 is further configured to execute:
[0204] In response to the end of the sliding operation, the target skill control is hidden and the display of the weapon control is restored.
[0205] Optionally, the processor 1201 executes the second touch operation in response to the weapon control, controls the controlled virtual character to perform a target attack action, and switches the first weapon currently held to a second weapon, specifically for:
[0206] In response to a sliding operation on the weapon control, displaying a target skill control in the graphical user interface;
[0207] In response to a click operation on the target skill control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0208] Optionally, the processor 1201 executes the control of the controlled virtual character to perform a target attack action and switch the currently held first weapon to a second weapon in response to a second touch operation on the weapon control when the controlled virtual character holds the first weapon, specifically for:
[0209] When the controlled virtual character is in the afterswing stage of holding the first weapon to perform the first action or has completed the first action, in response to the second touch operation on the weapon control, the controlled virtual character is controlled to perform the target attack action and the first weapon currently held is switched to the second weapon.
[0210] Optionally, the processor 1201 is further configured to execute:
[0211] When the controlled virtual character holds the first weapon or the second weapon, in response to a trigger operation on an attack control in the graphical user interface, the controlled virtual character is controlled to use the first weapon to perform a first attack action or to use the second weapon to perform a second attack action.
[0212] Optionally, the processor 1201 is further configured to execute:
[0213] The target attack action is determined according to the first weapon currently held and / or the second weapon to be switched.
[0214] Optionally, the attack effect of the target attack action is determined according to at least one of the following:
[0215] The attributes of the controlled virtual character;
[0216] The task currently completed by the controlled virtual character;
[0217] The properties of the first weapon currently held;
[0218] The properties of the second weapon to be switched;
[0219] The level of the skill corresponding to the target attack action.
[0220] Optionally, the processor 1201 is further configured to execute:
[0221] The second weapon to be switched is determined according to the sliding direction of the sliding operation.
[0222] Optionally, the target attack action is an action corresponding to a target skill of the controlled virtual character.
[0223] Optionally, the present invention further provides a program product, such as a computer-readable storage medium, comprising a program, which is used to perform when executed by a processor, and the processor performs the following steps:
[0224] When the controlled virtual character holds a first weapon, in response to a first touch operation on a weapon control displayed in the graphical user interface, controlling the controlled virtual character to switch the first weapon currently held to a second weapon;
[0225] When the controlled virtual character holds the first weapon, in response to a second touch operation on the weapon control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0226] Optionally, the first touch operation is a click operation, and the second touch operation is a slide operation;
[0227] Optionally, the processor executes the control of the controlled virtual character to perform a target attack action and switch the first weapon currently held to a second weapon in response to the second touch operation on the weapon control, specifically for:
[0228] In response to the end of the sliding operation on the weapon control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0229] Optionally, the processor is further configured to execute:
[0230] In response to a sliding operation on the weapon control, a target skill control is displayed in the graphical user interface, wherein the target skill control is used to instruct the controlled virtual character to perform the target attack action and to instruct the switching of the currently held first weapon to the second weapon.
[0231] Optionally, the processor executes the control of the controlled virtual character to perform a target attack action and switch the first weapon currently held to a second weapon in response to the second touch operation on the weapon control, specifically for:
[0232] In response to a sliding operation on the weapon control, determining a distance moved by a contact point corresponding to the sliding operation;
[0233] When the distance moved by the contact point is greater than a preset threshold, the target skill control is controlled to enter an effective state;
[0234] When the target skill control is in an effective state, in response to the end of the sliding operation, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0235] Optionally, when the processor executes controlling the target skill control to enter a valid state, the method further includes:
[0236] The target skill control is controlled to be displayed in a target display style, wherein the target display style is different from the display style of the target skill control before entering an effective state.
[0237] Optionally, the processor executes the step of displaying a target skill control in the graphical user interface in response to a sliding operation on the weapon control, specifically for:
[0238] In response to a sliding operation on the weapon control, determining a display direction of the target skill control according to a sliding direction of the sliding operation, wherein the display direction is used to characterize a display orientation of the target skill control relative to the weapon control;
[0239] The target skill control is displayed based on the display direction.
[0240] Optionally, the processor executes the step of displaying a target skill control in the graphical user interface in response to a sliding operation on the weapon control, specifically for:
[0241] In response to a sliding operation on the weapon control, the target skill control is gradually displayed in the graphical user interface based on the sliding operation, and the weapon control is gradually hidden.
[0242] Optionally, the processor is further configured to execute:
[0243] In response to the end of the sliding operation, the target skill control is hidden and the display of the weapon control is restored.
[0244] Optionally, the processor executes the control of the controlled virtual character to perform a target attack action and switch the first weapon currently held to a second weapon in response to the second touch operation on the weapon control, specifically for:
[0245] In response to a sliding operation on the weapon control, displaying a target skill control in the graphical user interface;
[0246] In response to a click operation on the target skill control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
[0247] Optionally, the processor executes the step of controlling the controlled virtual character to perform a target attack action and switching the currently held first weapon to a second weapon in response to a second touch operation on the weapon control when the controlled virtual character holds the first weapon, specifically for:
[0248] When the controlled virtual character is in the afterswing stage of holding the first weapon to perform the first action or has completed the first action, in response to the second touch operation on the weapon control, the controlled virtual character is controlled to perform the target attack action and the first weapon currently held is switched to the second weapon.
[0249] Optionally, the processor is further configured to execute:
[0250] When the controlled virtual character holds the first weapon or the second weapon, in response to a trigger operation on an attack control in the graphical user interface, the controlled virtual character is controlled to use the first weapon to perform a first attack action or to use the second weapon to perform a second attack action.
[0251] Optionally, the processor is further configured to execute:
[0252] The target attack action is determined according to the first weapon currently held and / or the second weapon to be switched.
[0253] Optionally, the attack effect of the target attack action is determined according to at least one of the following:
[0254] The attributes of the controlled virtual character; the tasks currently completed by the controlled virtual character;
[0255] The properties of the first weapon currently held;
[0256] The properties of the second weapon to be switched;
[0257] The level of the skill corresponding to the target attack action.
[0258] Optionally, the processor is further configured to execute: determining a second weapon to be switched according to a sliding direction of the sliding operation.
[0259] Optionally, the target attack action is an action corresponding to a target skill of the controlled virtual character.
[0260] In the several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0261] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0262] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0263] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.
Claims
1. A method for controlling a game, characterized in that: The method comprises: When the controlled virtual character holds a first weapon, in response to a first touch operation on a weapon control displayed in the graphical user interface, controlling the controlled virtual character to switch the first weapon currently held to a second weapon; When the controlled virtual character holds a first weapon, in response to a second touch operation on the weapon control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
2. The method according to claim 1, characterized in that The first touch operation is a click operation, and the second touch operation is a slide operation; In response to the second touch operation on the weapon control, controlling the controlled virtual character to perform a target attack action and switching the first weapon currently held to a second weapon includes: In response to the end of the sliding operation on the weapon control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
3. The method according to claim 2, characterized in that The method further comprises: In response to a sliding operation on the weapon control, a target skill control is displayed in the graphical user interface, wherein the target skill control is used to instruct the controlled virtual character to perform the target attack action and to instruct the switching of the currently held first weapon to the second weapon.
4. The method according to claim 3, characterized in that In response to the second touch operation on the weapon control, controlling the controlled virtual character to perform a target attack action and switching the first weapon currently held to a second weapon includes: In response to a sliding operation on the weapon control, determining a distance moved by a contact point corresponding to the sliding operation; When the distance moved by the contact point is greater than a preset threshold, the target skill control is controlled to enter an effective state; When the target skill control is in an effective state, in response to the end of the sliding operation, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
5. The method according to claim 4, characterized in that When controlling the target skill control to enter an effective state, the method further includes: The target skill control is controlled to be displayed in a target display style, wherein the target display style is different from the display style of the target skill control before entering an effective state.
6. The method according to claim 3, characterized in that: In response to the sliding operation on the weapon control, displaying a target skill control in the graphical user interface comprises: In response to a sliding operation on the weapon control, determining a display direction of the target skill control according to a sliding direction of the sliding operation, wherein the display direction is used to characterize a display orientation of the target skill control relative to the weapon control; The target skill control is displayed based on the display direction.
7. The method according to claim 3, characterized in that In response to the sliding operation on the weapon control, displaying a target skill control in the graphical user interface comprises: In response to a sliding operation on the weapon control, the target skill control is gradually displayed in the graphical user interface based on the sliding operation, and the weapon control is gradually hidden.
8. The method according to claim 7, characterized in that The method further comprises: In response to the end of the sliding operation, the target skill control is hidden and the display of the weapon control is restored.
9. The method according to claim 1, characterized in that: In response to the second touch operation on the weapon control, controlling the controlled virtual character to perform a target attack action and switching the first weapon currently held to a second weapon includes: In response to a sliding operation on the weapon control, displaying a target skill control in the graphical user interface; In response to a click operation on the target skill control, the controlled virtual character is controlled to perform a target attack action, and the first weapon currently held is switched to a second weapon.
10. The method according to claim 1, characterized in that When the controlled virtual character holds the first weapon, in response to a second touch operation on the weapon control, controlling the controlled virtual character to perform a target attack action and switching the currently held first weapon to a second weapon comprises: When the controlled virtual character is in the post-swing stage of holding the first weapon to perform a first action or has completed the first action, in response to a second touch operation on the weapon control, the controlled virtual character is controlled to perform a target attack action and the first weapon currently held is switched to a second weapon.
11. The method according to claim 1, characterized in that: The method further comprises: When the controlled virtual character holds the first weapon or the second weapon, in response to a trigger operation on an attack control in the graphical user interface, the controlled virtual character is controlled to use the first weapon to perform a first attack action or to use the second weapon to perform a second attack action.
12. The method according to claim 1, characterized in that The method further comprises: The target attack action is determined according to the first weapon currently held and / or the second weapon to be switched.
13. The method according to claim 1, characterized in that The attack effect of the target attack action is determined according to at least one of the following: The attributes of the controlled virtual character; The task currently completed by the controlled virtual character; The properties of the first weapon currently held; The properties of the second weapon to be switched; The level of the skill corresponding to the target attack action.
14. The method according to claim 2, characterized in that The method further comprises: The second weapon to be switched is determined according to the sliding direction of the sliding operation.
15. The method according to claim 1, characterized in that The target attack action is an action corresponding to the target skill of the controlled virtual character.
16. A game control device, characterized in that: The device comprises: The control module is used to control the controlled virtual character to switch the first weapon currently held to a second weapon in response to a first touch operation on a weapon control displayed in a graphical user interface when the controlled virtual character holds the first weapon; and to control the controlled virtual character to perform a target attack action and switch the first weapon currently held to a second weapon in response to a second touch operation on the weapon control when the controlled virtual character holds the first weapon.
17. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as described in claims 1-15.
18. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 15 is executed.
Citation Information
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