Game control method and device, electronic equipment and storage medium
By combining different touch controls for weapon operation with target attack actions in the game, the accuracy and smoothness of weapon switching are achieved, solving the problem of low weapon switching accuracy in existing technologies and improving the player's freedom of operation and gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-13
- Publication Date
- 2026-03-17
AI Technical Summary
The accuracy of switching between weapons or skills in existing technologies is low, resulting in high requirements for player operation and a poor user experience.
By responding to different touch operations of the weapon controls in the graphical user interface when the controlled virtual character holds the first weapon, the combination of weapon switching and target attack actions is realized, including operation methods such as clicking and swiping, to ensure the accuracy and smoothness of weapon switching.
It increases players' freedom to control weapon switching effects, lowers the skill requirement, reduces misoperations, and enhances the gaming experience.
Smart Images

Figure CN119701352B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and more specifically, to a method, apparatus, electronic device, and storage medium for game control. Background Technology
[0002] In mobile smart terminal games such as Action Role-Playing Game (ARPG), First-Person Shooter (FPS), and Third-Person Shooter (TPS), players often switch between multiple weapons or skills during combat.
[0003] In related technologies, different switching effects are usually controlled by mastering the timing of the operation when switching weapons, such as adding transition animations between weapon switching. However, this type of weapon switching places high demands on the player's operation and often fails to meet the player's expectations, resulting in a poor user experience. Summary of the Invention
[0004] The purpose of this invention is to address the shortcomings of the prior art by providing a method, device, electronic device, and storage medium for game control, in order to solve the problem of low accuracy in switching between weapons or skills in the prior art.
[0005] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:
[0006] In a first aspect, embodiments of this application provide a method for game control, the method comprising:
[0007] When the controlled virtual character holds the first weapon, in response to a first touch operation on the weapon control displayed in the graphical user interface, the controlled virtual character is controlled to switch the currently held first weapon to the second weapon;
[0008] 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 currently held first weapon is switched to the second weapon.
[0009] Secondly, embodiments of this application also provide a game control device, the device comprising:
[0010] The control module is configured to, when a controlled virtual character holds a first weapon, respond to a first touch operation on a weapon control displayed in a graphical user interface, control the controlled virtual character to switch the currently held first weapon to a second weapon; and when the controlled virtual character holds a first weapon, respond to a second touch operation on the weapon control, control the controlled virtual character to perform a target attack action and switch the currently held first weapon to the second weapon.
[0011] Thirdly, embodiments of this application also provide an electronic device, including: 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 via the bus, and the processor executes the machine-readable instructions to perform the steps of the method provided in the first aspect.
[0012] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the method provided in the first aspect.
[0013] The beneficial effects of this application are:
[0014] This application provides a method, apparatus, electronic device, and storage medium for game control. The method includes: when a controlled virtual character holds a first weapon, responding 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, responding 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 the second weapon. In this solution, the switching from the currently held first weapon to the second weapon can be controlled by executing two different triggering methods on the weapon control, or the controlled virtual character can be controlled to perform a target attack action before the weapon switch. That is, two weapon switching effects are achieved based on different operations, which increases the player's freedom of control over the switching effects, reduces the requirements for the player's skill level, and can also reduce misoperation in some scenarios, thereby improving the player experience. Attached Figure Description
[0015] To more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present invention and should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0016] Figure 1A flowchart illustrating a game control method provided in an embodiment of this application;
[0017] Figure 2 This application provides a schematic diagram of the interface interaction in a game control method according to an embodiment of the present application.
[0018] Figure 3 A schematic diagram of the interface interaction in another game control method provided in this application embodiment;
[0019] Figure 4 A schematic diagram of the interface interaction in another game control method provided in this application embodiment;
[0020] Figure 5 A flowchart illustrating another game control method provided in an embodiment of this application;
[0021] Figure 6 A schematic diagram of the interface interaction in another game control method provided in this application embodiment;
[0022] Figure 7 A schematic diagram of the interface interaction in another game control method provided in this application embodiment;
[0023] Figure 8 A schematic diagram of the interface interaction in another game control method provided in this application embodiment;
[0024] Figure 9 A schematic diagram of the interface interaction in another game control method provided in this application embodiment;
[0025] Figure 10 A flowchart illustrating yet another game control method provided in an embodiment of this application;
[0026] Figure 11 A schematic diagram of the interface interaction in another game control method provided in this application embodiment;
[0027] Figure 12 A flowchart illustrating another game control method provided in an embodiment of this application;
[0028] Figure 13 A schematic diagram of the interface interaction in another game control method provided in this application embodiment;
[0029] Figure 14 A schematic diagram of the structure of a game control device provided in an embodiment of this application;
[0030] Figure 15 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0031] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.
[0032] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0033] To enable those skilled in the art to utilize the content of this application in conjunction with specific game scenarios, the following implementation methods are provided. For those skilled in the art, the general principles defined herein can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application. Although this application primarily describes weapon switching scenarios in games, it should be understood that this is merely an exemplary embodiment.
[0034] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.
[0035] First, before introducing the game control solution provided in this application, let's first introduce the technical terms involved in this application.
[0036] Weapon switching, in games where players can equip multiple weapons, is typically accomplished with a single button press or interaction. This switching usually has no additional effects; it simply changes the currently used weapon to another.
[0037] In related technologies, to reduce the space occupied on the game interface, a single game control is used to implement weapon switching and skill release during weapon switching. Generally, players need to keenly observe the current state of the game character to trigger the release of different control commands. 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 phase of the attack state, the character can be controlled to perform connecting actions and complete weapon switching by clicking the game control.
[0038] However, the above weapon switching method places high demands on players. Players of average skill level often make mistakes in judgment, which can easily lead to misoperation and result in low accuracy when switching between weapons or skills.
[0039] Based on the above problems, this application provides a game control method that does not require consideration of the state of the controlled virtual character. It can perform two different trigger operations on the weapon controls provided on the graphical user interface to switch the currently held first weapon to the second weapon, or control the controlled virtual character to perform a target attack before switching weapons and then switch the currently held first weapon to the second weapon. This achieves rapid weapon switching during combat, improves the player's game operation efficiency, and can also meet the player's need to release attack skills as a transition before switching weapons, ensuring the player's freedom of use and solving the problem in related technologies that are prone to misoperation, resulting in low accuracy in switching between weapons or skills.
[0040] In one embodiment of this disclosure, the game control method can run on a local terminal device or a server. When the game control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0041] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. Game control methods are stored and executed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, 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 commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0042] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0043] In one possible implementation, embodiments of the present invention provide a game control method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.
[0044] The game control method provided in this application will be described in detail below through several embodiments.
[0045] refer to Figure 1 The diagram shown is a flowchart illustrating the game control method provided in an embodiment of this application; wherein, reference is made to... Figure 2As shown, a graphical user interface (GUI) is provided through a terminal device. The GUI displays a portion of the game scene, including a controlled virtual character and a game control area. The controlled virtual character is currently holding weapon A, and can switch to weapon B by triggering the weapon control. The weapon control in the GUI displays the currently held weapon A with a magnified or highlighted style to emphasize it. The weapon B to be switched to is displayed in a smaller size or a different color than weapon A, but this is not a limitation; the main purpose is to distinguish between weapon A and weapon B.
[0046] In addition, the graphical user interface also displays attack controls. Players can trigger the attack controls to control the controlled virtual character to perform the attack action of the currently held weapon A, in order to deal damage to the enemy controlled virtual character.
[0047] In another possible approach, for example, referencing Figure 3 As shown, each weapon currently equipped by the controlled virtual character corresponds to a weapon control. For example, the controlled virtual character is currently equipped with weapons A and B. The controlled virtual character currently holds weapon A, and weapon B is the weapon to be switched to. Therefore, for a more intuitive and simple operation, weapon control 1 corresponding to weapon A and weapon control 2 corresponding to weapon B can be displayed simultaneously on the graphical user interface. When the player wants to switch from the currently held weapon A, they can trigger the operation by clicking on weapon control 2 corresponding to weapon B, thus switching weapon A to weapon B and updating weapon B from a non-currently held state to the currently held state.
[0048] like Figure 1 As shown, the method includes:
[0049] S101. When the controlled virtual character holds a first weapon, in response to a first touch operation on the weapon control displayed in the graphical user interface, control the controlled virtual character to switch the currently held first weapon to a second weapon.
[0050] It's important to note that virtual equipment involves three states: 1. **Owned State:** This refers to the equipment in the virtual character's inventory. A virtual character can have one or more of the same equipment, and multiple different pieces of virtual equipment can be present in the inventory. These items can be acquired in various ways, such as purchasing from the virtual store, obtaining rewards from certain in-game tasks, or picking them up from the game environment. 2. **Equipped State:** This refers to equipment selected from the virtual character's inventory. Once selected, the game interface will display controls for the equipped virtual equipment for the user to use. A virtual character can equip multiple items, such as 3-5. 3. **Holding State:** This refers to equipment selected from the equipped virtual equipment. The selected equipment is displayed on the virtual character, such as being held in hand or carried by another part of their body. Typically, a virtual character can only hold one piece of virtual equipment, but some virtual characters with special identities or talents (such as dual-wielding talents) can hold two or more pieces of virtual equipment simultaneously. During combat, a virtual character usually needs to hold the virtual equipment before it can be used.
[0051] The number of virtual equipment a single virtual character can possess is greater than or equal to the number of virtual equipment it can equip, and the number of virtual equipment it can equip is greater than or equal to the number of virtual equipment it can hold. That is, the virtual equipment in the equipped state is included in the virtual equipment in the possessed state, and the virtual equipment in the held state is included in the virtual equipment in the equipped state. For example, if a player character's virtual backpack has 10 weapons, and the player selects 4 to equip, the game interface can display the weapon controls corresponding to these 4 weapons. At this time, the player character can either not hold any weapons, or the player character can hold the first equipped weapon among the 4. The player switches weapons by operating the weapon controls. For example, if a controlled virtual character currently has multiple weapons equipped, the weapon switching order is determined according to the equipment order or a pre-set priority. For instance, if a controlled virtual character currently has weapons A, B, C, and D equipped, and the first weapon held by the controlled virtual character is weapon A, the weapon switching order is weapon A → weapon B → weapon C → weapon D → weapon A.
[0052] Players can perform a first touch operation on the weapon controls. This first touch operation can be any type of touch operation, such as clicking, pressing, or double-tapping. The terminal device responds to this first touch operation on the weapon controls, directly controlling the controlled virtual character to switch from the currently held weapon A to weapon B, thus quickly switching between weapons and fulfilling the player's need to switch between previously held weapons. In other words, players can directly switch from their currently used weapon to another weapon through a first touch operation on the weapon controls, without any accompanying animation effects before the switch, offering advantages such as convenient, simple, and fast operation.
[0053] S102. When the controlled virtual character holds the first weapon, in response to the second touch operation on the weapon control, control the controlled virtual character to perform a target attack action, and switch the currently held first weapon to the second weapon.
[0054] The second trigger operation and the first trigger operation are two different touch control methods.
[0055] The second trigger operation can be any touch operation such as swiping, long pressing, or dragging.
[0056] The target attack action is an action corresponding to a game skill released before weapon switching. For example, by controlling a virtual character to perform the target attack action, the weapon skill of the next weapon to be switched to can be quickly activated. The controlled virtual character can acquire this game skill through leveling up, completing dungeons, obtaining special materials, or purchasing it. Releasing the target attack action will inflict damage on the enemy character.
[0057] The target attack animation can be determined based on either the first or second weapon, with preference given to the second weapon. For example, if the second weapon is a sword, the target attack animation could be a thrusting motion, thus better facilitating the transition from the first to the second weapon, enhancing the smoothness of weapon switching, and improving the visual effects. Alternatively, if the first weapon is dual blades and the second weapon is a sword, the target attack animation could smoothly transition from a thrusting motion to a slashing motion, making the transition between attack animations of different weapons smoother, thereby increasing the game's playability and realism.
[0058] In another feasible approach, when it is desired to control the controlled virtual object to perform a target attack action as a transition between two weapon switches before switching from the currently held weapon to the next weapon, a second touch operation can be performed on the weapon control. 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 from the currently held weapon A to weapon B, thus completing the rapid switching of the currently held weapon and realizing higher-level damage skills, enriching the operation and control of the controlled virtual character.
[0059] Therefore, players can perform a second touch operation on the weapon controls, which not only satisfies their need to switch between currently held weapons, but also releases a follow-up action with an attack effect during the switching process, enhancing the game experience and combat strategy.
[0060] Optionally, in the game control method provided in this 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 switching weapons, the controlled virtual character can be controlled to perform a target attack action as a transition, and after the target attack action is completed, the currently held first weapon can be switched to the second weapon, thus realizing the operational requirements for switching weapons and performing attack actions, and ensuring the player's freedom of use.
[0061] In summary, the game control method provided in this application embodiment involves switching the currently held first weapon to a second weapon in response to a first touch operation on the weapon control displayed in the graphical user interface when the controlled virtual character holds a first weapon; and performing a target attack action in response to a second touch operation on the weapon control while the controlled virtual character holds a first weapon, and switching the currently held first weapon to the second weapon. This solution allows for switching the currently held first weapon to the second weapon by executing two different triggering methods on the weapon control, or by controlling the controlled virtual character to perform a target attack action and switch the currently held first weapon to the second weapon before weapon switching. This fulfills the operational requirements for weapon switching and attack action execution, ensuring the player's freedom of use, and also reduces the possibility of misoperation in some scenarios, thus improving the player's gaming experience.
[0062] Optionally, the first touch operation is a click operation, and the second touch operation is a swipe operation.
[0063] Step S102 above 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 swipe operation can be a swipe performed on the weapon control in a certain direction. That is, after the player touches the weapon control, their finger does not leave the touch screen (i.e., the graphical user interface) but continues to swipe on the touch screen. The starting position of the swipe operation can be any position on the weapon control.
[0065] In one feasible approach, while the player is performing an attack action using the first weapon, they slide their finger across the weapon control. After sliding a certain distance, the player removes their finger from the touchscreen. At this point, the terminal device responds to the end of the slide action on the weapon control and controls the controlled virtual character to execute a target attack action. If the target attack action is a weapon skill of the first weapon, the player switches the currently held first weapon to the next weapon (i.e., the second weapon). This releases a transitional action with an attack effect before switching from the first to the second weapon, enhancing the player's gaming experience. The weapon switching can be based on a pre-set weapon switching order, the weapon equipment order, or random switching, etc., without limitation.
[0066] In one 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 weapon switching; that is, in this embodiment, the target attack action / target skill corresponding to the target skill control can be a connecting action / skill specifically for 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 switching will not be triggered.
[0068] Continue to refer to Figure 2 As shown, the weapon controls are displayed in the graphical user interface before the player performs a swipe operation on the weapon controls; Reference Figure 4 As shown, when a player performs a swipe operation on the weapon control, the target skill control is displayed in the graphical user interface while the weapon control is hidden. This means the swipe operation brings up the target skill control, allowing the player to immediately understand the current weapon switching method, thus improving the intuitiveness and interactivity of the game controls. Simultaneously, while swiping the weapon control, the icons for both the currently held weapon A and the weapon B to be switched to are displayed in a minimized style.
[0069] Optionally, refer to Figure 5As shown, step S102 above includes:
[0070] S401, In response to a sliding operation on the weapon control, determine the distance the touch point moves corresponding to the sliding operation.
[0071] In this context, on a touchscreen device, the distance the touch point moves corresponding to a swipe operation refers to the distance between the starting and ending positions of the touch point when the player's finger continuously swipes on the weapon control. Optionally, the starting and ending positions can be any positions on the weapon control.
[0072] Optionally, when the player performs a continuous sliding operation on the weapon control, the system responds to the continuous sliding operation on the weapon control and monitors the movement distance L of the touch point corresponding to the sliding operation on the weapon control.
[0073] S402. When the distance the touch point moves is greater than the preset threshold, the target skill control is activated.
[0074] For example, the preset threshold is 40%, 50%, etc., of the weapon control length.
[0075] In this context, "effective state" means that when the swipe operation ends, the controlled virtual object can execute the target attack action corresponding to the target skill control. Similarly, "ineffective state" means that when the swipe operation ends, only weapon switching occurs, and the controlled virtual object does not execute the target attack action.
[0076] S403. When the target skill control is active, respond to the end of the sliding operation, control the controlled virtual character to perform the target attack action, and switch the currently held first weapon to the second weapon.
[0077] In one feasible approach, during the player's sliding operation on the weapon control, when the terminal device detects that the current movement distance L1 of the touch point corresponding to the sliding operation is greater than 40% of the weapon control length, the target skill control is activated. At any moment after the target skill control is activated, if the player releases their 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 possible implementation, during a player's swipe operation on the weapon control, if the terminal device detects that the current movement distance L1 of the touch point corresponding to the swipe operation on the weapon control is less than or equal to 40% of the weapon control's length, the target skill control remains inactive. While the target skill control is inactive, if the player releases their finger, the terminal device responds to the end of the swipe operation, and the controlled virtual character only switches from the first weapon to the second weapon, but does not perform the target attack action, i.e., does not release the target skill's corresponding attack action. Alternatively, depending on the configuration, the controlled virtual character can be controlled to continue holding the currently held first weapon, neither releasing the target attack action nor switching weapons, thus avoiding accidental operation.
[0079] Optionally, when controlling the target skill control to enter the active state, the method further includes:
[0080] The target skill control is displayed in a target display style, which is different from the display style of the target skill control before it enters the active state.
[0081] Optionally, the target skill control may have different colors and / or sizes when it is inactive and when it is active.
[0082] refer to Figure 6 As shown, before the player performs a sliding operation on the weapon control, the graphical user interface displays the weapon control. For example, the weapon control shows the currently held weapon as a broadsword, and the weapon to be switched to as a sword. In this embodiment, the broadsword is displayed larger than the sword and is highlighted. The player can switch the currently held broadsword to a sword by sliding the weapon control, and control the controlled virtual character to perform the target skill action before the weapon switch.
[0083] Continue below Figures 7 to 9 The weapon switching process is explained.
[0084] refer to Figure 7 As shown, when the finger is from Figure 6 The location shown (i.e.) Figure 7 Slide your finger to the right to reach the location indicated by the solid line. Figure 7When the dotted finger points to a location, the target skill control is displayed to the left of the weapon control. The target skill control can display the skill name, and the current target skill control is in an inactive display style. The inactive display style includes: a first display color of gray (but not limited to this), the displayed text is also the skill name, and the display size is smaller than the weapon control size, gradually increasing as the touch point moves. Specifically, when the terminal device detects that the touch point movement distance L1 is less than or equal to a preset threshold, the target skill control is displayed on the graphical user interface with the first display color, text, and size, allowing the player to intuitively understand that the target skill control is currently inactive. To terminate the weapon switching operation, simply pause the sliding operation on the weapon control. At this time, the terminal device responds to the end of the sliding operation on the weapon control by lifting the finger, allowing the controlled virtual character to continue holding the currently held first weapon. The target skill will not be used, and no weapon switching operation will be performed, avoiding accidental operation.
[0085] refer to Figure 8 As shown, when the finger continues to slide to the right, the target skill control becomes active after a certain distance, and the display style of the target skill can be changed. The target skill display style when the control becomes active includes: displaying in a second display color (e.g., red or green, a color different from the first display color), displaying the skill name, and displaying a size smaller than or equal to the weapon control size.
[0086] In one feasible approach, when the distance L1 of the touch point movement exceeds a preset threshold, the target skill control enters an active state. The target skill control 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 target skill control is currently active. At this time, if the player releases their finger, the terminal device responds to the end of the swipe operation and controls the controlled virtual character to perform the target attack action as a transition, thereby switching the currently held first weapon to the second weapon. This improves the weapon switching efficiency, allowing the player to perform swipe operations on the weapon control without maintaining a long swipe, and still achieve the attack function and meet the operational requirements of weapon switching.
[0087] Furthermore, after the target skill control takes effect, the player can swipe in the opposite direction, such as swiping from right to left. As the finger swipes to the left, the target skill control can gradually shrink, while the weapon control can gradually enlarge. When the target skill control shrinks to a certain value, the target skill control changes from an active state to an inactive state.
[0088] refer to Figure 9When the player's swipe operation ends (either by lifting their hand or sliding their finger from the weapon control location to another blank area 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 and second weapons can be swapped). After this, the target skill control is hidden, and the full style of the weapon control is displayed again. It should be noted that in this embodiment, the target attack action can be set with a cooldown time (CD). One possible scenario is that a CD is configured for the target skill. When the player triggers the controlled virtual character to perform the target attack action and switch weapons by swiping the weapon control, swiping the weapon control again, even if the swipe distance is far enough, will not trigger the controlled virtual character to perform the target attack action; it will only switch weapons. Only after the cooldown time of the target attack action / target skill has ended can the controlled virtual character be triggered to perform the target attack action and switch weapons again by swiping the weapon.
[0089] Optionally, refer to Figure 10 As shown, the above-described response to a swipe operation on the weapon controls, displaying the target skill controls in the graphical user interface, includes:
[0090] S701, In response to a sliding operation on a weapon control, determine the display direction of the target skill control based on the sliding direction of the operation.
[0091] The display direction is used to characterize the display orientation of the target skill control relative to the weapon control.
[0092] For example, the sliding direction can be horizontal, such as sliding to the right or left. Of course, the weapon control can also be displayed vertically, in which case the sliding direction can also be vertical, such as sliding up or down, and it is not limited to this.
[0093] S702, Display target skill control based on display direction.
[0094] In one feasible approach, refer to Figure 11 As shown, the sliding direction is to the right. When the player slides the weapon control to the right, the terminal device responds to this rightward slide, determining the target skill control's display direction to be to the left of the weapon control (i.e., the weapon control is displayed to the right), and the target skill control is displayed on the left. 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.
[0095] Optionally, the above steps, in response to a swipe operation on the weapon controls, display the target skill controls in the graphical user interface, including:
[0096] In response to a swipe gesture on the weapon controls, the target skill controls are gradually shown in the graphical user interface, while the weapon controls are gradually hidden.
[0097] The display size of the target skill control increases gradually as the sliding operation moves a certain distance, while the display size of the weapon control decreases gradually as the sliding operation moves a certain distance.
[0098] Optionally, in this scheme, the target skill control is invoked based on the distance the player moves by sliding the weapon control. The target skill control is gradually displayed and the weapon control is gradually hidden according to the distance moved by the sliding operation. When the distance moved by 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. Only the target skill control is displayed on the graphical user interface. After the sliding operation ends, 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 feasible implementation, the weapon control also displays an icon for the currently used first weapon and an icon for the second weapon to be switched to. When the player performs a swipe operation on the weapon control, the icon for the second weapon to be switched to can be gradually displayed in the graphical user interface based on the swipe operation, while the icon for the first weapon is gradually hidden. This allows the player to promptly confirm whether the second weapon to be switched to is the one they want to hold, improving the accuracy of weapon switching.
[0100] Alternatively, before weapon switching is completed, the size of the first weapon's icon on the weapon control panel is larger than the size of the second weapon's icon; after weapon switching is completed, the size of the second weapon's icon on the weapon control panel is larger than the size of the first weapon's icon.
[0101] Optionally, the identifiers of the first weapon and the second weapon can be displayed on the weapon control in a vertical arrangement or in a horizontal arrangement, without specific limitation.
[0102] Optionally, the method further includes:
[0103] Upon completion of the swipe operation, hide the target skill controls and restore the display of the weapon controls.
[0104] For example, the end of the swipe operation means that when the player performs the swipe operation on the weapon control in a certain direction, the player's finger leaves the touch screen (i.e., the player releases their hand), that is, the player ends the swipe operation on the weapon control.
[0105] In one feasible approach, when a player performs a swipe operation on the weapon controls, and upon detecting the player releasing the swipe, the target skill controls already displayed on the graphical user interface (GUI) are hidden, and only the weapon controls as a whole are displayed on the GUI; that is, the weapon controls are restored to their original display. Therefore, after the swipe operation ends, only the weapon controls (e.g., the swiping gesture) are displayed on the GUI. Figure 9 The target skill control is displayed only when the weapon control is swiped, showing the distance it moves with the swipe. This avoids displaying too many control options on the graphical user interface, which could easily lead to user errors.
[0106] Optionally, refer to Figure 12 As shown, step S102 above includes:
[0107] S901, in response to a sliding operation on the weapon controls, displays the target skill controls in the graphical user interface.
[0108] S902, In response to a click operation on a target skill control, control the controlled virtual character to perform a target attack action, and switch the currently held first weapon to a second weapon.
[0109] In another possible implementation, the player performs a swipe operation on the weapon control, similar to the previous embodiment. Based on the distance moved by the swipe 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. In response to the click operation, the controlled virtual color is controlled to perform the target attack action. After the target attack action is completed, the currently held first weapon is switched to the second weapon, completing the rapid switching of the currently held weapon and also satisfying the player's operational needs for releasing attacks.
[0110] Optionally, step S102 above includes:
[0111] When the controlled virtual character is in the post-action phase of holding the first weapon and performing the first action, or in the state of having 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] The post-attack phase refers to the recovery period that the controlled virtual character enters after completing an attack. During this period, the controlled virtual character may have certain behaviors or limitations, such as being unable to perform other actions or being more susceptible to injury when attacked.
[0113] In one feasible approach, while the controlled virtual character is in the recovery phase of wielding a first weapon and performing a first action, or has completed the first action, the player can perform a swipe operation on the weapon controls. The terminal device then controls the controlled virtual character to perform a target attack action and switches the currently held first weapon to a second weapon. That is, whether the controlled virtual character is in the recovery phase or not, the player performs a second touch operation on the weapon controls to execute a target attack action in the game.
[0114] Optionally, the method further includes:
[0115] When the controlled virtual character is holding a first weapon or a 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 use the second weapon to perform a second attack action.
[0116] In this scenario, the target's attack action is distinct from both the first and second attack actions. If the first weapon is weapon A, then the attack action corresponding to the first weapon is G1; if the second weapon is weapon B, then the second attack action corresponding to the second weapon is G3; and the target's attack action is attack action G3.
[0117] Optionally, refer to Figure 13 The bottom right corner of the graphical user interface displays attack controls, including multiple skill controls such as a heavy attack control and a deflection control. Each control has a different attack action and effect. For example, assuming the controlled virtual object is currently holding a sword, when the player clicks the heavy attack control, the controlled virtual character will perform a sword swing attack, which has a relatively slow attack speed but relatively high damage.
[0118] When a player wants to damage an enemy virtual object using weapon A currently held by a controlled virtual object, they can click the heavy attack control. The terminal device controls the controlled virtual character to perform the first attack action corresponding to weapon A. The attack effect is that the attack speed is relatively slow, so as to deal relatively high damage to the enemy controlled virtual character and reduce its defense or attack power.
[0119] For example, after switching from weapon A to weapon B, when the player wants to damage the enemy virtual object with weapon B, they can click the heavy attack control. The terminal device controls the controlled virtual character to execute the second attack action G2 corresponding to weapon B. The attack effect is that the attack speed is relatively slow, but the damage value to the enemy virtual object is relatively high, reducing its defense or attack power.
[0120] Therefore, players can trigger actions through the attack controls displayed on the graphical user interface to control the first weapon currently held by the controlled virtual object to perform the first attack action, or use the second weapon to perform the second attack action, thereby achieving the attack effect of causing damage to the enemy virtual object.
[0121] The following examples will explain in detail how to determine the target's attack actions.
[0122] Optionally, the method further includes:
[0123] The target attack action is determined based on the currently held primary weapon and / or the secondary weapon to be switched to.
[0124] In one feasible approach, when the controlled virtual object is in an attack state using its currently used first weapon, the player may want to switch the first weapon to a second weapon. To make the transition action with attack effects released during the weapon switch appear more natural and smooth, the target attack action can be determined based on the currently held first weapon. For example, if the currently held weapon is a sword, the target attack action can be a stabbing action, thereby improving the smoothness of the weapon switch transition effect.
[0125] For example, when the controlled virtual object is in a non-attack state using its current first weapon, that is, the current attack action has been completed, and the player wants to switch the first weapon to the second weapon, in order to make the connecting action with 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 to. For example, if the current weapon is dual swords, the target attack action can be a slashing action, so as to enhance the player's game experience and visual effects.
[0126] Optionally, the attack effect of the target attack action is determined based on at least one of the following:
[0127] Attributes of controlled virtual characters;
[0128] The task currently completed by the controlled virtual character;
[0129] The attributes of the currently held primary weapon;
[0130] The attributes of the second weapon to be switched to;
[0131] The level of the skill corresponding to the target's attack action.
[0132] The attributes of the controlled virtual character include: character level, character type, world level, etc. Therefore, the attack effect of a target's attack action can be determined based on the product of the controlled virtual character's attributes and preset coefficients. For example, the larger the product, the stronger the attack effect of the target's attack action.
[0133] The currently completed tasks include dungeons, world quests, etc. For example, the currently completed task is to complete a dungeon. Therefore, the attack effect of the target's attack action can also be determined based on the currently completed task.
[0134] The attributes of the currently held primary weapon include: weapon identification, weapon level, and weapon lethality. In other words, the attack effect of the target's attack action can be determined based on the attributes of the currently held primary weapon.
[0135] Similarly, the attributes of the second weapon to be switched to include: weapon identifier, weapon level, and weapon damage, etc., which means that the attack effect of the target's attack action can also be determined based on the attributes of the second weapon to be switched to.
[0136] The skills corresponding to the target's attack action include energy points, mana points, etc. Therefore, the attack effect of the target's attack action can also be determined based on the level of the skill corresponding to the target's attack action. The higher the level of the skill corresponding to the target's attack action, the stronger the attack effect.
[0137] Optionally, the method further includes:
[0138] The second weapon to be switched to is determined based on the sliding direction of the sliding operation.
[0139] In one feasible implementation, the currently used first weapon is weapon B, the weapon preceding the currently used first weapon is weapon A, and the weapon following the currently used first weapon is weapon C. For example, when sliding along the weapon control in a first direction, the second weapon to be switched to is determined to be the weapon following the currently used first weapon, i.e., the second weapon to be switched to is weapon C; conversely, when sliding along the weapon control in a second direction, the second weapon to be switched to is determined to be the weapon preceding the currently used first weapon, i.e., the second weapon to be switched to is weapon A. The first and second directions are opposite; for example, if the weapon control is displayed horizontally, the first direction is sliding to the right and the second direction is sliding to the left; if the weapon control is not displayed vertically, the first direction is sliding downwards and the second direction is sliding upwards. No restrictions are imposed here.
[0140] Therefore, in this solution, the swiping direction of the sliding operation can also be used to quickly switch the currently used first weapon. When it is found that the attack effect of the second weapon after switching is not as good as the previously used weapon, players can return to the previous weapon of the currently used first weapon. In other words, players can quickly switch between different weapons by simply swiping the direction, thereby improving the smoothness of the game operation and the efficiency of combat.
[0141] In another feasible approach, the second weapon to be switched to can be determined based on a pre-set weapon switching order. For example, if the weapon switching order is weapon A -> weapon B -> weapon C -> weapon D, and the currently used first weapon is weapon A, then based on the weapon switching order, the second weapon to be switched to can be determined to be weapon B; or if the currently used first weapon is weapon C, then based on the weapon switching order, the second weapon to be switched to can be determined to be weapon D. Therefore, in this solution, the second weapon to be switched to can also be determined based on a preset weapon switching order, which can improve weapon switching efficiency.
[0142] Optionally, the target attack action is the action corresponding to the target skill of the controlled virtual character.
[0143] In another feasible approach, the target skill can be selected or set from the controlled virtual character's skills, and released during weapon switching, without being limited by the weapon being held. For example, if the controlled virtual character's target skill is Fireball, and the corresponding action of Fireball is throwing a fireball forward, then the target attack action can also be determined to be throwing a fireball forward. In other words, the target attack action can be determined based on the action corresponding to the controlled virtual character's target skill as the transition during weapon switching.
[0144] Based on the same inventive concept, this application also provides a game control device corresponding to the game control method. Since the principle of the device in this application is similar to the game control method described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0145] Optionally, refer to Figure 14 As shown in the schematic diagram of the game control device provided in this application embodiment, the device includes:
[0146] The control module 1101 is configured to, when the controlled virtual character holds a first weapon, respond to a first touch operation on a weapon control displayed in the graphical user interface, control the controlled virtual character to switch the currently held first weapon to a second weapon; and when the controlled virtual character holds a first weapon, respond to a second touch operation on the weapon control, control the controlled virtual character to perform a target attack action and switch the currently held first weapon to the second weapon.
[0147] Optionally, the first touch operation is a click operation, and the second touch operation is a swipe 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 currently held first weapon is switched to the second weapon.
[0150] Optionally, the device further includes:
[0151] Display module 1102 is configured to display a target skill control in the graphical user interface in response to a sliding operation on the weapon control. 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 a second weapon.
[0152] Optionally, the control module 1101 is specifically used for:
[0153] In response to a sliding operation on the weapon control, determine the distance the touch point moves corresponding to the sliding operation;
[0154] When the distance the touch point moves exceeds a preset threshold, the target skill control is controlled to enter the active state.
[0155] When the target skill control is active, in response to the end of the sliding operation, the controlled virtual character is controlled to perform a target attack action, and the currently held first weapon is switched to the second weapon.
[0156] Optionally, the control module 1101 is specifically used for:
[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 it enters the active state.
[0158] Optionally, the display module 1102 is specifically used for:
[0159] In response to a sliding operation on the weapon control, the display direction of the target skill control is determined according to the sliding direction of the sliding operation, the display direction being used to characterize the display orientation of the target skill control relative to the weapon control;
[0160] The target skill control is displayed based on the display orientation.
[0161] Optionally, the display module 1102 is specifically used for:
[0162] In response to a swipe operation on the weapon control, the target skill control is gradually displayed in the graphical user interface based on the swipe operation, and the weapon control is gradually hidden.
[0163] Optionally, the device further includes: a hiding module for hiding the target skill control in response to the end of the sliding operation; and a display module for restoring the display of the weapon control.
[0164] Optionally, the control module 1101 is specifically used for:
[0165] In response to a sliding operation on the weapon control, a target skill control is displayed 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 currently held first weapon is switched to a second weapon.
[0167] Optionally, the control module 1101 is specifically used for:
[0168] When the controlled virtual character is in the post-action phase of holding a first weapon and performing 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 currently held first weapon is switched to a second weapon.
[0169] Optionally, the control module 1101 is specifically used for:
[0170] When the controlled virtual character holds the first weapon or the second weapon, in response to a trigger operation on the attack control in the graphical user interface, the controlled virtual character is controlled to perform a first attack action using the first weapon or a second attack action using the second weapon.
[0171] Optionally, the device further includes:
[0172] The determination module is used to determine the target attack action based on the currently held first weapon and / or the second weapon to be switched to.
[0173] Optionally, the attack effect of the target attack action is determined based on at least one of the following:
[0174] The attributes of the controlled virtual character;
[0175] The task currently being completed by the controlled virtual character;
[0176] The attributes of the currently held primary weapon;
[0177] The attributes of the second weapon to be switched to;
[0178] The level of the skill corresponding to the target's attack action.
[0179] Optionally, the determining module is further configured to:
[0180] The second weapon to be switched is determined based on the sliding direction of the sliding operation.
[0181] Optionally, the target attack action is the action corresponding to the target skill of the controlled virtual character.
[0182] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.
[0183] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more digital signal processors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).
[0184] Please see Figure 15 This application also provides an electronic device, which includes a processor 1201, a storage medium 1202, and a bus 1203. The storage medium 1202 stores 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. The processor 1201 executes the machine-readable instructions to perform the following steps:
[0185] When the controlled virtual character holds the first weapon, in response to a first touch operation on the weapon control displayed in the graphical user interface, the controlled virtual character is controlled to switch the currently held first weapon to the 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 currently held first weapon is switched to the second weapon.
[0187] Optionally, the first touch operation is a click operation, and the second touch operation is a swipe 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 currently held first weapon to the 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 currently held first weapon is switched to the second weapon.
[0190] Optionally, the processor 1201 is also used to perform:
[0191] In response to a swipe operation on the weapon control, a target skill control is displayed in the graphical user interface. 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 a 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 currently held first weapon to the second weapon, specifically for:
[0193] In response to a sliding operation on the weapon control, determine the distance the touch point moves corresponding to the sliding operation;
[0194] When the distance the touch point moves exceeds a preset threshold, the target skill control is controlled to enter the active state.
[0195] When the target skill control is active, in response to the end of the sliding operation, the controlled virtual character is controlled to perform a target attack action, and the currently held first weapon is switched to the second weapon.
[0196] Optionally, when the processor 1201 executes the control to put the target skill control into an active 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 it enters the active state.
[0198] Optionally, the processor 1201 performs the sliding operation in response to the weapon control to display the target skill control in the graphical user interface, specifically for:
[0199] In response to a sliding operation on the weapon control, the display direction of the target skill control is determined according to the sliding direction of the sliding operation, the display direction being used to characterize the display orientation of the target skill control relative to the weapon control;
[0200] The target skill control is displayed based on the display orientation.
[0201] Optionally, the processor 1201 performs the sliding operation in response to the weapon control to display the target skill control in the graphical user interface, specifically for:
[0202] In response to a swipe operation on the weapon control, the target skill control is gradually displayed in the graphical user interface based on the swipe operation, and the weapon control is gradually hidden.
[0203] Optionally, the processor 1201 is also used to perform:
[0204] Upon completion of the sliding operation, the target skill control is hidden, and the weapon control is restored to display.
[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 currently held first weapon to the second weapon, specifically for:
[0206] In response to a sliding operation on the weapon control, a target skill control is displayed 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 currently held first weapon is switched to a second weapon.
[0208] Optionally, the processor 1201 executes the following: when the controlled virtual character holds the first weapon, in response to a second touch operation on the weapon control, it controls the controlled virtual character to perform a target attack action and switches the currently held first weapon to the second weapon, specifically for:
[0209] When the controlled virtual character is in the post-action phase of holding a first weapon and performing 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 currently held first weapon is switched to a second weapon.
[0210] Optionally, the processor 1201 is also used to perform:
[0211] When the controlled virtual character holds the first weapon or the second weapon, in response to a trigger operation on the attack control in the graphical user interface, the controlled virtual character is controlled to perform a first attack action using the first weapon or a second attack action using the second weapon.
[0212] Optionally, the processor 1201 is also used to perform:
[0213] The target attack action is determined based on the first weapon currently in use and / or the second weapon to be switched to.
[0214] Optionally, the attack effect of the target attack action is determined based on at least one of the following:
[0215] The attributes of the controlled virtual character;
[0216] The task currently being completed by the controlled virtual character;
[0217] The attributes of the currently held primary weapon;
[0218] The attributes of the second weapon to be switched to;
[0219] The level of the skill corresponding to the target's attack action.
[0220] Optionally, the processor 1201 is also used to perform:
[0221] The second weapon to be switched is determined based on the sliding direction of the sliding operation.
[0222] Optionally, the target attack action is the action corresponding to the target skill of the controlled virtual character.
[0223] Optionally, the present invention also provides a program product, such as a computer-readable storage medium, including a program that, when executed by a processor, is used to perform the following steps:
[0224] When the controlled virtual character holds the first weapon, in response to a first touch operation on the weapon control displayed in the graphical user interface, the controlled virtual character is controlled to switch the currently held first weapon to the 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 currently held first weapon is switched to the second weapon.
[0226] Optionally, the first touch operation is a click operation, and the second touch operation is a swipe operation;
[0227] Optionally, the processor executes the second touch operation in response to the weapon control, controlling the controlled virtual character to perform a target attack action, and switches the currently held first weapon to the second weapon, 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 currently held first weapon is switched to the second weapon.
[0229] Optionally, the processor is also used to perform:
[0230] In response to a swipe operation on the weapon control, a target skill control is displayed in the graphical user interface. 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 a second weapon.
[0231] Optionally, the processor executes the second touch operation in response to the weapon control, controlling the controlled virtual character to perform a target attack action, and switches the currently held first weapon to the second weapon, specifically for:
[0232] In response to a sliding operation on the weapon control, determine the distance the touch point moves corresponding to the sliding operation;
[0233] When the distance the touch point moves exceeds a preset threshold, the target skill control is controlled to enter the active state.
[0234] When the target skill control is active, in response to the end of the sliding operation, the controlled virtual character is controlled to perform a target attack action, and the currently held first weapon is switched to the second weapon.
[0235] Optionally, when the processor executes the control to put the target skill control into an active 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 it enters the active state.
[0237] Optionally, the processor performs the sliding operation in response to the weapon control to display the target skill control in the graphical user interface, specifically for:
[0238] In response to a sliding operation on the weapon control, the display direction of the target skill control is determined according to the sliding direction of the sliding operation, the display direction being used to characterize the display orientation of the target skill control relative to the weapon control;
[0239] The target skill control is displayed based on the display orientation.
[0240] Optionally, the processor performs the sliding operation in response to the weapon control to display the target skill control in the graphical user interface, specifically for:
[0241] In response to a swipe operation on the weapon control, the target skill control is gradually displayed in the graphical user interface based on the swipe operation, and the weapon control is gradually hidden.
[0242] Optionally, the processor is also used to perform:
[0243] Upon completion of the sliding operation, the target skill control is hidden, and the weapon control is restored to display.
[0244] Optionally, the processor executes the second touch operation in response to the weapon control, controlling the controlled virtual character to perform a target attack action, and switches the currently held first weapon to the second weapon, specifically for:
[0245] In response to a sliding operation on the weapon control, a target skill control is displayed 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 currently held first weapon is switched to a second weapon.
[0247] Optionally, when the controlled virtual character holds the first weapon, in response to a second touch operation on the weapon control, the processor controls the controlled virtual character to perform a target attack action and switches the currently held first weapon to the second weapon, specifically for:
[0248] When the controlled virtual character is in the post-action phase of holding a first weapon and performing 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 currently held first weapon is switched to a second weapon.
[0249] Optionally, the processor is also used to perform:
[0250] When the controlled virtual character holds the first weapon or the second weapon, in response to a trigger operation on the attack control in the graphical user interface, the controlled virtual character is controlled to perform a first attack action using the first weapon or a second attack action using the second weapon.
[0251] Optionally, the processor is also used to perform:
[0252] The target attack action is determined based on the first weapon currently in use and / or the second weapon to be switched to.
[0253] Optionally, the attack effect of the target attack action is determined based on at least one of the following:
[0254] The attributes of the controlled virtual character; the task currently being performed by the controlled virtual character;
[0255] The attributes of the currently held primary weapon;
[0256] The attributes of the second weapon to be switched to;
[0257] The level of the skill corresponding to the target's attack action.
[0258] Optionally, the processor is also configured to perform: determining the second weapon to be switched based on the sliding direction of the sliding operation.
[0259] Optionally, the target attack action is the action corresponding to the target skill of the controlled virtual character.
[0260] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.
[0261] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0262] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in the form of hardware plus software functional units.
[0263] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
Claims
1. A method of game control, characterized by, The method comprises: controlling 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 while the controlled virtual character holds the first weapon; controlling 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 while the controlled virtual character holds the first weapon; wherein the first touch operation is a click operation, and the second touch operation is a sliding operation; controlling the controlled virtual character to perform a target attack action and switch the first weapon currently held to a second weapon in response to an end of the sliding operation on the weapon control; wherein the method further comprises: displaying a target skill control in the graphical user interface in response to the sliding operation on the weapon control, the target skill control being used to instruct the controlled virtual character to perform the target attack action and to switch the first weapon currently held to a second weapon. controlling the controlled virtual character to perform a target attack action and switch the first weapon currently held to a second weapon in response to an end of the sliding operation on the weapon control; 2. The method of claim 1, wherein, wherein the method further comprises: determining a distance of movement of a touch corresponding to the sliding operation on the weapon control in response to the sliding operation on the weapon control; controlling the target skill control to enter an effective state when the distance of movement of the touch is greater than a preset threshold; controlling the controlled virtual character to perform a target attack action and switch the first weapon currently held to a second weapon in response to an end of the sliding operation while the target skill control is in the effective state.
3. The method of claim 2, wherein, The method further comprises: controlling the target skill control to be displayed in a target display style, wherein the target display style is different from a display style before the target skill control enters the effective state.
4. The method of claim 1, wherein, The method further comprises: determining a display direction of the target skill control according to a sliding direction of the sliding operation on the weapon control in response to the sliding operation on the weapon control, the display direction being used to represent a display orientation of the target skill control relative to the weapon control; and displaying the target skill control based on the display direction.
5. The method of claim 1, wherein, The method further comprises: gradually displaying the target skill control in the graphical user interface and gradually hiding the weapon control based on the sliding operation on the weapon control in response to the sliding operation on the weapon control.
6. The method of claim 5, wherein, The method further comprises: hiding the target skill control and restoring display of the weapon control in response to an end of the sliding operation.
7. The method of claim 1, wherein, The method further comprises: 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. In response to a sliding operation on the weapon control, displaying a target skill control in the graphical user interface.
8. The method of claim 1, wherein, In response to a click operation on the target skill control, controlling the controlled virtual character to perform a target attack action and switching the currently held first weapon to a second weapon. The method further comprises:
9. The method of claim 1, wherein, 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. The method further comprises:
10. The method of claim 1, wherein, In response to a trigger operation on an attack control in the graphical user interface, controlling the controlled virtual character to perform a first attack action using the first weapon or a second attack action using the second weapon. The method further comprises:
11. The method of claim 1, wherein, Determining the target attack action according to the currently held first weapon and / or the second weapon to be switched. Determining an attack effect of the target attack action according to at least one of the following: Properties of the controlled virtual character; A task currently completed by the controlled virtual character; Properties of the first weapon currently held; Properties of the second weapon to be switched; 12. The method of claim 2, wherein, A level of a skill corresponding to the target attack action. The method further comprises:
13. The method of claim 1, wherein, Determining the second weapon to be switched according to a sliding direction of the sliding operation.
14. An apparatus for game control, characterized by The target attack action is an action corresponding to a target skill of the controlled virtual character. The apparatus comprises: A control module configured to, in response to a first touch operation on a weapon control displayed in a graphical user interface, control a controlled virtual character to switch a currently held first weapon to a second weapon; and in response to a second touch operation on the weapon control, control the controlled virtual character to perform a target attack action and switch the currently held first weapon to the second weapon. The first touch operation is a click operation, and the second touch operation is a sliding operation. The control module is specifically configured to: In response to an end of the sliding operation on the weapon control, control the controlled virtual character to perform a target attack action and switch the currently held first weapon to a second weapon. The apparatus further comprises: A display module is configured to display, in response to a sliding operation on the weapon control, a target skill control in the graphical user interface, the target skill control being configured to instruct the controlled virtual character to perform the target attack action and to instruct switching a currently held first weapon to a second weapon.
15. An electronic device, comprising: The method comprises: A processor, a storage medium and a bus, the storage medium storing machine readable instructions executable by the processor, when the electronic device is running, the processor and the storage medium communicate through the bus, the processor executes the machine readable instructions to perform the steps of the method of any one of claims 1-13.
16. A computer readable storage medium characterized by: The storage medium stores a computer program, when the processor runs the computer program, the computer program performs the method of any one of claims 1-13.
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