Game control method, device and electronic device
By providing drawing areas and responsive drawing operations in the graphical user interface of competitive games to trigger gain assist skills, the problem of single skill operation mode in the prior art is solved, and the competitiveness and player experience of the game are improved.
Patent Information
- Application Number
- CN202411523971.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-29
- Publication Date
- 2025-04-04
AI Technical Summary
In existing competitive games, players use trigger skill controls to cast skills in a relatively single way, which affects the competitiveness of the game and the player's gaming experience.
By providing a drawing area in the graphical user interface, in response to the player's drawing operation in the drawing area, the drawing graph is determined, and the gain assistance skills are triggered according to the graphic parameters of the drawing graph, thereby updating the object properties in the game scene.
It enriches the skills triggering methods, improves the competitive nature of the game and the player's gaming experience.
Smart Images

Figure CN119746392A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a game control method, device and electronic equipment. Background Art
[0002] In competitive games, the virtual characters controlled by players are located in the game scene, and players can cast skills in the game scene to enhance their own or teammates' attributes, or attack enemy characters. In related technologies, players cast skills by triggering skill controls, and the operation method of triggering skills is relatively simple, which affects the competitiveness of the game and the game experience of players. Summary of the invention
[0003] In view of this, an object of the present invention is to provide a game control method, device and electronic device to enrich the skill triggering mode and improve the competitiveness of the game and the game experience of the players.
[0004] In the first aspect, an embodiment of the present invention provides a game control method, which provides a graphical user interface through a first terminal device, and displays at least a part of a game scene in the graphical user interface; wherein the game scene includes at least a first object, and the first object is controlled by the first terminal device; the method comprises: providing a drawing area in the graphical user interface; in response to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation; in response to the drawing graphic being a preset target graphic for triggering a gain auxiliary skill, determining skill action parameters of the gain auxiliary skill according to the graphic parameters of the drawing graphic; in response to the first object casting a gain auxiliary skill in the game scene, updating the specified object attributes of the object acting on the gain auxiliary skill in the game scene based on the skill action parameter control.
[0005] In a second aspect, an embodiment of the present invention provides a game control device, which provides a graphical user interface through a first terminal device, and displays at least a part of a game scene in the graphical user interface; wherein the game scene includes at least a first object, and the first object is controlled by the first terminal device; the device includes: an area providing module, which is used to provide a drawing area in the graphical user interface; a graphics drawing module, which is used to respond to a drawing operation acting on the drawing area, and determine a drawing graphic according to the drawing operation; a parameter determination module, which is used to respond to the drawing graphic being a preset target graphic that triggers a gain auxiliary skill, and determine the skill action parameters of the gain auxiliary skill according to the graphic parameters of the drawing graphic; and an attribute updating module, which is used to respond to the first object casting a gain auxiliary skill in the game scene, and update the specified object attributes of the object of action of the gain auxiliary skill in the game scene based on the skill action parameter control.
[0006] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned game control method.
[0007] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the control method of the above-mentioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The control method, device and electronic device of the above-mentioned game provide a graphical user interface through a first terminal device, and at least part of the game scene is displayed in the graphical user interface; wherein the game scene includes at least a first object, and the first object is controlled by the first terminal device; a drawing area is provided in the graphical user interface; in response to a drawing operation acting on the drawing area, a drawing graphic is determined according to the drawing operation; in response to the drawing graphic being a preset target graphic for triggering a gain auxiliary skill, skill action parameters of the gain auxiliary skill are determined according to the graphic parameters of the drawing graphic; in response to the first object casting a gain auxiliary skill in the game scene, the specified object attributes of the object of action of the gain auxiliary skill in the game scene are updated based on the skill action parameter control. In this method, the gain auxiliary skill is triggered by drawing a graphic, and the skill action parameters are determined by the graphic parameters of the drawing graphic, and then the attribute gain is performed on the action object, which enriches the skill triggering method and improves the competitiveness of the game and the game experience of the players.
[0010] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0011] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0013] Figure 1A flowchart of a game control method provided by an embodiment of the present invention;
[0014] Figure 2 A schematic diagram of a drawing area and a graphic indication mark provided by an embodiment of the present invention;
[0015] Figure 3 A schematic diagram of drawing a graph provided by an embodiment of the present invention;
[0016] Figure 4 A schematic diagram of the number of graphic symbols and the indicator symbol of the skill effect range provided in an embodiment of the present invention;
[0017] Figure 5 A schematic diagram of indicator marks of the scope of action of various skills provided in an embodiment of the present invention;
[0018] Figure 6 The display state of the casting control after the gain auxiliary skill provided by the embodiment of the present invention is successfully triggered;
[0019] Figure 7 A schematic diagram of adjusting a position indication mark by triggering a release control provided in an embodiment of the present invention;
[0020] Figure 8 A schematic diagram of the skill action range provided by an embodiment of the present invention;
[0021] Fig. 9 A schematic diagram of the action object and update progress provided by an embodiment of the present invention;
[0022] Fig.10 A schematic diagram of a game control device provided by an embodiment of the present invention;
[0023] Fig.11 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0024] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.
[0025] This embodiment can be applied to various competitive games, such as single-player games or games involving multiple players.
[0026] Take asymmetric competitive games as an example. The number of players in the two camps is different. For example, the first camp includes one player and the second camp includes multiple players. In a game, the virtual objects controlled by the players in the two camps are located in the same game scene. The first camp is responsible for finding and chasing the second camp, while the second camp avoids the chase and completes the relevant game tasks in the game scene.
[0027] If the second camp completes the game mission and more than half of the players in the second camp successfully escape from the above game scene, the second camp wins the game and the first camp loses; if half of the players in the second camp successfully escape from the above game scene, it is a draw; if less than half of the players in the second camp fail to escape and are chased by the first camp, the first camp wins the game and the second camp loses.
[0028] In a game, players cast skills through skill controls, and players cast skills by triggering skill controls. The operation method of triggering skills is relatively simple, which affects the competitiveness of the game and the game experience of the players. Based on this, a game control method, device and electronic device provided by an embodiment of the present invention can be applied to various games.
[0029] In one embodiment of the present disclosure, the game control method can be run on a local terminal device or a server. When the game control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0030] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the 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 used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0031] 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.
[0032] In a possible implementation, an embodiment of the present invention provides a game control method, providing a graphical user interface through a first terminal device; wherein the first terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.
[0033] At least part of the game scene is displayed in the above-mentioned graphical user interface; wherein the game scene includes at least a first object, and the first object is controlled by the first terminal device.
[0034] After the game is started, the game scene of the game is determined, and the first object enters the game scene; if it is a game involving multiple players, in addition to the first object, other game objects also enter the game scene at the same time, and different game objects are controlled by different terminal devices.
[0035] The first terminal device displays a scene image captured by a virtual camera following the first object in a graphical user interface, and the first terminal device controls the first object to move in the game scene, cast skills, and perform interactive operations with models in the scene. When there are multiple game objects in the game scene, the multiple game objects can be divided into game camps, and game objects in different game camps have hostile relations. A game camp can include one or more game objects.
[0036] like Figure 1 As shown, the control method of the game includes the following steps:
[0037] Step S102, providing a drawing area in the graphical user interface;
[0038] The drawing area usually needs to occupy a certain area in the graphical user interface. During the game, the drawing area can be directly displayed in the graphical user interface, or it can be displayed in the graphical user interface after receiving a specific instruction. For example, the specific instruction is issued by triggering a specific control, performing a specific sliding operation, etc.
[0039] The drawing area has a preset area shape and area size, which can be a system default or preset by the player. The drawing area can be displayed in the graphical user interface in an opaque, semi-transparent or border-only manner. For example, the drawing area is a rectangular area, and the drawing area is determined by displaying the edge or four corners of the drawing area.
[0040] Step S104, responding to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation;
[0041] The drawing operation may be a click operation, a slide operation, or a selection operation based on an alternative graphic. The operation parameters of the drawing operation may determine the drawing graphic; the operation parameters may be a contact point position, a slide track, etc. Taking the slide operation as an example, the slide track of the slide operation may be used as the drawing graphic, or the slide track may be adjusted to generate the drawing graphic. The drawing graphic is usually a geometric shape, such as a wave, a circular ring, a rectangle, etc.
[0042] Step S106, in response to the drawn graphic being a preset target graphic for triggering a gain auxiliary skill, determining a skill action parameter of the gain auxiliary skill according to a graphic parameter of the drawn graphic;
[0043] In this embodiment, the gain auxiliary skill is triggered by drawing a graphic, and the skill action parameters of the gain auxiliary skill are determined.
[0044] The gain auxiliary skill can be understood as generating gain on the specified object attribute of the game object, and the game object can be the aforementioned first object, or other game objects other than the first object, such as the teammate object of the first object. The specified object attribute can be health, life value, attack value, defense value, etc.
[0045] The gain auxiliary skill is preset with a preset target graphic, which usually has a specified shape, such as a rectangle, a ring, a closed figure, etc. When the drawn graphic is the same or similar in shape to the preset target graphic, the drawn graphic can be determined to be the preset target graphic, and the gain auxiliary skill can be triggered.
[0046] It should be noted that after the gain auxiliary skill is triggered, the gain auxiliary skill can be cast directly, or it can be cast after receiving a casting instruction or a casting operation.
[0047] In addition, the graphic parameters of the drawn graphics can also affect the skill effect parameters of the gain auxiliary skills; the graphic parameters can include the size, shape, quantity, etc. of the graphics; the skill effect parameters can include the skill effect range, skill casting range, skill effect strength, etc.
[0048] In actual implementation, the association between the graphic parameters and the skill action parameters can be preset, for example, the larger the graphic size, the larger the skill action range; the more graphics there are, the larger the casting range, etc. After the drawing graphic is drawn, the graphic parameters of the drawing graphic can be determined, and then the skill action parameters are determined.
[0049] Step S108, in response to the first object casting a gain auxiliary skill in the game scene, updating the specified object properties of the object acting on the gain auxiliary skill in the game scene based on the skill action parameter control.
[0050] In one example, by triggering the skill casting control, the first object can be controlled to cast a gain auxiliary skill. The skill action parameters will affect the skill action range, skill casting range, skill action strength, etc. of the gain auxiliary skill; in addition to the skill action parameters, the position and direction of the first object in the game scene, and the casting operation when casting the gain auxiliary skill, etc., may all affect the specific skill action range, skill casting range, skill action strength, etc. of the gain auxiliary skill in the game scene.
[0051] For example, the skill action parameters include the shape and size of the skill action range, and the area occupied by the skill action range in the game scene is determined according to the position and orientation of the first object in the game scene. For another example, the skill action parameters include the shape and size of the skill casting range, and the area occupied by the skill casting range in the game scene is determined according to the position of the first object in the game scene.
[0052] The action object can be determined based on the relative position between the game object and the skill casting position or skill action range of the gain auxiliary skill in the game scene; the action object can be all or part of the game objects in the game scene, or the first object mentioned above. For example, the game object located in the skill action range is determined as the action object.
[0053] After determining the action object, the specified object attribute of the action object is updated. The specified object attribute may be health, life value, attack value, defense value, etc. The update duration, update speed, or update threshold of the specified object attribute may be pre-set, and the specified object attribute is updated according to the parameters.
[0054] The control method of the above-mentioned game provides a graphical user interface through a first terminal device, and at least part of the game scene is displayed in the graphical user interface; wherein the game scene includes at least a first object, and the first object is controlled by the first terminal device; a drawing area is provided in the graphical user interface; in response to a drawing operation acting on the drawing area, a drawing graphic is determined according to the drawing operation; in response to the drawing graphic being a preset target graphic for triggering a gain auxiliary skill, skill action parameters of the gain auxiliary skill are determined according to the graphic parameters of the drawing graphic; in response to the first object casting a gain auxiliary skill in the game scene, the specified object attributes of the object of action of the gain auxiliary skill in the game scene are updated based on the skill action parameter control. In this method, the gain auxiliary skill is triggered by drawing a graphic, and the skill action parameters are determined by the graphic parameters of the drawing graphic, and then the attribute gain is performed on the action object, which enriches the skill triggering method and improves the competitiveness of the game and the game experience of the players.
[0055] In a specific implementation, in response to a skill generation operation, a drawing area and a graphic indicator of a preset target graphic are provided in a graphical user interface; wherein the graphic indicator is used to indicate the shape of a preset target graphic for triggering a gain-assisting skill.
[0056] The skill generation operation is used to trigger the display of the drawing area. In an example, Figure 2 In the example, the skill generation operation can be a triggering control; the skill generation operation can also be a sliding operation with a specific track acting on the scene screen. Figure 2 The edges of the drawing area are shown by dashed lines. The drawing area can be a rectangle, ellipse, or other shape. Figure 2 A cancel control is also provided in the drawing area. By triggering the cancel control, the drawing area is canceled.
[0057] The aforementioned graphic indicator is used to inform the player of the shape of the graphic that needs to be drawn in order to trigger the gain auxiliary skill. Figure 2 In the example, the graphic indication mark is a ring, that is, the preset target graphic can be a closed graphic of a circle, an ellipse or other similar shapes.
[0058] After the drawing area is generated, a graphic can be drawn in the drawing area. In response to a sliding operation on the drawing area, a drawing graphic is generated based on the operation contact track of the sliding operation.
[0059] The player can draw a graphic according to the shape indicated by the graphic indicator to trigger the gain auxiliary skill. The sliding operation can be a continuous sliding operation or a multi-segment sliding operation, and the operation contact tracks of the multi-segment sliding operation jointly generate the drawing graphic.
[0060] The operating contact point track of the sliding operation can be directly used as the drawing figure, or the shape of the operating contact point track can be adjusted, for example, adjusted to a more regular figure, and the adjusted figure is the drawing figure.
[0061] exist Figure 3 In the example, the drawn graphics are multiple closed rings. Since they are operation contact point tracks formed by the player's finger performing a sliding operation, the drawn graphics are usually irregular.
[0062] In one method, drawing a graphic can be achieved by a continuous sliding operation, that is, the player's finger touches the display screen and moves on the display screen, that is, a sliding operation is performed to start drawing the graphic. The player's finger leaves the display screen, the sliding operation ends, and the graphic drawing is completed. In this method, drawing the graphic is completed in a "one-stroke drawing" manner, which is convenient to operate.
[0063] In addition, drawing a graphic can also be achieved by multiple sliding operations, that is, performing a sliding operation, drawing a part of the graphic, and then performing the next sliding operation, and then drawing another part of the graphic, until the graphic is drawn.
[0064] In a specific manner, in response to a sliding operation on a drawing area, an operation contact track of the sliding operation is displayed in the drawing area; in response to a sliding end operation, the operation contact track displayed in the drawing area is determined as a drawing graphic.
[0065] When the player is performing a sliding operation, the operation contact track is displayed in real time, that is, the operation contact track continues to extend and display along with the contact point of the sliding operation; after the sliding operation ends, all the operation contact tracks in the drawing area form a drawing graphic. The sliding end operation can specifically be the operation of the player lifting his finger from the display screen.
[0066] In another implementation, in response to a sliding operation on the drawing area, it is determined that the similarity between the operating contact trajectory of the sliding operation and a preset target graphic is greater than a preset threshold, and the operating contact trajectory is adjusted to the preset target graphic; in response to the sliding end operation, the adjusted target graphic is determined as the drawing graphic.
[0067] Usually, the operation contact track is an irregular shape, while the preset target graphic is a relatively regular shape. When performing a sliding operation, the game system or the first terminal device can detect the similarity between the operation contact track and the shape of the preset target graphic in real time, and then generate a similarity parameter. When the similarity parameter is greater than a preset threshold, it indicates that the operation contact track is similar to the shape of the preset target graphic. Figure 3 In the example, the operating contact point trajectory is similar to a ring, and the preset target graphic is also a ring, and the two are similar.
[0068] When the operation contact point trajectory is similar to the preset target figure, the operation contact point trajectory is adjusted, and the adjusted operation contact point trajectory has the same shape as the preset target figure.
[0069] like Figure 4 In the example, the operation contact point trajectory is adjusted to the same shape as the preset target graphic, and the adjusted operation contact point trajectory is more regular.
[0070] Since the skill action parameters need to be determined based on the graphic parameters of the drawn graphics in the future, the shape of the operation contact trajectory is adjusted to make the drawn graphics more regular, which facilitates accurate measurement of the graphic parameters and further determination of the skill action parameters.
[0071] In addition, in response to a drawing operation on the drawing area, a redraw control is provided in the drawing area; in response to a trigger operation on the redraw control, the drawing graphics in the drawing area are deleted. For example, when a sliding operation starts in the drawing area, a redraw control is provided in the drawing area, and when the sliding end operation acts on the redraw control, the drawing graphics in the drawing area are deleted, and the player can redraw the graphics in the drawing area.
[0072] If the aforementioned sliding end operation does not act on the redraw control but acts on other areas in the drawing area, the drawing graphics are retained after the sliding end operation.
[0073] Furthermore, considering that the graphic parameters of the drawn graphics will affect the skill effect parameters of the subsequent gain auxiliary skills, during the drawing process, indication information of the graphic parameters or skill effect parameters is provided to the player to prompt the player of the skill effect parameters generated by the currently drawn graphics, thereby guiding the player's subsequent drawing operations.
[0074] Specifically, in response to a drawing operation acting on a drawing area, the number of graphics that have been drawn is determined, and an indicator of the number of graphics is displayed.
[0075] During the drawing process, the number of the drawn graphics can be detected in real time or at a fixed time, and the identification of the number of graphics can be updated. Figure 4 In the example, each time the player draws a circle, the number of graphics indicator increases by one, and the number of graphics indicator indicates the number of circles drawn by the player, that is, the number of graphics.
[0076] Another method is to respond to a drawing operation acting on a drawing area, determine the number of graphics drawn, determine the skill casting range of the gain auxiliary skill based on the number of graphics and the position of the first object in the game scene, and display an indicator of the skill casting range in the game scene.
[0077] Specifically, the larger the number of graphics, the larger the skill casting range. When the number of graphics drawn increases, the indicator of the skill casting range becomes larger, or the distance from the first object becomes farther. The shape of the skill casting range can be circular or other shapes.
[0078] It should be noted that the number of graphics affects the size of the skill casting range, and the position of the first object in the game scene affects the specific area of the skill casting range in the game scene. For example, after determining the size of the skill casting range according to the number of graphics, the area of the skill casting range in the game scene with the first object as the center, that is, the first object is located at the center of the skill casting range.
[0079] Any position within the skill casting range can be used as the skill casting position of the gain auxiliary skill. The edge position of the skill casting range is the maximum distance between the skill casting position of the gain auxiliary skill and the first object.
[0080] In actual implementation, the aforementioned graphic quantity indicator and the skill casting range indicator may be displayed simultaneously, or one of the graphic quantity indicator or the skill casting range indicator may be displayed.
[0081] In this method, during the drawing process, the skill casting range corresponding to the number of graphics currently drawn is directly displayed through the indicator mark of the skill casting range, which can more intuitively show the impact of the drawing operation on the skill casting range, and is conducive to better guiding players to perform subsequent drawing operations.
[0082] Another method is to respond to a drawing operation on a drawing area, determine a graphic range parameter of the drawn graphic; based on the graphic range parameter, determine a range parameter of a skill action range of the gain auxiliary skill, and display an indicator of the skill action range on a first terminal device.
[0083] The graphic range parameter may specifically be a graphic size parameter, a graphic shape parameter, etc. When the drawn graphic is a ring, the graphic size parameter may specifically be a radius, a diameter, etc. of the drawn graphic.
[0084] During the drawing process, the graphic range parameter can be detected in real time or at a fixed time to determine the skill range. For example, the larger the graphic size parameter is, the larger the skill range is. If the graphic range parameter is constantly changing, the skill range will also be constantly changing. For example, if the graphic range parameter is getting larger and larger, the indicator of the skill range can be larger and larger, or farther and farther away from the first object.
[0085] In another implementation method, the range parameters of the skill range can be divided into multiple levels, and different levels of range parameters correspond to indicator marks of different shapes. During the drawing process, when the range parameter of the skill range determined by the graphic range parameter changes level, the shape of the indicator mark also changes continuously.
[0086] like Figure 4 and Figure 5 middle, Figure 4 The skill range indicator in contains three ovals, representing a larger skill range; Figure 5 In this example, three levels are taken as an example, among which, Figure 5 In (c), the three elliptical indicators represent a larger skill range; Figure 5 The two ellipse indicators in (b) represent moderate skill ranges; Figure 5 In (a), an elliptical indicator represents a smaller skill range.
[0087] The skill range can be understood as the area where the gain-assisting skill takes effect after it is cast at the skill-casting position. For example, the skill range can be a circle centered on the skill-casting position, or a fan with the skill-casting position as the vertex, etc.
[0088] In the above method, during the process of drawing graphics, labels related to graphic parameters or skill action parameters are displayed in real time, so that players can know the skill action parameters generated by the currently drawn graphics, which is convenient for guiding the player's subsequent drawing operations until the skill action parameters that meet the player's needs are obtained, so that the final gain auxiliary skills meet the player's skill casting needs and improve the competitiveness of the game skills.
[0089] Furthermore, in response to drawing a preset target graphic for triggering a gain-assisting skill, it is determined that the gain-assisting skill is triggered successfully; an indication mark indicating that the gain-assisting skill is triggered successfully is displayed in a graphical user interface; and in response to a skill casting operation, the gain-assisting skill is cast in the game scene based on skill action parameters.
[0090] In actual implementation, when the drawing operation is completed, and the drawn graphic is the preset target graphic that triggers the gain auxiliary skill, the drawing area can be automatically canceled to determine that the gain auxiliary skill is triggered successfully.
[0091] For example, the drawing operation is a sliding operation, and a graphic is drawn by performing a sliding operation. After the sliding operation ends, that is, the player lifts his finger, and the graphic drawn at this time is a preset target graphic that triggers the gain auxiliary skill, then it is determined that the gain auxiliary skill is triggered successfully.
[0092] The indicator of successful triggering of the buff auxiliary skill can be displayed in a variety of ways, such as text, graphics, etc. Figure 6 In the example, after the buff auxiliary skill is successfully triggered, the casting control displays an indicator of the skill range of the buff auxiliary skill, indicating that the buff auxiliary skill is successfully triggered.
[0093] In this embodiment, after the gain auxiliary skill is successfully triggered, it can be understood that the triggered gain auxiliary skill is temporarily "saved", and the skill action parameters of the gain auxiliary skill determined based on the graphic parameters are saved at the same time; by executing the aforementioned skill casting operation, the saved gain auxiliary skill is cast.
[0094] Specifically, the triggered gain auxiliary skill and related skill action parameters are temporarily "saved" in the casting control, and the casting of the gain auxiliary skill is controlled by triggering the casting control.
[0095] After the buff assist skill is successfully triggered, the player can execute the skill casting parameters after a period of time. For example, before participating in a battle, the buff assist skill can be triggered in advance. During the battle, the player can choose the time to cast the buff assist skill according to the progress of the battle, thereby improving the flexibility of the use of game skills and the competitiveness of the game.
[0096] In a specific implementation method, the duration of a successful triggering of a gain-assisting skill is displayed in a graphical user interface; in response to a skill casting operation, if the duration does not reach a preset duration, the gain-assisting skill is cast in a game scene.
[0097] The preset duration may be, for example, 10 seconds, 30 seconds, etc. Performing the skill casting operation within the preset duration may successfully cast the gain auxiliary skill. The above duration may be in a countdown or forward timing manner.
[0098] In response to the duration reaching a preset duration and the skill casting operation for the gain auxiliary skill not being triggered, it is determined that the gain auxiliary skill trigger is invalid. When the duration reaches a preset duration and the successfully triggered gain auxiliary skill is never triggered, the gain auxiliary skill trigger is invalid; if the player still wants to cast the gain auxiliary skill, it is necessary to redraw the graphics and trigger the gain auxiliary skill.
[0099] In the above method, by setting a preset duration, players are guided to cast gain-assisting skills as quickly as possible within a certain period of time after the skill is successfully triggered. This requires players to choose the skill triggering timing and skill casting timing more reasonably, further improving the competitiveness of the game.
[0100] The following embodiments provide specific methods for delivering gain-assisted skills.
[0101] In response to a skill casting operation, a gain auxiliary skill is cast in the game scene based on the skill action parameters.
[0102] This skill can be cast on Figure 6 The trigger operation of the casting control shown can also be a specified casting gesture acting on the scene screen; since the gain auxiliary skill has been successfully triggered as mentioned above, the skill action parameters of the gain auxiliary skill have also been determined; after the player executes the skill casting operation, the first object is controlled to cast the gain auxiliary skill in the game scene.
[0103] In one method, a casting control for a gain-assisting skill is provided in a graphical user interface; in response to a first trigger operation on the casting control, a skill casting position of the gain-assisting skill is determined based on an operation parameter of the first trigger operation, and a position indication mark for indicating the skill casting position of the gain-assisting skill is displayed; in response to the end of the first trigger operation, the gain-assisting skill is cast in the game scene based on the skill casting position indicated by the position indication mark.
[0104] The first trigger operation may be a sliding operation, a long press operation, a single click operation, a double click operation, a continuous click operation, etc.; the operation parameter may be an operation contact position, a number of clicks, a moving speed, a click speed, etc.
[0105] Taking the sliding operation as an example, the operating parameter of the first trigger operation may be the contact point position. Figure 7 In the game, in response to the sliding control operation on the casting control, the position indicator of the skill casting position is displayed in the game scene, and the control position indicator moves with the sliding control operation. When the contact position of the first trigger operation changes, the position indicator indicating the skill casting position also changes; the player adjusts the skill casting position by adjusting the contact position of the first trigger operation.
[0106] When the first trigger operation ends, that is, when the casting control is released, the position indicated by the position indicator is the skill casting position, and the gain auxiliary skill is cast at this skill casting position.
[0107] Further, in response to a first trigger operation on a casting control, a range indication mark is displayed for indicating a skill casting range determined based on skill action parameters; wherein, the skill casting position is within the skill casting range, and the position of the position indication mark within the range indication mark is determined based on the first trigger operation.
[0108] The skill casting range can be understood as any position within the skill casting range can be used as the skill casting position of the gain auxiliary skill; the edge position of the skill casting range is the maximum distance between the skill casting position of the gain auxiliary skill and the first object.
[0109] The above-mentioned skill effect parameters include the range size of the skill casting range. After determining the specific area of the skill casting range in the game scene through the position of the first object, the range indicator of the skill casting range can be displayed in the scene. When the first trigger operation is executed and the operation parameters of the first trigger operation change, the skill casting range will not change, and the position indicator of the skill casting position will change within the range indicator.
[0110] However, when the first trigger operation is performed, if the first object moves, the specific area of the skill casting range in the game scene may change.
[0111] In another method of casting a gain-assisting skill, a casting control for the gain-assisting skill is provided in a graphical user interface; in response to a second trigger operation on the casting control, a skill casting position is determined in the game scene based on the object position and / or object orientation of a first object in the game scene; and the gain-assisting skill is cast in the game scene based on the skill casting position.
[0112] The second trigger operation is different from the first trigger operation. For example, when the first trigger operation is a sliding operation, the second trigger operation is a single click operation. In this manner, the skill casting position is not affected by the second trigger operation and is determined only based on the object position and / or the object orientation of the first object; it can be determined only based on one of the object position or the object orientation, or based on both the object position and the object orientation.
[0113] In one example, a default distance between the skill casting position and the object position of the first object is preset, for example, 5 meters. When the preset skill casting position is located in the object orientation direction of the first object, the skill casting position can be determined in the game scene.
[0114] This method does not require adjusting the skill casting position through triggering operations, and can cast buff-assisting skills more quickly, improving skill casting efficiency.
[0115] The aforementioned drawing graphics include closed geometric graphics, such as rings, rectangles, closed special shapes, etc.; the graphic parameters include: graphic range parameters, and / or, the number of graphics. The graphic parameters may include both the graphic range parameters and the number of graphics, or may only include one of the graphic range parameters or the number of graphics; wherein the graphic range parameters may include graphic size parameters, graphic shape parameters, etc.;
[0116] When the graphic range parameter only includes the graphic size parameter, the graphic range parameter only affects the size of the skill range, but does not affect the shape of the skill range; the shape of the skill range can be preset, for example, a circle, a sector, etc.; when the graphic range parameter includes the graphic shape parameter, the graphic range parameter also affects the shape of the skill range, for example, if the graphic shape parameter is a circle, then the shape of the skill range is also a circle.
[0117] The skill action parameters include: range parameters of the skill action range, and / or range parameters of the skill casting range. The skill action parameters may include only one of the range parameters of the skill action range or the range parameters of the skill casting range, or may include both the range parameters of the skill action range and the range parameters of the skill casting range. Different skill action parameters correspond to different graphic parameters, that is, the corresponding skill action parameters are determined by different graphic parameters.
[0118] For example, the graphic range parameters determine the range parameters of the skill action range, the number of graphics determines the range parameters of the skill casting range, and so on; in the process of drawing graphics, the player can adjust the graphic parameters and then adjust the corresponding skill action parameters.
[0119] In one example, the graphic parameter includes a graphic range parameter, and the graphic range parameter includes: a graphic shape and / or a graphic size; and a range parameter for determining a skill action range of the gain auxiliary skill based on the graphic range parameter;
[0120] The graphic range parameter can include both the graphic shape and the graphic size, or only one of the graphic shape or the graphic size; the skill range parameter corresponds to the graphic range parameter, and can also include the range size, range shape, etc. For example, the larger the graphic size, the larger the skill range size; if the graphic shape is circular, the skill range shape is also circular.
[0121] It should be noted that when the drawing graphics include multiple ones, that is, the player draws multiple drawing graphics with similar shapes, at this time, the graphic parameters of the multiple drawing graphics can be averaged to obtain the final graphic parameters, or the graphic parameters of the last drawing graphic can be used as the final graphic parameters, or the graphic parameters with the largest parameter value can be used as the final graphic parameters.
[0122] In another example, the graphic parameter includes the number of graphics; based on the number of graphics, the range parameter of the skill casting range of the gain auxiliary skill is determined. For example, the more graphics there are, the larger the skill casting range is, and the first object can cast the gain auxiliary skill to a farther scene position.
[0123] After the buff auxiliary skill is cast, it can generate buffs for the specified object properties of all or part of the game objects in the game scene.
[0124] Specifically, based on the skill action parameter, the action object of the gain auxiliary skill is determined in the game scene; and the specified object attribute of the action object is updated. According to the aforementioned embodiment, the skill action parameter can determine the skill action range of the gain auxiliary skill, and based on the skill action range and the position of the game character in the game scene, the action object can be determined from the game character.
[0125] In one method, based on the skill action parameters, the skill action range of the gain auxiliary skill is determined in the game scene; the objects within the skill action range are determined as action objects. The skill action range may have one or more game objects, and all or part of the game objects can be used as action objects.
[0126] In actual implementation, the range parameter of the skill action range of the gain auxiliary skill is obtained from the skill action parameter; based on the skill casting position of the gain auxiliary skill and the range parameter of the skill action range, the skill action range of the gain auxiliary skill is determined in the game scene, such as Figure 8 .
[0127] The range parameter may specifically be the size and shape of the skill range; after determining the skill casting position, the scene area occupied by the skill range is determined in the game scene based on the skill casting position; for example, taking the skill casting position as the center, a skill range that matches the aforementioned range is generated.
[0128] When the range parameter only includes the range size, the skill range can be a default shape, for example, an ellipse. Then, the skill range of the default shape matching the range parameter can be generated based on the skill casting position.
[0129] In a specific method, the first object that appears in the skill range is determined as the target. In this method, a gain auxiliary skill corresponds to only one target. The first game object that appears in the skill range is determined as the target.
[0130] Alternatively, the action target may be limited to teammate objects in the same game camp as the first object, and the first game object of the game camp that appears within the skill action range may be used as the action target.
[0131] When two game objects appear at the same time when the skill range is generated, any game object can be used as the target. The target can be an object that moves to the skill range after the skill range is generated, or it can be an object that already exists in the skill range when the skill range is generated.
[0132] In another implementation, it is determined that the object in the skill action range is in a specified object state, and the specified object attribute of the object is updated. The specified object state can be preset, for example, a moving state, a stationary state, a dizzy state, a dead state, etc.
[0133] When the object is in the specified object state and is within the skill range, the specified object properties are updated. When the object state of the object changes and no longer belongs to the specified object state, the updating of the specified object properties can be stopped.
[0134] Specifically, the above-mentioned designated object state includes a static state; when the object within the range of the response skill is in a static state, the designated object attribute of the object is updated; the static state can be understood as the object has not moved or performed any action; when the object is in a static state, the attribute value of the designated object attribute continues to increase.
[0135] In response to the object in the skill's range being in a non-static state, the specified object attribute of the object is stopped from being updated. The non-static state can be understood as the object moving or performing any action. At this time, the attribute value of the specified object attribute stops increasing. When the object returns to the specified object state and is in the skill's range, the attribute value of the specified object attribute continues to increase.
[0136] In addition, the action object may also undergo passive state changes under the influence of other game objects; the game scene also includes a second object, which is controlled by a second terminal device; in response to the control skill triggered by the second terminal device, the object state change of the action object is controlled; wherein, when the action object is not in the specified object state, the specified object attributes of the action object are stopped from being updated.
[0137] For example, the second object is an enemy object of the action object, and the gain auxiliary skill is prevented from generating gain on the action object by changing the object state of the action object. The control skill may be a skill for controlling the action object to move its position, or a skill for controlling the action object to perform an action.
[0138] After the control skill is cast, if the object is restored to the aforementioned designated object state, such as the static state, and the object is still within the skill range, the designated object properties of the object can continue to be updated.
[0139] In a specific implementation, when updating the specified object property of the action object, the update progress of the specified object property is displayed on the graphical user interface.
[0140] The update progress may be displayed in the form of a progress bar or in the form of a progress value; for example, the update progress may be the attribute value of a specified object attribute, or the incremental value of an attribute value; when the specified object attribute is updated, the update progress changes continuously.
[0141] In one embodiment, the action object is a teammate object of the first object, and the graphical user interface includes an object identifier of the action object; the update progress of the specified object attribute is displayed in association with the object identifier of the action object.
[0142] exist Fig. 9 In the example, the update progress is displayed in the form of a progress value, the object identifier of the object is provided in the graphical user interface, and the update progress is displayed near the object identifier; when the specified object property of the object is updated, the progress value increases continuously until it increases to a preset threshold.
[0143] On the terminal device that controls the action object, the update progress of the specified object attributes of the action object can also be displayed, for example, in the form of a progress bar or a progress value; the relevant special effects of the skill action area can also be displayed, such as cloud and rain special effects.
[0144] If there are other game objects in the game scene besides the first object and the action object, for example, an enemy object, the terminal device controlling the enemy object can also display special effects related to the skill action area and the update progress of the specified object attribute update of the action object.
[0145] In other ways, the player can also set the drawing area, for example, setting the size of the drawing area outside the game, and the position in the graphical user interface, etc. Specifically, in response to the drawing area setting operation, an area indicator is displayed on the graphical user interface; wherein the area indicator is used to: indicate the area position and / or area size of the drawing area; in response to the adjustment operation on the area indicator, the area position and / or area size of the drawing area is adjusted.
[0146] In the setting page of the game system, a setting control for the drawing area can be added. When the control is triggered, an area indicator mark is displayed on the graphical user interface. The area indicator mark can be a graphic, border, etc. that matches the size and shape of the drawing area, thereby indicating the current area position and area size of the drawing area in the graphical user interface; the area indicator mark can also only indicate one of the area position or area size.
[0147] In actual implementation, the region position and region size of the drawing region are adjusted by performing an adjustment operation on the region indication mark, such as a sliding operation, a zooming operation of sliding with both hands in opposite directions, and the like.
[0148] In addition, it should be noted that triggering and using gain-assisting skills requires the consumption of virtual resources, such as virtual props; the first object has a specified number of virtual resources in the game, so the number of times the gain-assisting skills are used in the game is limited. When the virtual resources are consumed, the gain-assisting skills can no longer be triggered.
[0149] In the drawing area, drawing graphics of various shapes can be drawn, and different drawing images trigger different gain auxiliary skills; as in the present embodiment, a preset target graphic is set for the gain auxiliary skill, and when the drawing graphic is the preset target graphic, the gain auxiliary skill is triggered; an object generation skill and a preset target graphic corresponding to the object generation skill can also be set, and when the drawing graphic is the preset target graphic corresponding to the object generation skill, the object generation skill is triggered, thereby generating a specified object in the game scene.
[0150] You can also set a movement assist skill and a preset target graphic corresponding to the movement assist skill. When the drawn graphic is the preset target graphic corresponding to the movement assist skill, the movement assist skill is triggered, thereby providing movement assist gain to the object.
[0151] In one example, the preset target graphic corresponding to the gain auxiliary skill is a closed graphic, and the preset target graphic corresponding to the object generation skill is a horizontal wave curve or a vertical wave curve, etc. The skill objects generated by different target models have different functions. For example, the skill object triggered by the horizontal wave curve can control the movement of game objects other than the first object, and the skill object triggered by the vertical wave area can reduce the obstruction of obstacles on the moving path of the first object to the first object, etc.
[0152] When the graphical user interface displays the drawing area, the graphic indicators corresponding to various skills are displayed at the same time, so that the player can draw the corresponding shape of the graphics according to the skills he wants to trigger. Corresponding virtual resources can be set for each of the aforementioned skills, and the triggering and casting of different skills consume different virtual resources, or the triggering and casting of multiple skills can consume the same virtual resource.
[0153] Corresponding to the above method embodiment, see Fig.10 A result schematic diagram of a game control device is shown, wherein a graphical user interface is provided through a first terminal device, and at least part of a game scene is displayed in the graphical user interface; wherein the game scene includes at least a first object, and the first object is controlled by the first terminal device; the device includes:
[0154] The area providing module 100 is used to provide a drawing area in the graphical user interface;
[0155] A graphics drawing module 102, for responding to a drawing operation acting on a drawing area and determining a drawing graphic according to the drawing operation;
[0156] A parameter determination module 104, configured to determine a skill action parameter of the gain auxiliary skill according to a graphic parameter of the drawn graphic in response to the drawn graphic being a preset target graphic for triggering the gain auxiliary skill;
[0157] The attribute update module 106 is used to update the specified object attribute of the object of the gain auxiliary skill in the game scene based on the skill action parameter control in response to the first object casting the gain auxiliary skill in the game scene.
[0158] The control device of the above-mentioned game provides a graphical user interface through a first terminal device, and at least part of the game scene is displayed in the graphical user interface; wherein the game scene includes at least a first object, and the first object is controlled by the first terminal device; a drawing area is provided in the graphical user interface; in response to a drawing operation acting on the drawing area, a drawing graphic is determined according to the drawing operation; in response to the drawing graphic being a preset target graphic for triggering a gain auxiliary skill, skill action parameters of the gain auxiliary skill are determined according to the graphic parameters of the drawing graphic; in response to the first object casting a gain auxiliary skill in the game scene, the specified object attributes of the object of action of the gain auxiliary skill in the game scene are updated based on the skill action parameter control. In this method, the gain auxiliary skill is triggered by drawing a graphic, and the skill action parameters are determined by the graphic parameters of the drawing graphic, and then the attribute gain is performed on the action object, which enriches the skill triggering method and improves the competitiveness of the game and the game experience of the player.
[0159] The above-mentioned device also includes a skill casting module, which is used to: respond to the skill casting operation and cast the gain auxiliary skill in the game scene based on the skill action parameters.
[0160] The skill casting module is used to: provide a casting control for a gain-assisting skill in a graphical user interface; respond to a first trigger operation on the casting control, determine the skill casting position of the gain-assisting skill based on the operating parameters of the first trigger operation, and display a position indication mark for indicating the skill casting position of the gain-assisting skill; in response to the end of the first trigger operation, cast the gain-assisting skill in the game scene based on the skill casting position indicated by the position indication mark.
[0161] The above-mentioned device also includes a first display module, which is used to: respond to a first trigger operation on a casting control, and display a range indication mark used to indicate a skill casting range determined based on skill action parameters; wherein, the skill casting position is within the skill casting range, and the position of the position indication mark within the range indication mark is determined based on the first trigger operation.
[0162] The first display module is used to: respond to a sliding control operation on a casting control, display a position indicator of a skill casting position in a game scene, and control the position indicator to move following the sliding control operation.
[0163] The skill casting module is used to: provide a casting control for a gain-assisting skill in a graphical user interface; determine a skill casting position in the game scene based on the object position and / or object orientation of a first object in the game scene in response to a second trigger operation on the casting control; and cast the gain-assisting skill in the game scene based on the skill casting position.
[0164] The above-mentioned drawn graphics include closed geometric figures; the graphic parameters include: graphic range parameters, and / or, the number of graphics.
[0165] The above-mentioned skill effect parameters include: range parameters of the skill effect range, and / or range parameters of the skill casting range.
[0166] The above-mentioned parameter determination module is used for: graphic parameters include graphic range parameters, graphic range parameters include: graphic shape and / or graphic size; based on the graphic range parameters, determine the range parameters of the skill action range of the gain auxiliary skill; graphic parameters include the number of graphics; based on the number of graphics, determine the range parameters of the skill casting range of the gain auxiliary skill.
[0167] The above-mentioned device also includes a casting range indication module, which is used to: respond to a drawing operation acting on a drawing area, determine the number of graphics that have been drawn, and display an identification mark of the number of graphics; and / or, respond to a drawing operation acting on a drawing area, determine the number of graphics that have been drawn, determine the skill casting range of the gain auxiliary skill based on the number of graphics and the position of the first object in the game scene, and display an indication mark of the skill casting range in the game scene.
[0168] The above-mentioned device also includes an action range indication module, which is used to: respond to the drawing operation on the drawing area, determine the graphic range parameters of the drawn graphics; based on the graphic range parameters, determine the range parameters of the skill action range of the gain auxiliary skill, and display the indicator mark of the skill action range on the first terminal device.
[0169] The above-mentioned attribute update module is used to: determine the action object of the gain auxiliary skill in the game scene based on the skill action parameters; and update the specified object attributes of the action object.
[0170] The above-mentioned attribute update module is used to: determine the skill action range of the gain auxiliary skill in the game scene based on the skill action parameters; and determine the objects within the skill action range as the action objects.
[0171] The above-mentioned attribute update module is used to: obtain the range parameters of the skill action range of the gain auxiliary skill from the skill action parameters; determine the skill action range of the gain auxiliary skill in the game scene based on the skill casting position of the gain auxiliary skill and the range parameters of the skill action range.
[0172] The above-mentioned attribute updating module is used to: determine the first object that appears within the skill action range as the action object.
[0173] The above-mentioned attribute updating module is used to: determine that the object of action within the skill action range is in the specified object state, and update the specified object attribute of the object of action.
[0174] The above-mentioned designated object state includes a static state; the above-mentioned attribute update module is used to: respond to the object within the skill action range being in a static state, update the designated object attributes of the object; and / or, respond to the object within the skill action range being in a non-static state, stop updating the designated object attributes of the object.
[0175] The above-mentioned game scene also includes a second object, which is controlled by a second terminal device; the above-mentioned device also includes a stop updating module, which is used to: control the object state change of the action object in response to the control skill triggered by the second terminal device; wherein, when the action object is not in the specified object state, stop updating the specified object attributes of the action object.
[0176] The above-mentioned device also includes a second casting module, which is used to: determine that the gain-assisting skill is successfully triggered in response to the drawing of a preset target graphic that triggers the gain-assisting skill; display an indication mark of the successful triggering of the gain-assisting skill in the graphical user interface; and cast the gain-assisting skill in the game scene based on the skill action parameters in response to the skill casting operation.
[0177] The above-mentioned second casting module is used to: display the duration of the successful triggering of the gain auxiliary skill in the graphical user interface; in response to the skill casting operation, if the duration does not reach the preset duration, cast the gain auxiliary skill in the game scene.
[0178] The above-mentioned device also includes a skill invalidation module, which is used to: in response to the duration reaching a preset duration and the skill casting operation for the gain auxiliary skill is not triggered, determine that the gain auxiliary skill trigger is invalid.
[0179] The above-mentioned device also includes a second invalidation module, which is used to: respond to the cancel trigger operation for the gain auxiliary skill and determine that the gain auxiliary skill trigger is invalid.
[0180] The above device also includes a progress display module, which is used to: when updating the specified object property of the action object, display the update progress of the specified object property on the graphical user interface.
[0181] The above-mentioned action object is a teammate object of the first object, and the graphical user interface includes an object identifier of the action object; the above-mentioned progress display module is used to: display the update progress of the specified object attribute in association with the object identifier of the action object.
[0182] The graphic drawing module is used to generate a drawing graphic in response to a sliding operation on the drawing area and based on the operation contact track of the sliding operation.
[0183] The graphic drawing module is used to: in response to a sliding operation on the drawing area, display the operating contact track of the sliding operation in the drawing area; in response to the sliding end operation, determine the operating contact track displayed in the drawing area as a drawing graphic.
[0184] The above-mentioned graphics drawing module is used to: respond to a sliding operation acting on the drawing area, determine that the similarity between the operating contact trajectory of the sliding operation and the preset target graphic is greater than a preset threshold, and adjust the operating contact trajectory to the preset target graphic; respond to the sliding end operation, determine the adjusted target graphic as the drawing graphic.
[0185] The above device also includes a redrawing module, which is used to: respond to a drawing operation acting on the drawing area, provide a redrawing control in the drawing area; respond to a triggering operation acting on the redrawing control, delete the drawing graphics in the drawing area.
[0186] The above-mentioned area providing module is used to: in response to a skill generation operation, provide a drawing area and a graphic indication mark of a preset target graphic in a graphical user interface; wherein the graphic indication mark is used to: indicate the shape of the preset target graphic used to trigger the gain auxiliary skill.
[0187] The above-mentioned device also includes an area setting module, which is used to: display an area indicator on a graphical user interface in response to a drawing area setting operation; wherein the area indicator is used to: indicate the area position and / or area size of the drawing area; and adjust the area position and / or area size of the drawing area in response to an adjustment operation on the area indicator.
[0188] In this method, gain-assisted skills are triggered by drawing graphics, and the graphic parameters of the drawn graphics determine the skill action parameters, and then the attributes of the action object are gained, which enriches the skill triggering method and improves the competitiveness of the game and the player's gaming experience.
[0189] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the above-mentioned game control method. The electronic device can be a server or a terminal device.
[0190] See also Fig.11As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer executable instructions that can be executed by the processor 100. The processor 100 executes the computer executable instructions to implement the above-mentioned game control method.
[0191] Further, Fig.11 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .
[0192] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.11 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.
[0193] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.
[0194] The processor in the above electronic device can implement the following operations in the above game control method by executing computer executable instructions:
[0195] A method for controlling a game, providing a graphical user interface through a first terminal device, wherein at least part of a game scene is displayed in the graphical user interface; wherein the game scene includes at least a first object, and the first object is controlled by the first terminal device; providing a drawing area in the graphical user interface; responding to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation; responding to the drawing graphic being a preset target graphic for triggering a gain-assisting skill, determining skill action parameters of the gain-assisting skill according to graphic parameters of the drawing graphic; responding to the first object casting a gain-assisting skill in the game scene, controlling the updating of specified object properties of the object acting on the gain-assisting skill in the game scene based on the skill action parameters.
[0196] In response to a skill casting operation, a gain auxiliary skill is cast in the game scene based on the skill action parameters.
[0197] A casting control for a gain-assisting skill is provided in a graphical user interface; in response to a first trigger operation on the casting control, a skill casting position of the gain-assisting skill is determined based on an operation parameter of the first trigger operation, and a position indication mark for indicating the skill casting position of the gain-assisting skill is displayed; in response to the end of the first trigger operation, the gain-assisting skill is cast in a game scene based on the skill casting position indicated by the position indication mark.
[0198] In response to a first trigger operation on a casting control, a range indicator is displayed to indicate a skill casting range determined based on skill action parameters; wherein the skill casting position is within the skill casting range, and the position of the position indicator within the range indicator is determined based on the first trigger operation.
[0199] In response to a sliding control operation on a casting control, a position indicator of a skill casting position is displayed in a game scene, and the control position indicator moves following the sliding control operation.
[0200] A casting control for a gain-assisting skill is provided in a graphical user interface; in response to a second trigger operation on the casting control, a skill casting position is determined in the game scene based on an object position and / or an object orientation of a first object in the game scene; and the gain-assisting skill is cast in the game scene based on the skill casting position.
[0201] The drawing graphics include closed geometric figures; the graphics parameters include: graphics range parameters, and / or, graphics quantity.
[0202] The skill effect parameters include: range parameters of the skill effect range, and / or range parameters of the skill casting range.
[0203] The graphic parameters include graphic range parameters, which include: graphic shape and / or graphic size; based on the graphic range parameters, the range parameters of the skill action range of the gain auxiliary skill are determined; the graphic parameters include the number of graphics; based on the number of graphics, the range parameters of the skill casting range of the gain auxiliary skill are determined.
[0204] In response to a drawing operation applied to a drawing area, the number of graphics that have been drawn is determined, and an indicator of the number of graphics is displayed; and / or, in response to a drawing operation applied to a drawing area, the number of graphics that have been drawn is determined, and based on the number of graphics and the position of the first object in the game scene, a skill casting range of the gain auxiliary skill is determined, and an indicator of the skill casting range is displayed in the game scene.
[0205] In response to a drawing operation on a drawing area, a graphic range parameter of the drawn graphic is determined; based on the graphic range parameter, a range parameter of a skill action range of the gain auxiliary skill is determined, and an indicator mark of the skill action range is displayed on the first terminal device.
[0206] Based on the skill action parameters, determine the action object of the gain auxiliary skill in the game scene; and update the specified object properties of the action object.
[0207] Based on the skill action parameters, the skill action range of the gain auxiliary skill is determined in the game scene; and the objects within the skill action range are determined as the action objects.
[0208] The range parameter of the skill action range of the gain auxiliary skill is obtained from the skill action parameter; based on the skill casting position of the gain auxiliary skill and the range parameter of the skill action range, the skill action range of the gain auxiliary skill is determined in the game scene.
[0209] The first object that appears within the skill's range is determined as the target.
[0210] Determines that the object within the skill's action range is in the specified object state, and updates the specified object properties of the object.
[0211] The designated object state includes a static state; in response to the object within the skill action range being in a static state, updating the designated object properties of the object; and / or, in response to the object within the skill action range being in a non-static state, stopping updating the designated object properties of the object.
[0212] The game scene also includes a second object, which is controlled by a second terminal device; in response to the control skill triggered by the second terminal device, the object state change of the action object is controlled; wherein, when the action object is not in the specified object state, the specified object attribute of the action object is stopped from being updated.
[0213] In response to drawing a graphic that is a preset target graphic for triggering a gain-assisting skill, determining that the gain-assisting skill is triggered successfully; displaying an indication mark indicating that the gain-assisting skill is triggered successfully in a graphical user interface; and in response to a skill casting operation, casting the gain-assisting skill in a game scene based on skill action parameters.
[0214] The duration of a successful trigger of a gain-assisting skill is displayed in a graphical user interface; in response to a skill casting operation, if the duration does not reach a preset duration, the gain-assisting skill is cast in the game scene.
[0215] In response to the duration reaching a preset duration and the skill casting operation for the gain auxiliary skill not being triggered, it is determined that the gain auxiliary skill trigger is invalid.
[0216] In response to a cancel trigger operation for a gain assist skill, it is determined that the gain assist skill trigger is invalid.
[0217] When updating the specified object property of the action object, the update progress of the specified object property is displayed in the graphical user interface.
[0218] The action object is a teammate object of the first object, and the graphical user interface includes an object identifier of the action object; the update progress of the specified object attribute is displayed in association with the object identifier of the action object.
[0219] In response to a slide operation applied to the drawing area, a drawing graphic is generated based on a trajectory of an operation contact point of the slide operation.
[0220] In response to a sliding operation on the drawing area, an operation contact track of the sliding operation is displayed in the drawing area; in response to a sliding end operation, the operation contact track displayed in the drawing area is determined as a drawing graphic.
[0221] In response to a sliding operation on a drawing area, it is determined that the similarity between an operation contact track of the sliding operation and a preset target graphic is greater than a preset threshold, and the operation contact track is adjusted to the preset target graphic; in response to a sliding end operation, the adjusted target graphic is determined as a drawing graphic.
[0222] In response to a drawing operation acting on the drawing area, a redraw control is provided in the drawing area; in response to a triggering operation acting on the redraw control, the drawing graphics in the drawing area are deleted.
[0223] In response to a skill generation operation, a drawing area and a graphic indicator of a preset target graphic are provided in a graphical user interface; wherein the graphic indicator is used to indicate the shape of the preset target graphic used to trigger the gain auxiliary skill.
[0224] In response to a drawing area setting operation, an area indicator is displayed on a graphical user interface; wherein the area indicator is used to: indicate the area position and / or area size of the drawing area; in response to an adjustment operation on the area indicator, adjust the area position and / or area size of the drawing area.
[0225] In this method, gain-assisted skills are triggered by drawing graphics, and the graphic parameters of the drawn graphics determine the skill action parameters, and then the attributes of the action object are gained, which enriches the skill triggering method and improves the competitiveness of the game and the player's gaming experience.
[0226] This embodiment also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game control method.
[0227] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the game control method by executing the computer executable instructions:
[0228] A method for controlling a game, providing a graphical user interface through a first terminal device, wherein at least part of a game scene is displayed in the graphical user interface; wherein the game scene includes at least a first object, and the first object is controlled by the first terminal device; providing a drawing area in the graphical user interface; responding to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation; responding to the drawing graphic being a preset target graphic for triggering a gain-assisting skill, determining skill action parameters of the gain-assisting skill according to graphic parameters of the drawing graphic; responding to the first object casting a gain-assisting skill in the game scene, controlling the updating of specified object properties of the object acting on the gain-assisting skill in the game scene based on the skill action parameters.
[0229] In response to a skill casting operation, a gain auxiliary skill is cast in the game scene based on the skill action parameters.
[0230] A casting control for a gain-assisting skill is provided in a graphical user interface; in response to a first trigger operation on the casting control, a skill casting position of the gain-assisting skill is determined based on an operation parameter of the first trigger operation, and a position indication mark for indicating the skill casting position of the gain-assisting skill is displayed; in response to the end of the first trigger operation, the gain-assisting skill is cast in a game scene based on the skill casting position indicated by the position indication mark.
[0231] In response to a first trigger operation on a casting control, a range indicator is displayed to indicate a skill casting range determined based on skill action parameters; wherein the skill casting position is within the skill casting range, and the position of the position indicator within the range indicator is determined based on the first trigger operation.
[0232] In response to a sliding control operation on a casting control, a position indicator of a skill casting position is displayed in a game scene, and the control position indicator moves following the sliding control operation.
[0233] A casting control for a gain-assisting skill is provided in a graphical user interface; in response to a second trigger operation on the casting control, a skill casting position is determined in the game scene based on an object position and / or an object orientation of a first object in the game scene; and the gain-assisting skill is cast in the game scene based on the skill casting position.
[0234] The drawing graphics include closed geometric figures; the graphics parameters include: graphics range parameters, and / or, graphics quantity.
[0235] The skill effect parameters include: range parameters of the skill effect range, and / or range parameters of the skill casting range.
[0236] The graphic parameters include graphic range parameters, which include: graphic shape and / or graphic size; based on the graphic range parameters, the range parameters of the skill action range of the gain auxiliary skill are determined; the graphic parameters include the number of graphics; based on the number of graphics, the range parameters of the skill casting range of the gain auxiliary skill are determined.
[0237] In response to a drawing operation applied to a drawing area, the number of graphics that have been drawn is determined, and an indicator of the number of graphics is displayed; and / or, in response to a drawing operation applied to a drawing area, the number of graphics that have been drawn is determined, and based on the number of graphics and the position of the first object in the game scene, a skill casting range of the gain auxiliary skill is determined, and an indicator of the skill casting range is displayed in the game scene.
[0238] In response to a drawing operation on a drawing area, a graphic range parameter of the drawn graphic is determined; based on the graphic range parameter, a range parameter of a skill action range of the gain auxiliary skill is determined, and an indicator mark of the skill action range is displayed on the first terminal device.
[0239] Based on the skill action parameters, determine the action object of the gain auxiliary skill in the game scene; and update the specified object properties of the action object.
[0240] Based on the skill action parameters, the skill action range of the gain auxiliary skill is determined in the game scene; and the objects within the skill action range are determined as the action objects.
[0241] The range parameter of the skill action range of the gain auxiliary skill is obtained from the skill action parameter; based on the skill casting position of the gain auxiliary skill and the range parameter of the skill action range, the skill action range of the gain auxiliary skill is determined in the game scene.
[0242] The first object that appears within the skill's range is determined as the target.
[0243] Determines that the object within the skill's action range is in the specified object state, and updates the specified object properties of the object.
[0244] The designated object state includes a static state; in response to the object within the skill action range being in a static state, updating the designated object properties of the object; and / or, in response to the object within the skill action range being in a non-static state, stopping updating the designated object properties of the object.
[0245] The game scene also includes a second object, which is controlled by a second terminal device; in response to the control skill triggered by the second terminal device, the object state change of the action object is controlled; wherein, when the action object is not in the specified object state, the specified object attribute of the action object is stopped from being updated.
[0246] In response to drawing a graphic that is a preset target graphic for triggering a gain-assisting skill, determining that the gain-assisting skill is triggered successfully; displaying an indication mark indicating that the gain-assisting skill is triggered successfully in a graphical user interface; and in response to a skill casting operation, casting the gain-assisting skill in a game scene based on skill action parameters.
[0247] The duration of a successful trigger of a gain-assisting skill is displayed in a graphical user interface; in response to a skill casting operation, if the duration does not reach a preset duration, the gain-assisting skill is cast in the game scene.
[0248] In response to the duration reaching a preset duration and the skill casting operation for the gain auxiliary skill not being triggered, it is determined that the gain auxiliary skill trigger is invalid.
[0249] In response to a cancel trigger operation for a gain assist skill, it is determined that the gain assist skill trigger is invalid.
[0250] When updating the specified object property of the action object, the update progress of the specified object property is displayed in the graphical user interface.
[0251] The action object is a teammate object of the first object, and the graphical user interface includes an object identifier of the action object; the update progress of the specified object attribute is displayed in association with the object identifier of the action object.
[0252] In response to a slide operation applied to the drawing area, a drawing graphic is generated based on a trajectory of an operation contact point of the slide operation.
[0253] In response to a sliding operation on the drawing area, an operation contact track of the sliding operation is displayed in the drawing area; in response to a sliding end operation, the operation contact track displayed in the drawing area is determined as a drawing graphic.
[0254] In response to a sliding operation on a drawing area, it is determined that the similarity between an operation contact track of the sliding operation and a preset target graphic is greater than a preset threshold, and the operation contact track is adjusted to the preset target graphic; in response to a sliding end operation, the adjusted target graphic is determined as a drawing graphic.
[0255] In response to a drawing operation acting on the drawing area, a redraw control is provided in the drawing area; in response to a triggering operation acting on the redraw control, the drawing graphics in the drawing area are deleted.
[0256] In response to a skill generation operation, a drawing area and a graphic indicator of a preset target graphic are provided in a graphical user interface; wherein the graphic indicator is used to indicate the shape of the preset target graphic used to trigger the gain auxiliary skill.
[0257] In response to a drawing area setting operation, an area indicator is displayed on a graphical user interface; wherein the area indicator is used to: indicate the area position and / or area size of the drawing area; in response to an adjustment operation on the area indicator, adjust the area position and / or area size of the drawing area.
[0258] In this method, gain-assisted skills are triggered by drawing graphics, and the graphic parameters of the drawn graphics determine the skill action parameters, and then the attributes of the action object are gained, which enriches the skill triggering method and improves the competitiveness of the game and the player's gaming experience.
[0259] The game control method, device and computer program product of the electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0260] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.
[0261] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0262] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0263] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.
[0264] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.
Claims
1. A method for controlling a game, characterized in that: Providing a graphical user interface through a first terminal device, wherein the graphical user interface displays at least a portion of a game scene; wherein the game scene includes at least a first object, and the first object is controlled through the first terminal device; the method includes: providing a drawing area in the graphical user interface; In response to a drawing operation acting on the drawing area, determining a drawing graphic according to the drawing operation; In response to the drawn graphic being a preset target graphic for triggering a gain auxiliary skill, determining a skill action parameter of the gain auxiliary skill according to a graphic parameter of the drawn graphic; In response to the first object casting the gain auxiliary skill in the game scene, the specified object properties of the object of action of the gain auxiliary skill in the game scene are updated based on the skill action parameter control.
2. The method according to claim 1, characterized in that In response to the first object casting the gain auxiliary skill in the game scene, before the step of controlling updating the specified object attribute of the object acting on the gain auxiliary skill in the game scene based on the skill action parameter, the method further includes: In response to a skill casting operation, based on the skill action parameters, the gain auxiliary skill is cast in the game scene.
3. The method according to claim 2, characterized in that In response to a skill casting operation, based on the skill action parameter, the step of casting the gain auxiliary skill in the game scene comprises: Providing a casting control for the buff assist skill in the graphical user interface; In response to a first trigger operation on the casting control, based on an operation parameter of the first trigger operation, determining a skill casting position of the gain auxiliary skill, and displaying a position indication mark for indicating the skill casting position of the gain auxiliary skill; In response to the completion of the first trigger operation, the gain auxiliary skill is cast in the game scene based on the skill casting position indicated by the position indication mark.
4. The method according to claim 3, characterized in that The method further comprises: In response to a first trigger operation on the casting control, a range indication mark is displayed to indicate a skill casting range determined based on the skill action parameters; wherein the skill casting position is within the skill casting range, and the position of the position indication mark within the range indication mark is determined based on the first trigger operation.
5. The method according to claim 3, characterized in that: In response to a first trigger operation on the casting control, based on an operation parameter of the first trigger operation, determining a skill casting position of the gain auxiliary skill, and displaying a position indication mark for indicating the skill casting position of the gain auxiliary skill, the steps include: In response to a sliding control operation on the casting control, a position indicator mark of a skill casting position is displayed in the game scene, and the position indicator mark is controlled to move following the sliding control operation.
6. The method according to claim 2, characterized in that In response to a skill casting operation, based on the skill action parameter, the step of casting the gain auxiliary skill in the game scene comprises: Providing a casting control for the buff assist skill in the graphical user interface; In response to a second trigger operation on the casting control, determining a skill casting position in the game scene based on an object position and / or an object orientation of the first object in the game scene; Cast the gain auxiliary skill in the game scene based on the skill casting position.
7. The method according to claim 1, characterized in that The drawn graphics include closed geometric figures; the graphic parameters include: graphic range parameters, and / or, the number of graphics.
8. The method according to claim 1, characterized in that The skill effect parameters include: range parameters of the skill effect range, and / or range parameters of the skill casting range.
9. The method according to claim 1, characterized in that: The step of determining the skill action parameter of the gain auxiliary skill according to the graphic parameters of the drawn graphic comprises at least one of the following: The graphic parameters include graphic range parameters, and the graphic range parameters include: graphic shape and / or graphic size; based on the graphic range parameters, determining the range parameters of the skill action range of the gain auxiliary skill; The graphic parameters include the number of graphics; based on the number of graphics, the range parameters of the skill casting range of the gain auxiliary skill are determined.
10. The method according to claim 1, characterized in that The method further comprises: In response to a drawing operation acting on the drawing area, determining a number of graphics of the drawn graphics, and displaying an indication of the number of graphics; And / or, in response to a drawing operation acting on the drawing area, determining the number of graphics drawn, determining the skill casting range of the gain auxiliary skill based on the number of graphics and the position of the first object in the game scene, and displaying an indicator of the skill casting range in the game scene.
11. The method according to claim 1, characterized in that: The method further comprises: In response to a drawing operation on the drawing area, determining a graphics range parameter of the drawn graphics; Based on the graphic range parameters, the range parameters of the skill action range of the gain auxiliary skill are determined, and an indicator mark of the skill action range is displayed on the first terminal device.
12. The method according to claim 1, characterized in that The step of controlling updating the specified object attribute of the object of action of the gain auxiliary skill in the game scene based on the skill action parameter includes: Based on the skill action parameter, determining an action object of the gain auxiliary skill in the game scene; Update the specified object attributes of the object being acted upon.
13. The method according to claim 12, characterized in that The step of determining the action object of the gain auxiliary skill in the game scene based on the skill action parameter includes: Based on the skill effect parameter, determining the skill effect range of the gain auxiliary skill in the game scene; The objects within the skill's action range are determined as action objects.
14. The method according to claim 12, characterized in that The step of determining the skill action range of the gain auxiliary skill in the game scene based on the skill action parameter includes: Obtaining a range parameter of a skill action range of the gain auxiliary skill from the skill action parameter; Based on the skill casting position of the gain auxiliary skill and the range parameters of the skill action range, the skill action range of the gain auxiliary skill is determined in the game scene.
15. The method according to claim 13, characterized in that The step of determining an object within the skill action range as an action object comprises: The first object that appears within the skill's range is determined as the target.
16. The method according to claim 12, characterized in that The step of updating the specified object attribute of the action object comprises: Determine that an object within the skill action range is in a specified object state, and update the specified object attribute of the object.
17. The method according to claim 16, characterized in that The designated object state includes a static state; the step of determining that the object in the skill action range is in the designated object state and updating the designated object attribute of the object includes: In response to the object in the skill action range being in a stationary state, updating the specified object attribute of the object; And / or, in response to an object within the action range of the skill being in a non-static state, stopping updating of specified object properties of the object.
18. The method according to claim 17, characterized in that The game scene also includes a second object, and the second object is controlled by a second terminal device; the method also includes: In response to the control skill triggered by the second terminal device, the object state change of the action object is controlled; wherein, when the action object is not in the designated object state, the designated object attribute of the action object is stopped from being updated.
19. The method according to claim 1, characterized in that The method further comprises: In response to the drawn graphic being a preset target graphic for triggering a gain auxiliary skill, determining that the gain auxiliary skill is triggered successfully; Displaying an indication mark indicating that the gain auxiliary skill is successfully triggered in the graphical user interface; In response to a skill casting operation, based on the skill action parameters, the gain auxiliary skill is cast in the game scene.
20. The method according to claim 19, characterized in that In response to a skill casting operation, based on the skill action parameter, the step of casting the gain auxiliary skill in the game scene comprises: Displaying the duration of successful triggering of the gain auxiliary skill in the graphical user interface; In response to a skill casting operation, and the duration does not reach a preset duration, the gain auxiliary skill is cast in the game scene.
21. The method according to claim 20, characterized in that The method further comprises: In response to the duration reaching a preset duration and the skill casting operation for the gain auxiliary skill not being triggered, it is determined that the gain auxiliary skill trigger is invalid.
22. The method according to claim 19, characterized in that The method further comprises: In response to a cancel trigger operation for the gain auxiliary skill, it is determined that the gain auxiliary skill trigger is invalid.
23. The method according to claim 1, characterized in that The method further comprises: When updating the designated object property of the action object, the updating progress of the designated object property is displayed on the graphical user interface.
24. The method according to claim 23, characterized in that The action object is a teammate object of the first object, and the graphical user interface includes an object identifier of the action object; The step of displaying the update progress of the specified object attribute in the graphical user interface includes: displaying the update progress of the specified object attribute in association with the object identifier of the action object.
25. The method according to claim 1, characterized in that In response to a drawing operation acting on the drawing area, a step of determining a drawing graphic according to the drawing operation includes: In response to a sliding operation applied to the drawing area, a drawing graphic is generated based on a trajectory of an operation contact point of the sliding operation.
26. The method according to claim 25, characterized in that In response to a sliding operation on the drawing area, the step of generating a drawing graphic based on an operation contact track of the sliding operation includes: In response to a sliding operation on the drawing area, displaying in the drawing area a track of an operation contact point of the sliding operation; In response to the sliding end operation, the operation contact point track displayed in the drawing area is determined as a drawing graphic.
27. The method according to claim 26, characterized in that In response to a sliding operation on the drawing area, the step of generating a drawing graphic based on an operation contact track of the sliding operation includes: In response to a sliding operation on the drawing area, determining that a similarity between an operation contact track of the sliding operation and the preset target graphic is greater than a preset threshold, and adjusting the operation contact track to the preset target graphic; In response to the sliding end operation, the adjusted target graphic is determined as the drawing graphic.
28. The method according to claim 1, characterized in that The method further comprises: In response to a drawing operation acting on the drawing area, providing a redraw control in the drawing area; In response to a triggering operation acting on the redraw control, the drawing graphics in the drawing area are deleted.
29. The method according to claim 1, characterized in that The step of providing a drawing area in the graphical user interface comprises: In response to the skill generation operation, a drawing area and a graphic indicator of the preset target graphic are provided in the graphical user interface; wherein the graphic indicator is used to indicate the shape of the preset target graphic used to trigger the gain auxiliary skill.
30. The method according to claim 1, characterized in that Before the step of providing a drawing area in the graphical user interface, the method further comprises: In response to the drawing area setting operation, an area indication mark is displayed on the graphical user interface; wherein the area indication mark is used to: indicate the area position and / or area size of the drawing area; In response to an adjustment operation on the area indication mark, the area position and / or area size of the drawing area is adjusted.
31. A game control device, characterized in that: A graphical user interface is provided through a first terminal device, wherein at least a part of a game scene is displayed in the graphical user interface; wherein the game scene includes at least a first object, and the first object is controlled through the first terminal device; and the apparatus includes: An area providing module, used for providing a drawing area in the graphical user interface; A graphics drawing module, used for responding to a drawing operation acting on the drawing area and determining a drawing graphic according to the drawing operation; A parameter determination module, for determining a skill action parameter of the gain auxiliary skill according to a graphic parameter of the drawn graphic in response to the drawn graphic being a preset target graphic for triggering a gain auxiliary skill; The attribute update module is used to respond to the first object casting the gain auxiliary skill in the game scene, and to update the specified object attribute of the object of the gain auxiliary skill in the game scene based on the skill action parameter control.
32. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the game control method described in any one of claims 1-30.
33. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game control method described in any one of claims 1-30.