Game operation control method and device and electronic equipment
By providing automatic aiming and attack functions in the game, the complex problems of game operations are solved and the game experience and operation efficiency are improved.
Patent Information
- Application Number
- CN202411718485.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-27
- Publication Date
- 2025-04-11
- Estimated Expiration
- 2044-11-27
AI Technical Summary
In game games, when multiple attacks are launched against the same enemy, aiming and attack operations need to be performed repeatedly, resulting in complex game operations and poor game experience.
The terminal device provides a graphical user interface to display the game scene and star signs, respond to movement control instructions and attack instructions, and realize the first character automatically aiming and attacking enemy characters, reducing the number of aiming operations.
Simplify game operations, improve game experience and operation efficiency, and reduce the requirements for the number of times a player operates.
Smart Images

Figure CN119792924A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a game operation control method, device and electronic equipment. Background Art
[0002] In the game, players can control the game character to attack the enemy. First, by performing the aiming operation, adjusting the scene perspective, controlling the crosshairs to aim at the enemy, and then issuing attack commands through the attack operation to shoot, attack at close range, or cast skills at the enemy; when launching multiple attacks on the same enemy, it is necessary to repeatedly perform the aiming and attacking operations, resulting in complex game operations and poor gaming experience. Summary of the invention
[0003] In view of this, an object of the present invention is to provide a game operation control method, device and electronic device to simplify game operation and improve game experience.
[0004] In a first aspect, an embodiment of the present invention provides an operation control method for a game, wherein a graphical user interface is provided through a terminal device, wherein at least part of a game scene and a crosshair mark are displayed in the graphical user interface; the game scene includes at least a first character, and the first character is controlled through the terminal device; wherein the crosshair mark is used to indicate an aiming direction of the first character, and the method comprises: in response to a movement control instruction, controlling the first character to move in the game scene; determining a first range in the game scene based on the position of the first character; in response to the presence of a second character within the first range, controlling the display of an aiming mark associated with the second character; in response to a first attack instruction, controlling the first character to automatically move toward the second character, and when the first character moves to the second range of the second character, controlling the first character to attack the second character; in response to a second attack instruction, determining the aiming direction of the first character according to the crosshair mark, and controlling the first character to attack the aiming direction, wherein the triggering method corresponding to the second attack instruction is the same as the triggering method corresponding to the first attack instruction.
[0005] In a second aspect, an embodiment of the present invention provides an operation control device for a game, which provides a graphical user interface through a terminal device, and displays at least part of a game scene and a crosshair mark in the graphical user interface; the game scene includes at least a first character, and the first character is controlled through the terminal device; wherein the crosshair mark is used to indicate an aiming direction of the first character, and the device includes: a movement control module, which is used to respond to a movement control instruction and control the first character to move in the game scene; a range determination module, which is used to determine a first range in the game scene based on the position of the first character; an aiming module, which is used to respond to the presence of a second character in the first range and control the display of the aiming mark associated with the second character; a first attack module, which is used to respond to the first attack instruction and control the first character to automatically move toward the second character, and when the first character moves to the second range of the second character, control the first character to attack the second character; a second attack module, which is used to respond to the second attack instruction, determine the aiming direction of the first character according to the crosshair mark, and control the first character to attack the aiming direction, wherein the triggering method corresponding to the second attack instruction is the same as the triggering method corresponding to the first attack instruction.
[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 operation control method of the above-mentioned game.
[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 operation control method of the above-mentioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The operation control method, device and electronic device of the above-mentioned game provide a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene and the crosshair mark; the game scene includes at least a first character, and the first character is controlled by the terminal device; wherein the crosshair mark is used to indicate the aiming direction of the first character, and in response to the movement control instruction, the first character is controlled to move in the game scene; based on the position of the first character, a first range is determined in the game scene; in response to the existence of a second character in the first range, the aiming mark associated with the second character is controlled to be displayed; in response to the first attack command, the first character is controlled to automatically move toward the second character, and when the first character moves to the second range of the second character, the first character is controlled to attack the second character; in response to the second attack command, the aiming direction of the first character is determined according to the crosshair mark, and the first character is controlled to attack the aiming direction, wherein the triggering mode corresponding to the second attack command is the same as the triggering mode corresponding to the first attack command. In this mode, when an attack is launched to a character within the search range, the aiming mark is automatically aimed before the first attack, and the character automatically moves to the aiming target, and then the attack is quickly launched, which saves the number of aiming operations, simplifies the game operation, improves the game experience, and also improves the game operation efficiency.
[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 1 A flowchart of a game operation control method provided by an embodiment of the present invention;
[0014] Figure 2 A schematic diagram of a field of view and a first range provided by an embodiment of the present invention;
[0015] Figure 3 A schematic diagram of a crosshair mark, an aiming mark and a first attack target provided by an embodiment of the present invention;
[0016] Figure 4 A schematic diagram of an aiming mark provided in an embodiment of the present invention aiming at a first attack target;
[0017] Figure 5 A schematic diagram of a crosshair mark provided in an embodiment of the present invention aiming at a first attack target;
[0018] Figure 6 A schematic diagram of a first character moving away from a first attack target and displaying a targeting mark again provided by an embodiment of the present invention;
[0019] Figure 7 The display of the crosshair mark and the progress mark in the defense state provided by the embodiment of the present invention;
[0020] Figure 8 The display of the crosshair mark and the progress mark in the first attack state provided by the embodiment of the present invention;
[0021] Fig. 9 A schematic diagram of a game operation control device provided by an embodiment of the present invention;
[0022] Fig.10 A schematic diagram of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0023] 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.
[0024] Considering that in the related art, when multiple attacks are launched against the same enemy, aiming and attacking operations need to be performed repeatedly, resulting in complicated game operations and poor gaming experience. Based on this, an operation control method, device and electronic device for a game provided by an embodiment of the present invention can be applied to various games with attack operations, such as shooting games, fighting games, etc.
[0025] The game operation control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the game operation 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.
[0026] 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 operation 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.
[0027] 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.
[0028] In a possible implementation, an embodiment of the present invention provides a game operation control method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or it can be a client device in the cloud interaction system mentioned above.
[0029] At least part of the game scene and the crosshair mark are displayed in the graphical user interface; the game scene includes at least a first character, and the first character is controlled by the terminal device. The crosshair mark is usually displayed at a specified position of the graphical user interface, for example, the center of the interface; the crosshair mark can be a dot mark, a circle mark, etc. The crosshair mark is used to indicate the aiming direction of the first character. In the graphical user interface, the scene position overlapped with the crosshair mark is the aiming position, and the character overlapped with the crosshair mark is the aimed character.
[0030] There may be only one game character in the game scene, namely the first character mentioned above; in a multi-player game, there are multiple game characters in the game scene, and different game characters are controlled by different terminal devices; in addition, there may also be non-player-controlled characters, namely NPCs, in the game scene; the first character can fight against the game characters controlled by the players, or against the NPCs.
[0031] The terminal device can control the first character to run, jump, shoot, attack at close range, cast skills, etc. in the game scene. The terminal device can be a mobile terminal or a desktop computer, etc. On the mobile terminal device, controls are provided through the display screen, and the first character is controlled by triggering the controls; on the desktop computer, controls are provided through peripherals such as a mouse and a keyboard, and the first character is controlled by triggering the controls. In an example, an attack command is generated by triggering the left mouse button, a defense command is generated by triggering the right mouse button, and the movement of the first character is controlled by the keyboard, etc.
[0032] See also Figure 1 A game operation control method is shown, the method comprising the following steps:
[0033] Step S102, responding to the movement control instruction, controlling the first character to move in the game scene;
[0034] Step S104, determining a first range in the game scene based on the position of the first character;
[0035] By triggering the mobile controls provided by the terminal device, the first character can be controlled to move in the game scene; for example, the first character can be controlled to move in the game scene through designated keys on the keyboard, and the viewing angle of the first character can be adjusted by hovering the mouse on the graphical user interface; there are multiple keys on the keyboard, and the first character can also be controlled to jump or move quickly in other ways in the game scene by triggering other keys on the keyboard.
[0036] Based on the position of the first character in the game scene, a first range can be determined in the game scene; the first range changes in real time with the position of the first character. For example, a circular area with a specified radius centered on the position of the first character is determined as the first range.
[0037] In addition, the first range may also be determined with reference to parameters such as the orientation and field of view of the first character. For example, the shape, size and other parameters of the first range may be preset; then, when the first character moves in the game scene, the scene area where the first range is located is updated in real time according to the position, orientation, field of view and other parameters of the first character. For example, the scene area within a certain distance range within the field of view of the first character is determined as the first range.
[0038] Step S106, in response to the second character being within the first range, controlling the display of a targeting mark associated with the second character;
[0039] The first range is used to search for attack targets in the game scene. When there is a game character within the first range, the game character is the second character; the second character may actively move to the first range, or the first range may cover the location of the second character during the movement of the first character.
[0040] When there is a second character, in this embodiment, the control is associated with the second character to display an aiming mark; the aiming mark is different from the aforementioned crosshair mark; under normal circumstances, it is necessary to aim at the attack target through the crosshair mark and then trigger the attack command; in this embodiment, there is no need to aim at the attack target through the crosshair mark. When the aiming mark is displayed in association with the second character, it can be understood that if the attack command is triggered at this time, an attack can be launched against the second character.
[0041] The aiming mark may be displayed in the display area of the character model of the second character, for example, in front of the character model, which may partially block the character model, or may be displayed at a designated position of the second character, for example, above the head.
[0042] When the second character moves but does not exceed the first range, the aiming mark moves with the second character, and at this time, the relative position of the aiming mark and the second character remains unchanged. The aiming mark can be a center mark, a cross mark, etc., and can also have a specified color.
[0043] Step S108, in response to the first attack instruction, controlling the first character to automatically move toward the second character, and when the first character moves to a second range of the second character, controlling the first character to attack the second character;
[0044] The first attack instruction can be generated by triggering a specified attack control, for example, clicking the left button of the mouse to generate the first attack instruction; it can also be achieved by triggering a specified shortcut key on the keyboard.
[0045] In this embodiment, before the first attack instruction is generated, the second character is targeted by the aiming mark. After the first attack instruction is generated, the first character is controlled to automatically move toward the second character. After moving to the second range of the second character, the second character is attacked. The second range can be within a specified distance from the second character, for example, within 1 meter. The second range is usually larger than the aforementioned first range. For example, the first range is 500 meters, that is, the first character can search for attack targets within 500 meters and launch an attack. At this time, the second range can be 800 meters from the second character.
[0046] After attacking the second character, the attribute value of the second character's designated attribute will decrease, such as health value, etc. At the same time, the attribute value of the first character's designated attribute will increase, such as game results, attack power, etc.
[0047] In this embodiment, when the second character enters the first range, the second character is automatically aimed at through the aiming mark, and the player can directly trigger the first attack command to control the first character to automatically move to the second character and launch an attack. There is no need to aim through the crosshair mark before triggering the attack command.
[0048] Step S110, in response to the second attack instruction, determining the aiming direction of the first character according to the crosshair mark, and controlling the first character to attack the aiming direction, wherein the triggering method corresponding to the second attack instruction is the same as the triggering method corresponding to the first attack instruction.
[0049] If there is a game character in the aiming direction of the crosshair mark, the first character attacks the game character. If there is no game character in the aiming direction of the crosshair mark, the first character is controlled to move a certain distance and then executes the attack action.
[0050] The triggering method corresponding to the second attack instruction is the same as the triggering method corresponding to the first attack instruction. It can be understood that the triggering controls and triggering operations of the first attack instruction and the second attack instruction are the same, for example, both are single-click operations for the left mouse button, or both are click operations for the attack controls, etc.
[0051] Taking the left mouse button click operation as an example, if the player wants to continuously attack the second character, after automatically aiming at the second character through the aiming mark and launching an attack, he needs to adjust the hovering position of the mouse in the graphical user interface so that the crosshair mark aims at the second character, and then trigger the second attack command to attack the second character.
[0052] If the crosshair mark is not aimed at the second character when responding to the second attack command, the first character performs the attack action, but the attack will not affect the specified character attributes of the second character, that is, it will not cause damage to the second character.
[0053] It should be noted that when there is a second character within the first range, the aiming mark can be permanently displayed, that is, the second character within the first range is always associated with the display of the aiming mark. If there are multiple second characters within the first range, the aiming mark can be associated with one of the second characters based on the relative positions of the multiple second characters to the first character. When the relative positions of the first character and the multiple second characters change, the second character associated with the aiming mark may change.
[0054] In addition, after responding to the aforementioned first attack command and controlling the first character to attack the second character, the aiming mark associated with the second character can be cancelled. It can be understood that the automatic aiming function can only be used once, and after launching the attack, the second character will no longer be automatically aimed at. If you want to continue to attack the second character, you need to use the crosshair mark to aim.
[0055] The operation control method of the above-mentioned game provides a graphical user interface through a terminal device, and at least part of the game scene and a crosshair mark are displayed in the graphical user interface; the game scene includes at least a first character, and the first character is controlled through the terminal device; wherein the crosshair mark is used to indicate the aiming direction of the first character, and the method includes: responding to a movement control instruction, controlling the first character to move in the game scene; determining a first range in the game scene based on the position of the first character; responding to the presence of a second character within the first range, controlling the display of the aiming mark associated with the second character; responding to a first attack instruction, controlling the first character to automatically move toward the second character, and when the first character moves to the second range of the second character, controlling the first character to attack the second character; responding to a second attack instruction, determining the aiming direction of the first character according to the crosshair mark, and controlling the first character to attack the aiming direction, wherein the triggering method corresponding to the second attack instruction is the same as the triggering method corresponding to the first attack instruction.
[0056] In this method, when launching an attack on a character within the search range, the aiming mark is used to automatically aim before the first attack, and the character automatically moves toward the aiming target, thereby quickly launching an attack. This saves the number of aiming operations, simplifies game operations, improves the game experience, and also improves game operation efficiency.
[0057] In one implementation, a field of view of a first character is determined in a game scene; a scene area within the field of view whose distance to the first character is less than a first distance threshold is determined as a first range.
[0058] like Figure 2 In the example of, the field of view of the first character is usually a cone-shaped area in front of the first character, and the cone-shaped area is mapped to the horizontal plane of the game scene as a fan-shaped area. Within the field of view, the scene area whose distance to the first character is less than the first distance threshold is the first range.
[0059] The first distance threshold can be preset, but is usually smaller than the distance between the farthest position in the field of view and the first character; the first distance threshold is usually larger than the farthest attack distance when the first character performs an attack.
[0060] It is understandable that when the first character moves or turns, the shape and size of the first range remain unchanged, but the scene area covered by the first range changes. In addition, when there are obstacles in the first range, such as walls, buildings, etc., the obstacles may block the field of vision of the first character, resulting in a reduction in the range of the first range.
[0061] In actual implementation, there may be multiple second characters within the first range. In this case, in response to the existence of multiple second characters within the first range, a first attack target is determined from the multiple second characters based on the positional relationship between the multiple second characters and the crosshair mark; the aiming mark associated with the first attack target is controlled to be displayed; in response to the first attack instruction, the first character is controlled to automatically move toward the first attack target, and when the first character moves to the second range of the first attack target, the first character is controlled to attack the first attack target.
[0062] When there are multiple second characters within the first range, one second character is usually determined as the first attack target. Based on the positional relationship between the multiple second characters and the crosshair mark, the first attack target is determined as follows. The positional relationship can be a positional relationship on the interface, that is, the relationship between the display area of the second character on the graphical user interface and the crosshair mark, and the positional relationship can also be a positional relationship within the game scene, for example, determining the scene position indicated by the crosshair mark in the game scene, and the relationship between the scene position and the position of the second character in the game scene.
[0063] After the first attack target is determined, an aiming mark is displayed in association with the first attack target; in addition, both the second character and the first character may move. At this time, if the positional relationship between the multiple second characters and the crosshair mark changes, the first attack target will also change, and the game character displayed in association with the aiming mark will also change. The aiming mark is always associated with and displayed for the latest first attack target.
[0064] After the player triggers the first attack command, the first character begins to automatically move towards the first attack target displayed in association with the aiming mark. The movement may be running, jumping, flying, etc.; when moving to the second range of the first attack target, the first attack target is attacked. For example, the first character performs attack actions such as punching and kicking, and the designated character attributes of the first attack target will decrease accordingly.
[0065] For details, see Figure 3 , determine the display area of the character model of the second character in the graphical user interface; determine the second character whose display area is closest to the crosshair mark as the first attack target. It can be understood that the second character whose display area is closer to the crosshair mark is the first attack target.
[0066] For example, the area center of the display area of the character model of the second character can be determined, and the distance between the area center and the crosshair mark can be calculated. The second character with the smallest distance is the first attack target.
[0067] In one embodiment, the terminal device provides an attack control; the first attack instruction and the second attack instruction are generated by triggering the attack control.
[0068] The attack control may be a left mouse button, a right mouse button, or a designated button on a keyboard. The operation mode of triggering the generation of the first attack instruction and the second attack instruction is the same, both of which are trigger operations acting on the attack control, for example, a single-click operation, a double-click operation, etc., acting on the attack control.
[0069] refer to Figure 3 and Figure 4 ,exist Figure 3 In the state, after the first attack command is triggered, the first character moves to the vicinity of the first attack target, such as Figure 4 , then attack the first attack target, and then the aiming mark will no longer be displayed.
[0070] By triggering the same attack control, you can quickly trigger multiple attacks on the target. Since the first attack does not require aiming at the target, you can quickly start attacking the target. After triggering the attack command, there is no need to aim at the target and the character is controlled to automatically move to the target and attack. After executing the first attack, since the character is closer to the target, the accuracy of aiming is improved, which is conducive to quick aiming and attacking, improving operating efficiency and attack efficiency.
[0071] If the player wants to continue attacking the second character, he needs to use the crosshair mark to aim at the second character and then trigger the second attack command, such as Figure 5 If the crosshair is not aimed at the second character, triggering the second attack command will usually not affect the designated character attributes of the second character.
[0072] Specifically, in response to the second attack instruction, the aiming direction of the first character is determined according to the crosshair mark, it is determined that there is a third character in the aiming direction, and the distance between the first character and the third character is less than a second distance threshold, and the first character is controlled to attack the third character; wherein the third character is the second character, or a character other than the second character.
[0073] The game character in the aiming direction is the third character. When the distance between the first character and the third character is less than the second distance threshold, the first character attacks the third character in response to the second attack instruction. The third character may be the aforementioned second character or another game character.
[0074] Taking the second character as an example, after executing the first attack command, the first character is still within the second range of the second character and is not far away from the second character. At this time, the aiming mark may be cancelled and the second character will not be automatically aimed at. It is necessary to use the crosshairs to aim at the second character before attacking the second character.
[0075] In actual implementation, the hovering position of the mouse on the graphical user interface is adjusted by shaking the mouse device, thereby adjusting the viewing angle of the scene screen so that the aiming mark and the second character are displayed overlapping, thereby aiming at the second character.
[0076] In response to the distance between the first character and the third character being greater than or equal to a second distance threshold, continue to execute the following steps: based on the position of the first character, determine a first range in the game scene; in response to the presence of a second character within the first range, control the display of an aiming mark associated with the second character.
[0077] When the first character moves or the third character moves, the distance between the first character and the third character may change; for example, the first character moves in a direction away from the third character, so that the distance between the first character and the third character increases.
[0078] The second distance threshold is used to control whether to display the aiming mark again, and the second distance threshold is usually smaller than the first distance threshold. When the distance between the first character and the third character is greater than or equal to the second distance threshold, the first range is determined again in the game scene, and a search is performed to determine whether there is a second character within the first range. When there is a second character, the aiming mark is displayed in association with the second character. At this time, the aiming mark is displayed for the second time. The second character may be the same as the second character for which the aiming mark was displayed for the first time, or it may be different.
[0079] like Figure 6 In the game, after the first character and the first attack target of the second character have distanced themselves from each other, when the distance is greater than the aforementioned second distance threshold, the aiming mark will be displayed again. If the first attack target is the second character closest to the crosshair mark, the aiming mark will be displayed in association with the first attack target. If the first attack target is not the second character closest to the crosshair mark, the aiming mark will be displayed in association with the second character closest to the crosshair mark.
[0080] When the aiming mark is displayed, if the attack command is triggered, the first character is controlled to automatically move toward the second character. When the first character moves to the designated position of the second character, the second character is attacked.
[0081] When the aforementioned third character is the second character, by adjusting the distance between the first character and the second character, the second character can be automatically searched for multiple times and the aiming mark can be displayed, and the second character can be automatically aimed at using the aiming mark, thereby simplifying the aiming operation and improving the attack efficiency.
[0082] This embodiment also provides a continuous triggering method of the defense instruction and the attack instruction.
[0083] In response to a defense instruction, the first character is controlled to enter a defense state; in the defense state, the first character does not respond to specified attack instructions and / or specified skill casting instructions; in response to the end of the defense state, the first character is controlled to enter a first attack state; wherein, in the first attack state, the attack strength of the first character's attack is greater than the attack strength of the first character's attack outside the first attack state; in the first attack state, in response to a third attack instruction, a second attack target corresponding to the third attack instruction is determined, and the first character is controlled to attack the second attack target, wherein the triggering method corresponding to the third attack instruction is the same as the triggering method corresponding to the first attack instruction.
[0084] The defense instruction may be generated by triggering a specified control, such as a right mouse button, a specified button or button combination on a keyboard, etc. In the defense state, the first character may not be affected by attacks or skills from other game characters, which are usually issued by an enemy character of the first character.
[0085] The aforementioned designated attack instruction may be a common attack, or an attack instruction of a designated type; the designated skill casting instruction may be a skill casting control instruction, such as controlling the movement state of the first character, controlling whether to attack, etc., and the designated skill casting instruction may also be a skill casting instruction that causes damage to the first character, etc. In the defensive state, when the designated attack corresponding to the designated attack instruction acts on the first character, the designated character attributes of the first character are not affected by the designated attack, for example, the health value remains unchanged; when the designated skill corresponding to the designated skill casting instruction acts on the first character, the state, character attributes, etc. of the first character are not affected by the designated skill.
[0086] The defense state may be preset with a duration, and the defense state ends when the duration ends; or, the first character receives a skill that destroys the defense state, at which time the defense state ends.
[0087] In the defensive state, in response to the first character being attacked, the designated character attribute related to the attack that controls the first character remains unchanged; or, in response to the control skill acting on the first character, the designated character state related to the control skill that controls the first character remains unchanged.
[0088] For example, when the designated character attribute is health value, the health value will not decrease due to the attack suffered by the first character; when the designated character attribute is energy value, the energy value will not decrease due to the attack suffered by the first character.
[0089] For another example, the control skill is to control the game character not to move. When the control skill acts on the first character, the first character can still move under the control of the terminal device; or, the control skill is to control the game character not to attack. When the control skill acts on the first character, the first character can still attack when triggered by an attack command.
[0090] In addition, in the defense state, in response to a jump instruction to the first character, the first character is controlled not to perform a jump action related to the jump instruction.
[0091] The jump command can control the first character to move quickly. In the defensive state, when the jump command is triggered, such as triggering the specified shortcut key in the keyboard, the first character does not perform the jump action and does not move quickly.
[0092] In this embodiment, after the defense state ends, the first character will automatically enter the first attack state. The attack intensity of the first character when triggering an attack in the first attack state is greater than the attack intensity outside the first attack state. The attack intensity can be the degree of decline of the specified character attribute of the attacked character, the attack frequency, etc.
[0093] It can be understood that after the defense state ends, the first character enters a continuous state of enhanced attack, thereby improving the attack ability of the first character.
[0094] In the first attack state, one or more attack instructions may be executed, and after the attack instruction is triggered, the second attack target corresponding to the first object is attacked. It should be noted that the second attack target may be determined by the aiming mark or the crosshair mark.
[0095] In the above method, after the defense is over, the first character automatically enters an attack state with enhanced attack strength. In this state, attack commands are issued with strong attack strength, thereby improving the player's attack efficiency.
[0096] Specifically, the above-mentioned terminal device provides a defense control; the defense instruction includes: a trigger operation acting on the defense control; the terminal device provides an attack control; the third attack instruction includes: a trigger operation acting on the attack control.
[0097] The defense control can be a left mouse button, a right mouse button, or a designated button on a keyboard, and the attack control can also be a left mouse button, a right mouse button, or a designated button on a keyboard; the defense control and the attack control are different controls, for example, the defense control is the right mouse button, and the attack control is the left mouse button; for another example, the defense control is the F button on the keyboard, and the attack control is the G button on the keyboard, etc.
[0098] The aforementioned third attack instruction can be operated in the same manner as the aforementioned first attack instruction and second attack instruction, both of which are trigger operations acting on the attack control, for example, a single-click operation, a double-click operation, etc. acting on the attack control.
[0099] In a specific implementation, in the defense state, the crosshair mark is displayed in a first display state; wherein the first display state is used to indicate that: in the defense state, the first character does not respond to an attack command.
[0100] For ordinary attack commands, it is necessary to aim at the target through the crosshair mark before attacking the target; in the defense state, the crosshair mark is displayed in the first display state, so that the player can know that the current crosshair mark is unavailable, that is, it will not respond to attack commands.
[0101] exist Figure 7 In the example of FIG. 1 , the crosshair mark is a display state of a black dot, which is the first display state. In the normal display state, the crosshair mark is a display state of a circle, such as Figure 6 middle.
[0102] Furthermore, in the defense state, the progress indicator of the defense state is controlled to be displayed; wherein the progress indicator is used to indicate: the total duration of the defense state and the current remaining duration.
[0103] refer to Figure 7 The total length of the progress mark represents the total duration of the defense state, such as 5 seconds. The black bar in the mark represents the current remaining duration. In the defense state, the black bar keeps shortening, indicating that the current remaining duration keeps decreasing. When the current remaining duration is reduced to zero, the defense state ends.
[0104] After the defense state ends, the first character enters the first attack state. In the first attack state, the crosshair mark is displayed in the second display state; wherein the second display state is used to indicate that the first character is in the first attack state.
[0105] The first attack state can be understood as a continuous state that strengthens the normal state. In order to remind the player that the first attack state has been entered, the display state of the crosshair mark is changed to indicate it. Figure 8 , Figure 8 The second display state of the center crosshair mark is bold, and displays the progress mark of the first attack state.
[0106] The progress indicator of the first attack state is used to indicate: the total duration and the current remaining duration of the first attack state. Figure 8 The total length of the progress mark in the middle represents the total duration of the first attack state, such as 5 seconds. The black bar in the progress mark represents the current remaining duration. In the first attack state, the black bar keeps shortening, indicating that the current remaining duration keeps decreasing. When the current remaining duration decreases to zero, the first attack state ends.
[0107] In addition, a status indicator of the first attack state may also be displayed. The status indicator may be in the form of text or symbols to remind the player that the current state is the first attack state. In actual implementation, the crosshair indicator may be displayed in the second display state at the same time as the status indicator of the first attack state, or only the crosshair indicator may be displayed in the second display state, or only the status indicator of the first attack state may be displayed.
[0108] In a first attack state, based on the first character, a third range is determined in the game scene; wherein the range size of the third range is larger than the range size of the first range; in response to the presence of a fourth character within the third range, display of an aiming mark associated with the fourth character is controlled; in response to a third attack instruction, the first character is controlled to automatically move toward the fourth character, and when the first character moves to the designated position of the fourth character, the first character is controlled to attack the third character and display of the aiming mark is cancelled.
[0109] The above-mentioned third range is used to search for attack targets in the game scene. Since it is in the first attack state, the third range is larger than the aforementioned first range; for example, the first range is 800 meters, that is, the attack target within 800 meters from the first character can be automatically searched and an attack can be launched; the third range can be 1000 meters from the first character. At this time, the attack target within 1000 meters from the first character can be automatically searched. In the first attack state, the search range is further expanded.
[0110] When there is a game character within the third range, the game character is the fourth character mentioned above; the fourth character may actively move to the third range, or the third range may cover the position of the fourth character during the movement of the first character.
[0111] When there is a fourth character, in this embodiment, the control is associated with the fourth character to display an aiming mark; the aiming mark is different from the aforementioned crosshair mark; under normal circumstances, it is necessary to aim at the attack target through the crosshair mark and then trigger the attack command, but in this embodiment, there is no need to aim at the attack target through the crosshair mark. When the aiming mark is displayed in association with the fourth character, it can be understood that if the attack command is triggered at this time, an attack can be launched against the fourth character.
[0112] The aiming mark may be displayed in the display area of the character model of the fourth character, for example, in front of the character model, which may partially block the character model, or may be displayed at a designated position of the fourth character, for example, above the head.
[0113] When the fourth character moves but does not exceed the third range, the aiming mark moves with the fourth character, and at this time, the relative position of the aiming mark and the fourth character remains unchanged. The aiming mark can be a center mark, a cross mark, etc., and can also have a specified color.
[0114] The third attack instruction can be implemented by triggering a specified attack control, for example, clicking the left button of the mouse to trigger the third attack instruction; it can also be implemented by triggering a specified shortcut key on the keyboard.
[0115] In this embodiment, before the third attack instruction is triggered, the third character has been aimed at by the aiming mark. When the third attack instruction is triggered, the first character is controlled to move toward the fourth character. When it moves to the designated position of the fourth character, the fourth character is attacked; the designated position can be within a specified distance from the fourth character, for example, within 1 meter.
[0116] After attacking the fourth character, the attribute value of the fourth character's designated attribute will decrease, such as health value, etc. At the same time, the attribute value of the first character's designated attribute will increase, such as game results, attack power, etc.
[0117] In this embodiment, when the fourth character enters the third range, the fourth character is automatically aimed at through the aiming mark, and the player can directly trigger the third attack command to control the first character to move to the fourth character and launch an attack, without having to aim through the crosshair mark before triggering the attack command.
[0118] Furthermore, in response to the fourth attack instruction, the aiming direction of the first character is determined according to the crosshair mark, and the first character is controlled to attack the aiming direction, wherein the triggering method corresponding to the fourth attack instruction is the same as the triggering method corresponding to the third attack instruction.
[0119] It should be noted that after attacking the fourth character, the aiming mark is canceled. It can be understood that the automatic aiming function can only be used once. After launching the attack, the fourth character will no longer be automatically aimed. If you want to continue to attack the fourth character, you need to use the crosshair mark to aim.
[0120] The triggering method of the aforementioned fourth attack instruction can be the same as the triggering method of the aforementioned first attack instruction, that is, the triggering controls and triggering operations of the first attack instruction and the fourth attack instruction are the same, for example, both are single-click operations for the left mouse button. At this time, if the player wants to continuously attack the fourth character, after aiming at the fourth character through the aiming mark and launching the attack, it is necessary to adjust the hovering position of the mouse in the graphical user interface first, so that the crosshair mark aims at the fourth character, and then trigger the fourth attack instruction, thereby attacking the fourth character.
[0121] If, in response to the fourth attack command, the crosshair mark is not aimed at the fourth character, the first character performs the attack action, but the attack will not affect the designated character attributes of the fourth character, that is, it will not cause damage to the fourth character.
[0122] In a specific manner, in response to a fourth attack instruction and the distance between the first character and the fourth character is less than a third distance threshold, the crosshair mark is determined to aim at the fourth character, and the first character is controlled to attack the fourth character.
[0123] After executing the third attack command, the first character is still at the designated position of the fourth character and is not far away from the fourth character. At this time, no aiming mark is displayed and the fourth character will not be automatically aimed at. You need to use the crosshair to aim at the fourth character before attacking the fourth character.
[0124] In actual implementation, the mouse device is shaken to adjust the hovering position of the mouse on the graphical user interface, thereby adjusting the viewing angle of the scene screen so that the aiming mark and the fourth character are displayed overlapping, thereby aiming at the fourth character.
[0125] In response to the distance between the first character and the fourth character being greater than or equal to a third distance threshold, continue to execute the following steps: based on the first character, determine a third range in the game scene; in response to the presence of the fourth character within the third range, control the display of an aiming mark associated with the fourth character.
[0126] When the first character moves or the fourth character moves, the distance between the first character and the fourth character may change; for example, the first character moves in a direction away from the fourth character, so that the distance between the first character and the fourth character increases.
[0127] The third distance threshold is used to control whether to display the aiming mark again, and the third distance threshold is usually smaller than the aforementioned first distance threshold. When the distance between the first character and the fourth character is greater than or equal to the third distance threshold, the third range is determined again in the game scene, and a search is performed to determine whether there is a fourth character within the third range. When there is a fourth character, the aiming mark is displayed in association with the fourth character. At this time, the aiming mark is displayed for the second time. The fourth character may be the same as the fourth character for which the aiming mark was displayed for the first time, or it may be different.
[0128] When the aiming mark is displayed, if the attack command is triggered, the first character is controlled to move toward the fourth character. When the first character moves to the designated position of the fourth character, the fourth character is attacked.
[0129] By adjusting the distance between the first character and the fourth character, the fourth character can be automatically searched for multiple times and an aiming mark can be displayed, and the fourth character can be automatically aimed at using the aiming mark, thereby simplifying the aiming operation and improving the attack efficiency.
[0130] In another implementation, in response to the end of the defense state, the defense instruction is controlled to enter a cooling state; in the cooling state, the defense instruction is not responded to; in response to the attack instruction in the first attack state, the duration of the cooling state is reduced.
[0131] The cooling state usually has a preset cooling time, for example, 60 seconds. In the cooling state, the graphical user interface usually displays an indicator that the defense command is in a cooling state and displays a countdown indicator for the cooling time.
[0132] In the cooling state, if the player executes a defense command, the first character does not enter the defense state, that is, does not respond to the defense command.
[0133] In this embodiment, after the defense state technology, it will automatically enter the first attack state; when the first character executes an attack instruction in the first attack state, such as the aforementioned third attack instruction and the fourth attack instruction, the duration of the aforementioned cooling state can be shortened. For example, in the first attack state, each time the first character executes an attack instruction, the duration of the cooling state is reduced by one second.
[0134] By executing the attack command in the first attack state, the cooling state of the defense command can be ended as soon as possible, and after the cooling state technology, the first character can respond to the defense command.
[0135] Furthermore, in the first attack state, in response to a defense instruction, the first character is controlled to end the first attack state and to enter a defense state.
[0136] After the first attack state, since the attack command can shorten the cooling state of the defense command, the cooling state of the defense command may end before the first attack state ends. At this time, if the defense command is executed, the first attack state ends and the defense state enters. This situation may be applied to the case where, in the first attack state, the enemy character attacks the first character. At this time, in order to prevent the first character from being damaged by the attack, the defense state is entered by executing the defense command.
[0137] Corresponding to the above method embodiment, see Fig. 9 A schematic diagram of an operation control device for a game is shown, wherein a graphical user interface is provided through a terminal device, and at least part of a game scene and a crosshair mark are displayed in the graphical user interface; the game scene includes at least a first character, and the first character is controlled through the terminal device; wherein the crosshair mark is used to indicate the aiming direction of the first character, and the device includes:
[0138] A movement control module 90, for responding to a movement control instruction and controlling the first character to move in the game scene;
[0139] A range determination module 92, for determining a first range in the game scene based on the position of the first character;
[0140] A targeting module 94, for controlling display of a targeting mark associated with the second character in response to the second character being present within the first range;
[0141] A first attack module 96, for controlling the first character to automatically move toward the second character in response to a first attack instruction, and controlling the first character to attack the second character when the first character moves to a second range of the second character;
[0142] The second attack module 98 is used to respond to the second attack instruction, determine the aiming direction of the first character according to the crosshair mark, and control the first character to attack the aiming direction, wherein the triggering method corresponding to the second attack instruction is the same as the triggering method corresponding to the first attack instruction.
[0143] The operation control device of the above-mentioned game provides a graphical user interface through a terminal device, and at least part of the game scene and a crosshair mark are displayed in the graphical user interface; the game scene includes at least a first character, and the first character is controlled through the terminal device; wherein the crosshair mark is used to indicate the aiming direction of the first character, and the device includes: a movement control module, which is used to respond to the movement control instruction and control the first character to move in the game scene; a range determination module, which is used to determine the first range in the game scene based on the position of the first character; an aiming module, which is used to respond to the existence of a second character in the first range and control the display of the aiming mark associated with the second character; a first attack module, which is used to respond to the first attack instruction and control the first character to automatically move toward the second character, and when the first character moves to the second range of the second character, control the first character to attack the second character; a second attack module, which is used to respond to the second attack instruction, determine the aiming direction of the first character according to the crosshair mark, and control the first character to attack the aiming direction, wherein the triggering mode corresponding to the second attack instruction is the same as the triggering mode corresponding to the first attack instruction.
[0144] In this method, when launching an attack on a character within the search range, the aiming mark is used to automatically aim before the first attack, and the character automatically moves toward the aiming target, thereby quickly launching an attack. This saves the number of aiming operations, simplifies game operations, improves the game experience, and also improves game operation efficiency.
[0145] The above device also includes an identification canceling module, which is used to cancel the aiming identification displayed in association with the second character.
[0146] The above-mentioned range determination module is used to: determine the field of view of the first character in the game scene; and determine the scene area within the field of view whose distance to the first character is less than a first distance threshold as the first range.
[0147] The aiming module is used to: respond to the presence of multiple second characters within the first range, determine the first attack target from the multiple second characters based on the positional relationship between the multiple second characters and the crosshair mark; control the display of the aiming mark associated with the first attack target; the first attack module is used to respond to the first attack instruction, control the first character to automatically move toward the first attack target, and when the first character moves to the second range of the first attack target, control the first character to attack the first attack target.
[0148] The aiming module is used to: determine the display area of the character model of the second character in the graphical user interface; and determine the second character whose display area is closest to the crosshair mark as the first attack target.
[0149] The terminal device provides an attack control; the first attack instruction and the second attack instruction are generated by triggering the attack control.
[0150] The above-mentioned second attack module is used to: respond to the second attack instruction, determine the aiming direction of the first character according to the crosshair mark, determine that there is a third character in the aiming direction, and the distance between the first character and the third character is less than the second distance threshold, and control the first character to attack the third character; wherein the third character is the second character, or a character other than the second character.
[0151] The above-mentioned device also includes a first continuing execution module, which is used to: in response to the distance between the first character and the third character being greater than or equal to a second distance threshold, continue to execute the following steps: based on the position of the first character, determine a first range in the game scene; in response to the existence of a second character within the first range, control the display of an aiming mark associated with the second character.
[0152] The above-mentioned device also includes a defense and attack module, which is used to: respond to a defense instruction, control the first character to enter a defense state; in the defense state, the first character does not respond to specified attack instructions and / or specified skill casting instructions; in response to the end of the defense state, control the first character to enter a first attack state; wherein, in the first attack state, the attack strength of the first character's attack is greater than the attack strength of the first character's attack outside the first attack state; in the first attack state, in response to a third attack instruction, determine the second attack target corresponding to the third attack instruction, and control the first character to attack the second attack target; wherein, the trigger mode corresponding to the third attack instruction is the same as the trigger mode corresponding to the first attack instruction.
[0153] The above-mentioned device also includes: a defense control module is used to control the first character's designated character attributes related to the attack to remain unchanged in response to the first character being attacked in the defense state; or, in response to the control skill acting on the first character, control the first character's designated character state related to the control skill to remain unchanged.
[0154] The above-mentioned device also includes a jump control module, which is used to respond to a jump instruction for the first character in a defensive state and control the first character not to perform a jump action related to the jump instruction.
[0155] The above-mentioned device also includes a defense indication module, which is used to display the crosshair mark in a first display state in the defense state; wherein the first display state is used to indicate that: in the defense state, the first character does not respond to the attack instruction.
[0156] The above-mentioned device also includes a defense progress module, which is used to control the progress mark that displays the defense state; wherein the progress mark is used to indicate: the total duration of the defense state and the current remaining duration.
[0157] The above-mentioned device also includes a status indication module, which is used to: display the crosshair mark in the second display state in the first attack state; wherein the second display state is used to indicate: the first character is in the first attack state; and / or, display the status indication mark of the first attack state.
[0158] The above-mentioned device also includes a designated attack module, which is used to determine a third range in the game scene based on the first character in a first attack state; wherein the range size of the third range is larger than the range size of the first range; in response to the presence of a fourth character in the third range, control the display of an aiming mark associated with the fourth character; the above-mentioned defense and attack module is used to control the first character to automatically move toward the fourth character in response to the third attack instruction, and when the first character moves to the second range of the fourth character, control the first character to attack the fourth character.
[0159] The above-mentioned device also includes a fourth attack module, which is used to respond to a fourth attack instruction, determine the aiming direction of the first character according to the crosshair mark, and control the first character to attack the aiming direction, wherein the triggering method corresponding to the fourth attack instruction is the same as the triggering method corresponding to the third attack instruction.
[0160] The above-mentioned device also includes a cooling control module, which is used to control the defense instruction to enter the cooling state in response to the end of the defense state; in the cooling state, not respond to the defense instruction; in response to the attack instruction in the first attack state, reduce the duration of the cooling state.
[0161] The above-mentioned device also includes an attack state control module, which is used to control the first character to end the first attack state and enter the defense state in response to a defense instruction in the first attack state.
[0162] 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 operation control method of the above game. The electronic device can be a server or a terminal device.
[0163] See also Fig.10 As 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 operation control method of the above game.
[0164] Further, Fig.10 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 .
[0165] 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.10 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.
[0166] 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.
[0167] The processor in the above electronic device can implement the following operations in the above game operation control method by executing computer executable instructions:
[0168] A method for controlling the operation of a game, providing a graphical user interface through a terminal device, wherein at least part of a game scene and a crosshair mark are displayed in the graphical user interface; the game scene includes at least a first character, and the first character is controlled through the terminal device; wherein the crosshair mark is used to indicate the aiming direction of the first character, and in response to a movement control instruction, the first character is controlled to move in the game scene; based on the position of the first character, a first range is determined in the game scene; in response to the presence of a second character within the first range, the aiming mark associated with the second character is controlled to be displayed; in response to a first attack instruction, the first character is controlled to automatically move toward the second character, and when the first character moves to the second range of the second character, the first character is controlled to attack the second character; in response to a second attack instruction, the aiming direction of the first character is determined according to the crosshair mark, and the first character is controlled to attack the aiming direction, wherein the triggering mode corresponding to the second attack instruction is the same as the triggering mode corresponding to the first attack instruction.
[0169] Cancels the aiming indicator displayed in connection with the second character.
[0170] The field of view of the first character is determined in the game scene; and a scene area within the field of view whose distance from the first character is less than a first distance threshold is determined as a first range.
[0171] In response to the presence of multiple second characters within the first range, a first attack target is determined from the multiple second characters based on the positional relationship between the multiple second characters and the crosshair mark; the aiming mark associated with the first attack target is controlled to be displayed; in response to the first attack instruction, the first character is controlled to automatically move toward the first attack target, and when the first character moves to the second range of the first attack target, the first character is controlled to attack the first attack target.
[0172] Determine a display area of the character model of the second character in the graphical user interface; and determine the second character whose display area is closest to the crosshair mark as the first attack target.
[0173] The terminal device provides an attack control; the first attack instruction and the second attack instruction are generated by triggering the attack control.
[0174] In response to the second attack instruction, the aiming direction of the first character is determined according to the crosshair mark, it is determined that there is a third character in the aiming direction, and the distance between the first character and the third character is less than a second distance threshold, and the first character is controlled to attack the third character; wherein the third character is the second character, or a character other than the second character.
[0175] In response to the distance between the first character and the third character being greater than or equal to a second distance threshold, continue to execute the following steps: based on the position of the first character, determine a first range in the game scene; in response to the presence of a second character within the first range, control the display of an aiming mark associated with the second character.
[0176] In response to a defense instruction, the first character is controlled to enter a defense state; in the defense state, the first character does not respond to specified attack instructions and / or specified skill casting instructions; in response to the end of the defense state, the first character is controlled to enter a first attack state; wherein, in the first attack state, the attack strength of the first character's attack is greater than the attack strength of the first character's attack outside the first attack state; in the first attack state, in response to a third attack instruction, a second attack target corresponding to the third attack instruction is determined, and the first character is controlled to attack the second attack target; wherein, the triggering method corresponding to the third attack instruction is the same as the triggering method corresponding to the first attack instruction.
[0177] In the defensive state, in response to the first character being attacked, the designated character attribute related to the attack that controls the first character remains unchanged; or, in response to the control skill acting on the first character, the designated character state related to the control skill that controls the first character remains unchanged.
[0178] In the defense state, in response to a jump instruction to the first character, the first character is controlled not to perform a jump action related to the jump instruction.
[0179] In the defense state, the crosshair mark is displayed in a first display state; wherein the first display state is used to indicate that: in the defense state, the first character does not respond to an attack instruction.
[0180] Controls the display of the progress indicator of the defense status; the progress indicator is used to indicate: the total duration of the defense status and the current remaining duration.
[0181] In the first attack state, the crosshair mark is displayed in the second display state; wherein the second display state is used to indicate: the first character is in the first attack state; and / or, a state indication mark of the first attack state is displayed.
[0182] In a first attack state, based on the first character, a third range is determined in the game scene; wherein the range size of the third range is larger than the range size of the first range; in response to the presence of a fourth character within the third range, display of an aiming mark associated with the fourth character is controlled; in response to a third attack instruction, the first character is controlled to automatically move toward the fourth character, and when the first character moves to the second range of the fourth character, the first character is controlled to attack the fourth character.
[0183] In response to the fourth attack instruction, the aiming direction of the first character is determined according to the crosshair mark, and the first character is controlled to attack the aiming direction, wherein the triggering method corresponding to the fourth attack instruction is the same as the triggering method corresponding to the third attack instruction.
[0184] In response to the end of the defense state, the defense instruction is controlled to enter the cooling state; in the cooling state, the defense instruction is not responded to; in response to the attack instruction in the first attack state, the duration of the cooling state is reduced.
[0185] In the first attack state, in response to a defense instruction, the first character is controlled to end the first attack state and to enter a defense state.
[0186] In this method, when launching an attack on a character within the search range, the aiming mark is used to automatically aim before the first attack, and the character automatically moves toward the aiming target, thereby quickly launching an attack. This saves the number of aiming operations, simplifies game operations, improves the game experience, and also improves game operation efficiency.
[0187] In this method, when launching an attack on a character within the search range, the aiming mark is used to automatically aim before the first attack, and then the attack is quickly launched, which saves the number of aiming operations, simplifies the game operation, improves the game experience, and also improves the game operation efficiency.
[0188] 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 operation control method of the above-mentioned game.
[0189] The computer executable instructions stored in the computer readable storage medium can implement the following operations in the game operation control method by executing the computer executable instructions:
[0190] A method for controlling the operation of a game, providing a graphical user interface through a terminal device, wherein at least part of a game scene and a crosshair mark are displayed in the graphical user interface; the game scene includes at least a first character, and the first character is controlled through the terminal device; wherein the crosshair mark is used to indicate the aiming direction of the first character, and in response to a movement control instruction, the first character is controlled to move in the game scene; based on the position of the first character, a first range is determined in the game scene; in response to the presence of a second character within the first range, the aiming mark associated with the second character is controlled to be displayed; in response to a first attack instruction, the first character is controlled to automatically move toward the second character, and when the first character moves to the second range of the second character, the first character is controlled to attack the second character; in response to a second attack instruction, the aiming direction of the first character is determined according to the crosshair mark, and the first character is controlled to attack the aiming direction, wherein the triggering mode corresponding to the second attack instruction is the same as the triggering mode corresponding to the first attack instruction.
[0191] Cancels the aiming indicator displayed in connection with the second character.
[0192] The field of view of the first character is determined in the game scene; and a scene area within the field of view whose distance from the first character is less than a first distance threshold is determined as a first range.
[0193] In response to the presence of multiple second characters within the first range, a first attack target is determined from the multiple second characters based on the positional relationship between the multiple second characters and the crosshair mark; the aiming mark associated with the first attack target is controlled to be displayed; in response to the first attack instruction, the first character is controlled to automatically move toward the first attack target, and when the first character moves to the second range of the first attack target, the first character is controlled to attack the first attack target.
[0194] Determine a display area of the character model of the second character in the graphical user interface; and determine the second character whose display area is closest to the crosshair mark as the first attack target.
[0195] The terminal device provides an attack control; the first attack instruction and the second attack instruction are generated by triggering the attack control.
[0196] In response to the second attack instruction, the aiming direction of the first character is determined according to the crosshair mark, it is determined that there is a third character in the aiming direction, and the distance between the first character and the third character is less than a second distance threshold, and the first character is controlled to attack the third character; wherein the third character is the second character, or a character other than the second character.
[0197] In response to the distance between the first character and the third character being greater than or equal to a second distance threshold, continue to execute the following steps: based on the position of the first character, determine a first range in the game scene; in response to the presence of a second character within the first range, control the display of an aiming mark associated with the second character.
[0198] In response to a defense instruction, the first character is controlled to enter a defense state; in the defense state, the first character does not respond to specified attack instructions and / or specified skill casting instructions; in response to the end of the defense state, the first character is controlled to enter a first attack state; wherein, in the first attack state, the attack strength of the first character's attack is greater than the attack strength of the first character's attack outside the first attack state; in the first attack state, in response to a third attack instruction, a second attack target corresponding to the third attack instruction is determined, and the first character is controlled to attack the second attack target; wherein, the triggering method corresponding to the third attack instruction is the same as the triggering method corresponding to the first attack instruction.
[0199] In the defensive state, in response to the first character being attacked, the designated character attribute related to the attack that controls the first character remains unchanged; or, in response to the control skill acting on the first character, the designated character state related to the control skill that controls the first character remains unchanged.
[0200] In the defense state, in response to a jump instruction to the first character, the first character is controlled not to perform a jump action related to the jump instruction.
[0201] In the defense state, the crosshair mark is displayed in a first display state; wherein the first display state is used to indicate that: in the defense state, the first character does not respond to an attack instruction.
[0202] Controls the display of the progress indicator of the defense status; the progress indicator is used to indicate: the total duration of the defense status and the current remaining duration.
[0203] In the first attack state, the crosshair mark is displayed in the second display state; wherein the second display state is used to indicate: the first character is in the first attack state; and / or, a state indication mark of the first attack state is displayed.
[0204] In a first attack state, based on the first character, a third range is determined in the game scene; wherein the range size of the third range is larger than the range size of the first range; in response to the presence of a fourth character within the third range, display of an aiming mark associated with the fourth character is controlled; in response to a third attack instruction, the first character is controlled to automatically move toward the fourth character, and when the first character moves to the second range of the fourth character, the first character is controlled to attack the fourth character.
[0205] In response to the fourth attack instruction, the aiming direction of the first character is determined according to the crosshair mark, and the first character is controlled to attack the aiming direction, wherein the triggering method corresponding to the fourth attack instruction is the same as the triggering method corresponding to the third attack instruction.
[0206] In response to the end of the defense state, the defense instruction is controlled to enter the cooling state; in the cooling state, the defense instruction is not responded to; in response to the attack instruction in the first attack state, the duration of the cooling state is reduced.
[0207] In the first attack state, in response to a defense instruction, the first character is controlled to end the first attack state and to enter a defense state.
[0208] In this method, when launching an attack on a character within the search range, the aiming mark is used to automatically aim before the first attack, and the character automatically moves toward the aiming target, thereby quickly launching an attack. This saves the number of aiming operations, simplifies game operations, improves the game experience, and also improves game operation efficiency.
[0209] The game operation 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 method described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.
[0210] 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.
[0211] 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.
[0212] 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.
[0213] 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.
[0214] 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 game operation control method, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface displays at least a portion of a game scene and a crosshair mark; the game scene includes at least a first character, and the first character is controlled through the terminal device; wherein the crosshair mark is used to indicate an aiming direction of the first character, and the method includes: In response to the movement control instruction, control the first character to move in the game scene; Based on the position of the first character, determining a first range in the game scene; In response to the presence of a second character within the first range, controlling the display of a targeting mark associated with the second character; In response to a first attack instruction, controlling the first character to automatically move toward the second character, and when the first character moves to a second range of the second character, controlling the first character to attack the second character; In response to a second attack instruction, the aiming direction of the first character is determined according to the crosshair mark, and the first character is controlled to attack the aiming direction, wherein the triggering method corresponding to the second attack instruction is the same as the triggering method corresponding to the first attack instruction.
2. The method according to claim 1, characterized in that After the step of controlling the first character to automatically move toward the second character in response to the first attack instruction, and controlling the first character to attack the second character when the first character moves to a second range of the second character, the method further includes: The aiming mark displayed in association with the second character is cancelled.
3. The method according to claim 1, characterized in that The step of determining a first range in the game scene based on the position of the first character comprises: Determining a field of view of the first character in the game scene; A scene area within the field of view, the distance from the first character being less than a first distance threshold, is determined as a first range.
4. The method according to claim 1, characterized in that: In response to the presence of a second character within the first range, the step of controlling the display of a targeting mark associated with the second character comprises: In response to the presence of a plurality of second characters within the first range, determining a first attack target from the plurality of second characters based on a positional relationship between the plurality of second characters and the crosshair mark; and controlling display of an aiming mark associated with the first attack target; The step of controlling the first character to automatically move toward the second character in response to the first attack instruction, and controlling the first character to attack the second character when the first character moves to a second range of the second character, comprises: In response to a first attack instruction, the first character is controlled to automatically move toward the first attack target, and when the first character moves to a second range of the first attack target, the first character is controlled to attack the first attack target.
5. The method according to claim 4, characterized in that The step of determining a first attack target from the plurality of second characters based on the positional relationship between the plurality of second characters and the crosshair mark comprises: determining a display area of the role model of the second role in the graphical user interface; The second character whose display area is closest to the crosshair mark is determined as the first attack target.
6. The method according to claim 1, characterized in that The terminal device provides an attack control; the first attack instruction and the second attack instruction are generated by triggering the attack control.
7. The method according to claim 1, characterized in that In response to the second attack instruction, the step of determining the aiming direction of the first character according to the crosshair mark, and controlling the first character to attack the aiming direction includes: In response to a second attack instruction, the aiming direction of the first character is determined according to the crosshair mark, it is determined that there is a third character in the aiming direction, and the distance between the first character and the third character is less than a second distance threshold, and the first character is controlled to attack the third character; wherein the third character is the second character, or a character other than the second character.
8. The method according to claim 7, characterized in that The method further comprises: In response to the distance between the first character and the third character being greater than or equal to a second distance threshold, continue to execute the following steps: based on the position of the first character, determine a first range in the game scene; in response to the presence of a second character within the first range, control the display of an aiming mark associated with the second character.
9. The method according to claim 1, characterized in that: The method further comprises: In response to a defense instruction, controlling the first character to enter a defense state; in the defense state, the first character does not respond to a specified attack instruction and / or a specified skill casting instruction; In response to the end of the defense state, controlling the first character to enter a first attack state; wherein the attack strength of the first character in the first attack state is greater than the attack strength of the first character outside the first attack state; In the first attack state, in response to a third attack instruction, a second attack target corresponding to the third attack instruction is determined, and the first character is controlled to attack the second attack target; wherein the triggering method corresponding to the third attack instruction is the same as the triggering method corresponding to the first attack instruction.
10. The method according to claim 9, characterized in that The method further comprises: In the defense state, in response to the first character being attacked, controlling a designated character attribute of the first character related to the attack to remain unchanged; Alternatively, in response to a control skill acting on the first character, the state of a designated character associated with the control skill that controls the first character remains unchanged.
11. The method according to claim 9, characterized in that The method further comprises: In the defense state, in response to a jump instruction for the first character, the first character is controlled not to perform a jump action related to the jump instruction.
12. The method according to claim 9, characterized in that The method further comprises: In the defense state, the crosshair mark is displayed in a first display state; wherein the first display state is used to indicate that: in the defense state, the first character does not respond to an attack instruction.
13. The method according to claim 9, characterized in that After the step of controlling the first character to enter a defense state in response to a defense instruction, the method further includes: Control and display a progress indicator of the defense state; wherein the progress indicator is used to indicate: the total duration and the current remaining duration of the defense state.
14. The method according to claim 9, characterized in that The method further comprises: In the first attack state, the crosshair mark is displayed in a second display state; wherein the second display state is used to indicate that the first character is in the first attack state; And / or, display a status indication mark of the first attack status.
15. The method according to claim 9, characterized in that The method further comprises: In the first attack state, based on the first character, a third range is determined in the game scene; wherein the range size of the third range is greater than the range size of the first range; In response to the presence of a fourth character within the third range, controlling the display of a targeting mark associated with the fourth character; The step of determining, in response to the third attack instruction, a second attack target corresponding to the third attack instruction, and controlling the first character to attack the second attack target includes: In response to a third attack instruction, the first character is controlled to automatically move toward the fourth character, and when the first character moves to the second range of the fourth character, the first character is controlled to attack the fourth character.
16. The method according to claim 15, characterized in that After the step of controlling the first character to automatically move toward the fourth character in response to the third attack instruction, and controlling the first character to attack the fourth character when the first character moves to the second range of the fourth character, the method further includes: In response to a fourth attack instruction, the aiming direction of the first character is determined according to the crosshair mark, and the first character is controlled to attack the aiming direction, wherein the triggering method corresponding to the fourth attack instruction is the same as the triggering method corresponding to the third attack instruction.
17. The method according to claim 9, characterized in that The method further comprises: In response to the end of the defense state, controlling the defense instruction to enter a cooling state; in the cooling state, not responding to the defense instruction; In response to an attack instruction in the first attack state, the duration of the cooling state is reduced.
18. The method according to claim 9, characterized in that The method further comprises: In the first attack state, in response to a defense instruction, the first character is controlled to end the first attack state and to enter a defense state.
19. A game operation control device, characterized in that: A graphical user interface is provided through a terminal device, wherein at least a part of a game scene and a crosshair mark are displayed in the graphical user interface; the game scene includes at least a first character, and the first character is controlled through the terminal device; wherein the crosshair mark is used to indicate an aiming direction of the first character, and the device includes: A movement control module, used to respond to a movement control instruction and control the first character to move in the game scene; a range determination module, configured to determine a first range in the game scene based on a position of the first character; A targeting module, configured to, in response to the presence of a second character within the first range, control the display of a targeting mark associated with the second character; a first attack module, configured to control the first character to automatically move toward the second character in response to a first attack instruction, and to control the first character to attack the second character when the first character moves to a second range of the second character; The second attack module is used to respond to a second attack instruction, determine the aiming direction of the first character according to the crosshair mark, and control the first character to attack the aiming direction, wherein the triggering method corresponding to the second attack instruction is the same as the triggering method corresponding to the first attack instruction.
20. 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 operation control method according to any one of claims 1-18.
21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the game operation control method described in any one of claims 1-18.
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