Game operation and control methods, devices and electronic devices
By using a crosshair icon in the game interface to automatically aim at enemy characters, the game controls are simplified, the problem of complex aiming and attacking operations is solved, and the game experience and efficiency are improved.
Patent Information
- Application Number
- CN202411718485.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-11-27
- Publication Date
- 2025-11-14
- Estimated Expiration
- 2044-11-27
AI Technical Summary
In a game, launching multiple attacks against the same enemy requires repeatedly executing aiming and attacking actions, making the game complex and resulting in a poor gaming experience.
By displaying a crosshair icon in the graphical user interface, the system automatically targets enemy characters and responds to attack commands, simplifying the aiming and attacking process and reducing the number of aiming operations.
It simplifies game controls, improves the gaming experience and operational efficiency, especially in shooting and multiplayer games.
Smart Images

Figure CN119792924B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a game operation control method, device, and electronic device. Background Technology
[0002] In the game, players can control their characters to attack enemies. First, by performing an aiming operation, players adjust the scene view and control the crosshair to aim at the enemy. Then, by performing an attack operation, players issue attack commands to shoot, perform melee attacks, or unleash skills on the enemy. When launching multiple attacks on the same enemy, players need to repeatedly perform aiming and attack operations, resulting in complex game controls and a poor gaming experience. Summary of the Invention
[0003] In view of this, the purpose 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, embodiments of the present invention provide a game operation control method, which provides a graphical user interface through a terminal device, the graphical user interface displaying at least a portion of the game scene and a crosshair; the game scene includes at least a first character, the first character being controlled through the terminal device; wherein the crosshair is used to indicate the aiming direction of the first character, the method comprising: responding to a movement control command to control the first character to move within the game scene; determining a first range within the game scene based on the position of the first character; responding to the presence of a second character within the first range to control the display of an aiming indicator associated with the second character; responding to a first attack command to control the first character to automatically move toward the second character, and when the first character moves into a second range of the second character, controlling the first character to attack the second character; responding to a second attack command to determine the aiming direction of the first character according to the crosshair, and controlling the first character to attack in the aiming direction, wherein the triggering method corresponding to the second attack command is the same as the triggering method corresponding to the first attack command.
[0005] Secondly, embodiments of the present invention provide a game operation control device, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene and a crosshair. The game scene includes at least a first character, which is controlled through the terminal device. The crosshair is used to indicate the aiming direction of the first character. The device includes: a movement control module, used to respond to a movement control command and control the first character to move within the game scene; a range determination module, used to determine a first range within the game scene based on the position of the first character; an aiming module, used to respond to the presence of a second character within the first range and control the display of an aiming icon associated with the second character; a first attack module, used to respond to a first attack command and control the first character to automatically move towards the second character, and when the first character moves into a second range of the second character, control the first character to attack the second character; and a second attack module, used to respond to a second attack command, determine the aiming direction of the first character based on the crosshair, and control the first character to attack in the aiming direction, wherein the triggering method corresponding to the second attack command is the same as the triggering method corresponding to the first attack command.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned operation control method for the game.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the above-described operation control method for the game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] The aforementioned game operation control method, device, and electronic device provide a graphical user interface (GUI) through a terminal device. The GUI displays at least a portion of the game scene and a crosshair. The game scene includes at least a first character, which is controlled via the terminal device. The crosshair indicates the first character's aiming direction and, in response to movement control commands, controls the first character to move within the game scene. Based on the first character's position, a first range is determined within the game scene. If a second character exists within the first range, an aiming indicator associated with the second character is displayed. In response to a first attack command, the first character automatically moves towards the second character, and when the first character moves into the second character's second range, it attacks the second character. In response to a second attack command, the first character's aiming direction is determined based on the crosshair, and it attacks in that direction. The triggering method for the second attack command is the same as that for the first attack command. In this method, when attacking a character within the search range, the character automatically aims using the crosshair before the first attack, automatically moves towards the target, and then quickly launches an attack. This saves on the number of aiming operations, simplifies game operation, improves the game experience, and also increases game operation efficiency.
[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart of a game operation control method provided in an embodiment of the present invention;
[0014] Figure 2 A schematic diagram illustrating the field of view and the first range provided in an embodiment of the present invention;
[0015] Figure 3 A schematic diagram of the crosshair, aiming indicator, and first attack target provided in an embodiment of the present invention;
[0016] Figure 4 This is a schematic diagram of an aiming marker aiming at a first attack target, provided in an embodiment of the present invention.
[0017] Figure 5 A schematic diagram of a crosshair aiming at a first attack target, provided in an embodiment of the present invention;
[0018] Figure 6 A schematic diagram illustrating the first character moving away from the first attack target and displaying the aiming indicator again, provided in an embodiment of the present invention;
[0019] Figure 7 The present invention provides a display of the crosshair indicator and progress indicator in the defensive state.
[0020] Figure 8 This invention provides a display of the crosshair indicator and progress indicator in the first attack state, as provided in an embodiment of the invention.
[0021] Figure 9 A schematic diagram of a game operation control device provided in an embodiment of the present invention;
[0022] Figure 10 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0023] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0024] Considering that in related technologies, when launching multiple attacks against the same enemy, repeated aiming and attack operations are required, resulting in complex game controls and a poor gaming experience, this invention provides a game operation control method, device, and electronic device that can be applied to various games with attack operations, such as shooting games and combat games.
[0025] In one embodiment of this disclosure, the game operation control method can run on a local terminal device or a server. When the game operation control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0026] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's operation and control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0027] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0028] In one possible implementation, this invention provides a game operation control method that provides a graphical user interface through a terminal device, wherein the terminal device can be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0029] The graphical user interface (GUI) displays at least a portion of the game scene and a crosshair. The game scene includes at least one character, which is controlled via a terminal device. The crosshair is typically displayed at a designated location in the GUI, such as the center of the interface; the crosshair can be a dot, a circle, etc. The crosshair indicates the aiming direction of the first character. In the GUI, the scene location overlapping the crosshair is the aiming position, and the character overlapping the crosshair is the aiming character.
[0030] In a game scene, there can be only one game character, namely the first character mentioned above; in a multiplayer game, there are multiple game characters in the game scene, and different game characters are controlled by different terminal devices; in addition, there can also be non-player-controlled characters, namely NPCs, in the game scene; the first character can fight against player-controlled game characters or NPCs.
[0031] The terminal device can control the first character to run, jump, shoot, perform melee attacks, and cast skills in the game scene. This terminal device can be a mobile terminal or a desktop computer. On a mobile terminal, controls are provided through the display screen, and the first character is controlled by triggering these controls. On a desktop computer, controls are provided through peripherals such as a mouse and keyboard, and the first character is controlled by triggering these controls. In one example, triggering the left mouse button generates an attack command, triggering the right mouse button generates a defense command, and the keyboard controls the movement of the first character.
[0032] See Figure 1 The above describes a game control method, which includes the following steps:
[0033] Step S102: Respond to the movement control command and control the first character to move within the game scene;
[0034] Step S104: Determine a first range in the game scene based on the position of the first character;
[0035] By triggering the movement 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 by using specified keys on the keyboard, and the first character's view can be adjusted by hovering the mouse over the position of the graphical user interface; there are multiple keys on the keyboard, and the first character can also be controlled to jump or perform other rapid movements 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 within the game scene; this first range changes in real time as the position of the first character changes. For example, a circular area with a specified radius centered on the position of the first character is determined as the first range.
[0037] Additionally, parameters such as the first character's orientation and field of view can be considered when determining the first range. For example, the shape and size of the first range can be preset; then, as the first character moves in the game scene, the scene area where the first range is located is updated in real time based on the first character's position, orientation, and field of view. For example, a scene area within a certain distance of the first character's field of view can be defined as the first range.
[0038] Step S106: In response to the presence of a second character within the first range, control the display of the aiming indicator associated with the second character;
[0039] The first range is used to search for attack targets in the game scene. When a game character is present within the first range, that game character is the aforementioned second character; the second character may move to the first range on its own initiative, or the first range may cover the location of the second character while the first character is moving.
[0040] When a second role exists, in this embodiment, the aiming indicator is displayed in association with the second role. This aiming indicator is different from the aforementioned crosshair indicator. Normally, it is necessary to aim at the target using the crosshair indicator before triggering the attack command. However, in this embodiment, it is not necessary to aim at the target using the crosshair indicator. When the aiming indicator is displayed in association with the second role, it can be understood that if the attack command is triggered at this time, an attack can be launched against the second role.
[0041] The aiming indicator can be displayed in the display area of the second character's model, for example, in front of the character model, which may partially obscure the character model, or it can be displayed at a specific location on the second character, such as above the head.
[0042] When the second character moves but does not exceed the first range, the aiming marker follows the second character's movement, and the relative position of the aiming marker and the second character remains unchanged. The aiming marker can be a center marker, a cross marker, etc., and can also have a specified color.
[0043] Step S108: In response to the first attack command, control the first character to automatically move toward the second character, and when the first character moves into the second range of the second character, control the first character to attack the second character;
[0044] The first attack command can be generated by triggering a specified attack control, such as the left mouse button; clicking the left mouse button generates the first attack command. Alternatively, it can be generated by triggering a specified keyboard shortcut.
[0045] In this embodiment, before generating the first attack command, the second character is targeted via a targeting marker. After the first attack command is generated, the first character is controlled to automatically move towards the second character. Once the first character reaches the second character's second range, an attack is launched. This second range can be within a specified distance from the second character, for example, within 1 meter. This second range is typically larger than the aforementioned first range; for example, if the first range is 500 meters, meaning the first character can search for and attack targets within 500 meters, then the second range could 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 points, while the attribute value of the first character's designated attribute will increase, such as match score and attack power.
[0047] In this embodiment, when the second character enters the first range, the aiming indicator automatically targets the second character. 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, without needing to aim with the crosshair indicator before triggering the attack command.
[0048] Step S110: In response to the second attack command, determine the aiming direction of the first character according to the crosshair mark, and control the first character to attack in the aiming direction. The triggering method of the second attack command is the same as that of the first attack command.
[0049] If a game character is in the direction the crosshair is aiming, the first character will attack that game character. If no game character is in the direction the crosshair is aiming, the first character will move a certain distance before performing an attack.
[0050] The triggering method for the second attack command is the same as that for the first attack command. This can be understood as the triggering controls and triggering operations for the first and second attack commands being the same. For example, both are click operations targeting the left mouse button, or both are click operations targeting the attack control, etc.
[0051] Taking the left mouse button click as an example, if a player wants to attack a second character consecutively, after automatically aiming at the second character through the aiming indicator and launching an attack, the player needs to adjust the mouse hover position in the graphical user interface so that the crosshair is aimed at the second character before triggering the second attack command to attack the second character.
[0052] If the crosshair is not aimed at the second character when responding to the second attack command, the first character will perform the attack action, but the attack will not affect the second character's specified character attributes, 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 icon can be displayed permanently, meaning that the second character within the first range will always be associated with the aiming icon. If there are multiple second characters within the first range, the aiming icon can be associated with one of the second characters based on the relative positions of the multiple second characters with the first character. When the relative positions of the first character and the multiple second characters change, the second character associated with the aiming icon may change.
[0054] Additionally, after responding to the aforementioned first attack command and controlling the first character to attack the second character, the aiming indicator associated with the second character can be canceled. This means the auto-aiming function can only be used once; after initiating an attack, it will no longer automatically aim at the second character. To continue attacking the second character, the crosshair must be used for aiming.
[0055] The aforementioned game operation and control method provides a graphical user interface through a terminal device, which displays at least a portion of the game scene and a crosshair. The game scene includes at least a first character, which is controlled through the terminal device. The crosshair is used to indicate the aiming direction of the first character. The method includes: responding to a movement control command, controlling the first character to move within the game scene; determining a first range within 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 an aiming indicator associated with the second character; responding to a first attack command, controlling the first character to automatically move towards the second character, and when the first character moves into a second range of the second character, controlling the first character to attack the second character; responding to a second attack command, determining the aiming direction of the first character based on the crosshair, and controlling the first character to attack in the aiming direction, wherein the triggering method corresponding to the second attack command is the same as the triggering method corresponding to the first attack command.
[0056] In this method, when attacking a character within the search range, the character automatically aims at the target via an aiming marker before the first attack, and then moves automatically toward the target to launch the attack quickly. This saves the number of aiming operations, simplifies the game operation, improves the game experience, and also improves the efficiency of game operation.
[0057] In one implementation, the field of view of the first character is determined in the game scene; the scene area within the field of view where the distance to the first character is less than a first distance threshold is determined as the first range.
[0058] like Figure 2 For example, the field of vision of the first character is typically a cone-shaped area in front of the first character, which maps to a fan-shaped area on the horizontal plane of the game scene. Within this field of vision, the scene area that is less than a first distance threshold from the first character is defined as the first range.
[0059] The first distance threshold can be preset, but it is usually less than the distance between the farthest position in the field of view and the first character; the first distance threshold is usually greater than the farthest attack distance when the first character performs an attack.
[0060] Understandably, 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 will change. Additionally, when obstacles exist within the first range, such as walls or buildings, these obstacles may obstruct the first character's view, causing the range to shrink.
[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, the first attack target is determined from the multiple second characters based on the positional relationship between the multiple second characters and the crosshair. The aiming indicator associated with the first attack target is displayed. In response to the first attack command, the first character is controlled to automatically move toward the first attack target. 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 multiple second characters exist within a first range, one of them is typically chosen as the first attack target. The method for determining the first attack target is based on the positional relationship between the multiple second characters and the crosshair. This positional relationship can be a relationship on the interface, i.e., the relationship between the display area of the second character on the graphical user interface and the crosshair; it can also be a relationship within the game scene, for example, determining the scene position indicated by the crosshair in the game scene, and the relationship between this scene position and the position of the second character in the game scene.
[0063] Once the primary target is identified, an aiming icon is displayed associated with that target. Additionally, both the primary and secondary characters may move. If the positional relationship between multiple secondary characters and the crosshair changes, the primary target will also change, and the game character associated with the aiming icon will change as well. The aiming icon will always be associated with and display the latest primary target.
[0064] After the player triggers the first attack command, the first character begins to move automatically toward the first attack target displayed by the aiming icon. This movement can be running, jumping, flying, etc. When the character moves into the second range of the first attack target, the character attacks the first attack target. For example, the first character performs an attack action such as punching or kicking, and the specified character attributes of the first attack target will decrease accordingly.
[0065] For details, see Figure 3 The system determines the display area of the second character's model in the graphical user interface; the second character whose display area is closest to the crosshair is identified as the first target. In essence, the second character whose display area is closer to the crosshair is the primary target.
[0066] For example, the center of the display area of the second character's model can be determined, and the distance between the center of the area and the crosshair 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 command and the second attack command are generated by triggering the attack control.
[0068] The attack control can be the left mouse button, right mouse button, or a designated button on the keyboard. The methods for triggering the generation of the first and second attack commands are the same: both are trigger operations applied to the attack control, such as single-click or double-click operations on the attack control.
[0069] refer to Figure 3 and Figure 4 ,exist Figure 3 In this state, after triggering the first attack command, the first character moves to the vicinity of the first attack target, such as... Figure 4 Then, the attack is carried out on the first target, and the aiming indicator is no longer displayed.
[0070] By triggering the same attack control, multiple attacks can be quickly launched at the target. Since the first attack does not require aiming at the target, the attack behavior can be started quickly. After the attack command is triggered, the character can be automatically moved to the target and attack without aiming at the target. After the first attack is completed, the character is close to the target, which improves the accuracy of aiming and facilitates quick aiming and attacking, thus improving operation efficiency and attack efficiency.
[0071] If the player wants to continue attacking the second character, they need to aim at the second character using the crosshair 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 specified character attributes of the second character.
[0072] Specifically, in response to the second attack command, the aiming direction of the first character is determined based on the crosshair indicator, and 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. The first character is then 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, after responding to the second attack command, the first character attacks the third character. The third character may be the aforementioned second character or other game characters.
[0074] Taking the second character as an example, after executing the first attack command, if the first character is still within the second character's second range and has not moved away from the second character, the aiming indicator may be canceled and the second character will not be automatically targeted. You need to use the crosshair to aim at the second character before attacking the second character.
[0075] In actual implementation, by shaking the mouse device, the hovering position of the mouse on the graphical user interface is adjusted, thereby adjusting the perspective of the scene screen so that the aiming marker overlaps with the second character, thus allowing the aiming marker to be aimed 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, the following steps are performed: 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 icon associated with the second character is displayed.
[0077] When either the first character or the third character moves, the distance between them will change; for example, if the first character moves away from the third character, the distance between them will increase.
[0078] The second distance threshold controls whether the aiming icon is displayed again. This second distance threshold is typically smaller than the aforementioned 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 conducted within this range to determine if a second character exists. If a second character exists, the aiming icon is displayed in association with that character, and the aiming icon will be displayed a second time. This second character may be the same as or different from the second character whose aiming icon was displayed for the first time.
[0079] like Figure 6 In the game, after the first character and the first attack target of the second character have created distance, if the distance is greater than the aforementioned second distance threshold, the aiming icon will be displayed again. If the first attack target is the second character closest to the crosshair icon, the aiming icon will be displayed on the first attack target. If the first attack target is not the second character closest to the crosshair icon, the aiming icon will be displayed on the second character closest to the crosshair icon.
[0080] When the aiming indicator is displayed, if an attack command is triggered, the first character will automatically move towards the second character. When the first character moves to the designated position of the second character, it will attack the second character.
[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 multiple times and an aiming indicator can be displayed. The aiming indicator can then be used to automatically aim at the second character, thereby simplifying the aiming operation and improving attack efficiency.
[0082] This embodiment also provides a method for continuously triggering defense commands and attack commands.
[0083] In response to a defense command, the first character is controlled to enter a defensive state; in the defensive state, the first character does not respond to specified attack commands and / or specified skill casting commands; in response to the end of the defensive 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 command, a second attack target corresponding to the third attack command is determined, and the first character is controlled to attack the second attack target, wherein the triggering method corresponding to the third attack command is the same as the triggering method corresponding to the first attack command.
[0084] This defensive command can be generated by triggering a specified control, such as the right mouse button, a specified button on the keyboard, or a combination of buttons. In defensive mode, the first character is immune to attacks or skills from other game characters, typically initiated by enemy characters.
[0085] The aforementioned designated attack command can be a normal attack or an attack command of a specific type; the designated skill casting command can be a control skill casting command, such as controlling the movement state of the first character, controlling whether to attack, etc., or it can be a skill casting command that deals damage to the first character. In defensive stance, when the designated attack corresponding to the designated attack command acts on the first character, the first character's designated character attributes are not affected by the designated attack; for example, health remains unchanged. When the designated skill corresponding to the designated skill casting command acts on the first character, the first character's status, character attributes, etc., are not affected by the designated skill.
[0086] The defensive state can have a preset duration, after which the defensive state ends; or, the defensive state ends when the first character receives a skill that breaks the defensive state.
[0087] In a 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 a 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, if a character's attribute is specified as health, that health will not be reduced by the attack received by the first character; if a character's attribute is specified as energy, that energy will not be reduced by the attack received by the first character.
[0089] For example, a control skill can prevent a game character from moving. When this control skill is applied to the first character, the first character can still move under the control of the terminal device. Alternatively, a control skill can prevent a game character from attacking. When this control skill is applied to the first character, the first character can still attack when an attack command is triggered.
[0090] Additionally, in defensive mode, responding to jump commands directed at the first character, control the first character to prevent them from performing jump actions related to the jump command.
[0091] The jump command can control the first character to make a quick movement. In the defensive state, when the jump command is triggered, such as by triggering a specified shortcut key on the keyboard, the first character will not perform a jump action, nor will it make a quick movement.
[0092] In this embodiment, after the defense state ends, the first character will automatically enter the first attack state. In the first attack state, the attack intensity of the first character when triggering an attack is greater than the attack intensity outside the first attack state. The attack intensity can be the degree of decrease of the target character's specified character attributes, attack frequency, etc.
[0093] This can be understood as follows: after the defensive state ends, the first character enters a continuous state of enhanced attack, thereby increasing the first character's attack ability.
[0094] In the first attack state, one or more attack commands can be executed. After the attack command is triggered, the second attack target corresponding to the first target will be attacked. It should be noted that the second attack target can be determined by the aiming indicator or by the crosshair indicator.
[0095] In the above method, after the defense ends, the first character automatically enters an attack state with enhanced attack power. In this state, when an attack command is issued, the attack power is stronger, thereby improving the player's attack efficiency.
[0096] Specifically, the aforementioned terminal device provides a defense control; the defense instructions include: trigger operations that act on the defense control; the terminal device provides an attack control; the third attack instruction includes: trigger operations that act on the attack control.
[0097] The defensive control can be the left mouse button, the right mouse button, or a designated button on the keyboard. The attack control can also be the left mouse button, the right mouse button, or a designated button on the keyboard. The defensive control and the attack control can be different controls. For example, the defensive control can be the right mouse button, and the attack control can be the left mouse button. Or, the defensive control can be the F button on the keyboard, and the attack control can be the G button on the keyboard.
[0098] The aforementioned third attack command can operate in the same way as the aforementioned first and second attack commands, both of which are trigger operations that act on the attack control, such as single-click operations or double-click operations on the attack control.
[0099] In one specific implementation, in the defensive state, a crosshair is displayed in a first display state; wherein, the first display state is used to indicate that in the defensive state, the first character does not respond to attack commands.
[0100] For normal attack commands, you need to aim at the target using the crosshair before attacking. In defensive mode, the crosshair is displayed in the first display state, which lets the player know that the crosshair is currently unavailable and that attack commands will not be responded to.
[0101] exist Figure 7 In the example, the crosshair is displayed as a black dot, which is the first display state. In the normal display state, the crosshair is displayed as a circle, as shown below. Figure 6 middle.
[0102] Furthermore, in the defense state, the control displays a progress indicator for the defense state; 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 indicator represents the total duration of the defense state, such as 5 seconds. The black bar in the progress indicator represents the current remaining time. During the defense state, the black bar continuously shortens, indicating that the current remaining time is continuously decreasing. When the current remaining time decreases to zero, the defense state ends.
[0104] After the defensive stance ends, the first character enters the first attack stance. In the first attack stance, the crosshair is displayed in a second display state; this second display state indicates that the first character is in the first attack stance.
[0105] This first attack state can be understood as an enhanced, continuous state. To indicate to the player that they have entered this state, the crosshair indicator is displayed in a different way. (Reference) Figure 8 , Figure 8 The second display state of the crosshair is bold, and it also displays the progress indicator of the first attack state.
[0106] The progress indicator for the first attack state is used to indicate the total duration of the first attack state and the current remaining duration. Figure 8 The total length of the progress indicator represents the total duration of the first attack state, such as 5 seconds. The black bar in the progress indicator represents the current remaining time. During the first attack state, the black bar continuously shortens, indicating that the current remaining time is continuously decreasing. When the current remaining time decreases to zero, the first attack state ends.
[0107] Alternatively, a status indicator for the first attack state can be displayed. This status indicator can be in the form of text or symbols to indicate to the player that they are currently in the first attack state. In actual implementation, the crosshair can be displayed in the second display state simultaneously, along with the status indicator for the first attack state; alternatively, the crosshair can be displayed only in the second display state, or only the status indicator for the first attack state can be displayed.
[0108] In the first attack state, based on the first character, a third range is determined in the game scene; wherein the size of the third range is larger than the size of the first range; in response to the existence of a fourth character within the third range, the aiming indicator associated with the fourth character is displayed; in response to the third attack command, the first character is controlled to automatically move towards the fourth character; when the first character moves to the designated position of the fourth character, the first character is controlled to attack the third character, and the aiming indicator is canceled.
[0109] The aforementioned 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, if the first range is 800 meters, it can automatically search for attack targets within 800 meters of the first character and launch an attack. The third range can be 1000 meters away from the first character. In this case, it can automatically search for attack targets within 1000 meters of the first character. In the first attack state, the search range is further expanded.
[0110] When a game character exists within the third range, that game character is the aforementioned fourth character; the fourth character may move to the third range voluntarily, or the third range may cover the location of the fourth character during the movement of the first character.
[0111] When a fourth role exists, in this embodiment, the aiming icon is displayed in association with the fourth role. This aiming icon is different from the aforementioned crosshair icon. Normally, it is necessary to aim at the target using the crosshair icon before triggering the attack command. However, in this embodiment, it is not necessary to aim at the target using the crosshair icon. When the aiming icon is displayed in association with the fourth role, it can be understood that if the attack command is triggered at this time, an attack can be launched against the fourth role.
[0112] The aiming indicator can be displayed in the display area of the fourth character's model, for example, in front of the character model, which may partially obscure the character model, or it can be displayed in a specific position of the fourth character, such as above their head.
[0113] When the fourth character moves but does not exceed the range of the third character, the aiming marker follows the fourth character's movement. At this time, the relative position of the aiming marker and the fourth character remains unchanged. The aiming marker can be a center marker, a crosshair, etc., and can also have a specified color.
[0114] This third attack command can be triggered by a specified attack control, such as the left mouse button; clicking the left mouse button triggers the third attack command. It can also be triggered by a specified keyboard shortcut.
[0115] In this embodiment, before the third attack command is triggered, the first character is aimed at the third character by the aiming mark. After the third attack command is triggered, the first character is controlled to move towards the fourth character. After moving to the designated position of the fourth character, the first character is attacked. The designated position can be within a designated 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 points, while the attribute value of the first character's designated attribute will increase, such as match score and attack power.
[0117] In this embodiment, when the fourth character enters the third range, the aiming indicator automatically targets the fourth character. 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 needing to aim with the crosshair indicator before triggering the attack command.
[0118] Furthermore, in response to the fourth attack command, the aiming direction of the first character is determined according to the crosshair indicator, and the first character is controlled to attack in the aiming direction. The triggering method of the fourth attack command is the same as that of the third attack command.
[0119] It should be noted that after attacking the fourth character, the aiming indicator is removed. This means that the auto-aiming function can only be used once; after the attack is initiated, it will no longer automatically aim at the fourth character. If you want to continue attacking the fourth character, you need to use the crosshair to aim.
[0120] The triggering method for the aforementioned fourth attack command can be the same as that for the aforementioned first attack command. That is, the triggering controls and triggering operations for the first and fourth attack commands are the same, for example, both are click operations of the left mouse button. In this case, if the player wants to continuously attack the fourth character, after aiming at the fourth character with the aiming indicator and initiating the attack, the player needs to first adjust the hover position of the mouse in the graphical user interface so that the crosshair is aimed at the fourth character before triggering the fourth attack command to attack the fourth character.
[0121] If the crosshair is not aimed at the fourth character when responding to the fourth attack command, the first character will perform the attack action, but the attack will not affect the fourth character's designated character attribute, that is, it will not cause damage to the fourth character.
[0122] In one specific manner, in response to a fourth attack command, and when the distance between the first character and the fourth character is less than a third distance threshold, the crosshair is set to aim at the fourth character, and the first character is controlled to attack the fourth character.
[0123] After executing the third attack command, if the first character is still in the designated position of the fourth character and has not moved away from the fourth character, no aiming indicator will be displayed at this time, and the fourth character will not be automatically targeted. You need to use the crosshair to aim at the fourth character before attacking the fourth character.
[0124] In actual implementation, by shaking the mouse device, the hovering position of the mouse on the graphical user interface is adjusted, thereby adjusting the perspective of the scene screen so that the aiming marker overlaps with the fourth character, thus allowing the aiming marker to be aimed 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, the following steps are performed: based on the first character, a third range is determined in the game scene; in response to the existence of a fourth character within the third range, the aiming icon associated with the fourth character is displayed.
[0126] When either the first character or the fourth character moves, the distance between them will change; for example, if the first character moves away from the fourth character, the distance between them will increase.
[0127] This third distance threshold controls whether the aiming icon is displayed again. This third distance threshold is typically lower 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, a third range is determined again in the game scene, and a search is conducted within this range to determine if a fourth character exists. If a fourth character exists, the aiming icon is displayed in association with that character, resulting in a second display of the aiming icon. This fourth character may be the same as or different from the fourth character whose aiming icon was displayed for the first time.
[0128] When the aiming indicator is displayed, if an attack command is triggered, control the first character to move towards the fourth character. When the first character moves to the designated position of the fourth character, attack the fourth character.
[0129] By adjusting the distance between the first and fourth characters, the system can automatically search for the fourth character multiple times and display an aiming indicator. The system can then automatically aim at the fourth character using the aiming indicator, thereby simplifying the aiming operation and improving attack efficiency.
[0130] In another implementation, in response to the end of the defense state, the control defense command enters a cooldown state; in the cooldown state, the defense command is not responded to; in response to the attack command in the first attack state, the duration of the cooldown state is reduced.
[0131] This cooling state typically has a preset cooling duration, for example, 60 seconds. During the cooling state, the graphical user interface usually displays an indicator that the defense command is in cooling mode and a countdown indicator for the cooling duration.
[0132] If a player executes a defense command while the character is in cooldown state, the first character will not enter a defense state, meaning it will not respond to the defense command.
[0133] In this embodiment, after the defense state technology is activated, the system will automatically enter the first attack state. When the first character executes an attack command in the first attack state, such as the aforementioned third and fourth attack commands, the duration of the aforementioned cooldown state can be shortened. For example, in the first attack state, the duration of the cooldown state is reduced by one second for each attack command executed by the first character.
[0134] By executing an attack command in the first attack state, the cooldown state of the defense command can end as soon as possible. After the cooldown state is over, the first character can respond to the defense command.
[0135] Furthermore, in the first attack state, in response to the defense command, the first character is controlled to end the first attack state and enter the defense state.
[0136] After the first attack phase, since attack commands can shorten the cooldown of defense commands, the cooldown of defense commands may end before the first attack phase ends. In this case, if a defense command is executed, the first attack phase ends, and the character enters the defense phase. This situation might occur when an enemy character attacks the first character during the first attack phase; in this case, to avoid taking damage, the character enters the defense phase by executing a defense command.
[0137] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 9 The diagram illustrates a game control device that provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene and a crosshair indicator. The game scene includes at least a first character, which is controlled via the terminal device. The crosshair indicator is used to indicate the aiming direction of the first character. The device includes:
[0138] The movement control module 90 is used to respond to movement control commands and control the first character to move within the game scene.
[0139] Range determination module 92 is used to determine a first range in the game scene based on the position of the first character;
[0140] Aiming module 94 is used to respond to the presence of a second character within the first range and control the display of an aiming indicator associated with the second character;
[0141] The first attack module 96 is used to respond to the first attack command, control the first character to move automatically toward the second character, and control the first character to attack the second character when the first character moves into the second range of the second character;
[0142] The second attack module 98 is used to respond to the second attack command, determine the aiming direction of the first character according to the crosshair mark, and control the first character to attack in the aiming direction. The triggering method corresponding to the second attack command is the same as the triggering method corresponding to the first attack command.
[0143] The aforementioned game control device provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene and a crosshair. The game scene includes at least a first character, which is controlled via the terminal device. The crosshair indicates the aiming direction of the first character. The device includes: a movement control module for responding to movement control commands and controlling the first character to move within the game scene; a range determination module for determining a first range within the game scene based on the first character's position; an aiming module for responding to the presence of a second character within the first range and controlling the display of an aiming marker associated with the second character; a first attack module for responding to a first attack command and controlling the first character to automatically move towards the second character, and attacking the second character when the first character moves into the second character's second range; and a second attack module for responding to a second attack command, determining the first character's aiming direction based on the crosshair, and controlling the first character to attack in the aiming direction. The triggering method for the second attack command is the same as the triggering method for the first attack command.
[0144] In this method, when attacking a character within the search range, the character automatically aims at the target via an aiming marker before the first attack, and then moves automatically toward the target to launch the attack quickly. This saves the number of aiming operations, simplifies the game operation, improves the game experience, and also improves the efficiency of game operation.
[0145] The aforementioned device also includes an identifier cancellation module for canceling the aiming identifier displayed in association with the second character.
[0146] The aforementioned 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 where the distance to the first character is less than a first distance threshold as the first range.
[0147] The aforementioned aiming module is used to: respond to the presence of multiple second characters within a first range, determine a first attack target from among the multiple second characters based on the positional relationship between the multiple second characters and the crosshair marker; control the display of the aiming marker associated with the first attack target; the aforementioned first attack module is used to respond to a first attack command, control the first character to automatically move toward the first attack target, and control the first character to attack the first attack target when the first character moves to the second range of the first attack target.
[0148] The aforementioned aiming module is used to: determine the display area of the second character's model in the graphical user interface; and identify the second character whose display area is closest to the crosshair as the first attack target.
[0149] The aforementioned terminal device provides attack controls; the first attack command and the second attack command are generated by triggering the attack controls.
[0150] The aforementioned second attack module is used to: respond to a second attack command, determine the aiming direction of the first character based on the crosshair, 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 a 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 aforementioned device further includes a first continuing execution module, configured 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 presence of a second character within the first range, control the display of an aiming icon associated with the second character.
[0152] The aforementioned device further includes a defense and attack module, used for: responding to a defense command, controlling a first character to enter a defense state; in the defense state, the first character does not respond to a specified attack command and / or a specified skill casting command; responding to the end of the defense state, controlling the first character to enter a first attack state; wherein, in the first attack state, the attack intensity of the first character's attack is greater than the attack intensity of the first character's attack outside the first attack state; in the first attack state, responding to a third attack command, determining a second attack target corresponding to the third attack command, and controlling the first character to attack the second attack target; wherein, the triggering method corresponding to the third attack command is the same as the triggering method corresponding to the first attack command.
[0153] The aforementioned device further includes: a defense control module for maintaining, in a defensive state, a specified character attribute of the first character related to the attack remaining unchanged in response to the first character being attacked; or, in response to a control skill acting on the first character, maintaining a specified character state of the first character related to the control skill remaining unchanged.
[0154] The aforementioned device also includes a jump control module, which, in a defensive state, responds to a jump command for the first character and controls the first character not to perform jump actions related to the jump command.
[0155] The aforementioned device also includes a defense indication module for displaying a crosshair indicator in a first display state during the defense state; wherein the first display state is used to indicate that the first character does not respond to attack commands during the defense state.
[0156] The aforementioned device also includes a defense progress module for controlling the display of the defense status progress indicator; wherein, the progress indicator is used to indicate: the total duration of the defense status and the current remaining duration.
[0157] The aforementioned device further includes a status indication module, used to: display a crosshair in a second display state during a first attack state; wherein the second display state is used to indicate that: the first character is in a first attack state; and / or, display a status indication indicator for the first attack state.
[0158] The aforementioned device further includes an attack designation module, used in a first attack state to determine a third range in the game scene based on a first character; wherein the size of the third range is larger than the size of the first range; in response to the presence of a fourth character within the third range, controlling the display of an aiming icon associated with the fourth character; the aforementioned defense and attack module is used in response to a third attack command to control the first character to automatically move toward the fourth character, and when the first character moves into the second range of the fourth character, controlling the first character to attack the fourth character.
[0159] The aforementioned device also includes a fourth attack module, which, in response to a fourth attack command, determines the aiming direction of the first character based on the crosshair indicator and controls the first character to attack the aiming direction. The triggering method corresponding to the fourth attack command is the same as the triggering method corresponding to the third attack command.
[0160] The aforementioned device also includes a cooling control module, used to control the defense command to enter the cooling state in response to the end of the defense state; in the cooling state, it does not respond to the defense command; and in response to the attack command in the first attack state, it reduces the duration of the cooling state.
[0161] The aforementioned device also includes an attack state control module, which, in response to a defense command, controls the first character to end the first attack state and controls the first character to enter the defense state during the first attack state.
[0162] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the operation control method of the aforementioned game. This electronic device can be a server or a terminal device.
[0163] See Figure 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 game described above.
[0164] Furthermore, Figure 10 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0165] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 10 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0166] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information in memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0167] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the operation control method of the aforementioned game:
[0168] A method for controlling a game includes providing a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene and a crosshair. The game scene includes at least a first character, which is controlled via the terminal device. The crosshair indicates the aiming direction of the first character. In response to a movement control command, the first character is controlled to move within the game scene. Based on the position of the first character, a first range is determined within the game scene. In response to the presence of a second character within the first range, an aiming indicator associated with the second character is displayed. In response to a first attack command, the first character is controlled to automatically move towards the second character, and when the first character moves into a second range of the second character, the first character attacks the second character. In response to a second attack command, the aiming direction of the first character is determined based on the crosshair, and the first character attacks in the aiming direction. The triggering method for the second attack command is the same as that for the first attack command.
[0169] Remove the aiming icon displayed when associated with the second character.
[0170] In the game scene, determine the field of view of the first character; within the field of view, the scene area where the distance to the first character is less than a first distance threshold is defined as the first range.
[0171] In response to the existence of multiple second characters within the first range, based on the positional relationship between the multiple second characters and the crosshair, the first attack target is determined from the multiple second characters; the aiming indicator associated with the first attack target is displayed; in response to the first attack command, the first character is controlled to automatically move towards the first attack target; 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 the display area of the second character's model in the graphical user interface; identify the second character whose display area is closest to the crosshair as the first attack target.
[0173] The terminal device provides attack controls; the first attack command and the second attack command are generated by triggering the attack controls.
[0174] In response to the second attack command, the aiming direction of the first character is determined based on the crosshair indicator. If a third character is found to exist in the aiming direction and the distance between the first character and the third character is less than a second distance threshold, the first character is controlled to attack the third character. The third character is either 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, the following steps are performed: 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 icon associated with the second character is displayed.
[0176] In response to a defense command, the first character is controlled to enter a defensive state; in the defensive state, the first character does not respond to specified attack commands and / or specified skill casting commands; in response to the end of the defensive 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 command, a second attack target corresponding to the third attack command is determined, and the first character is controlled to attack the second attack target; wherein, the triggering method corresponding to the third attack command is the same as the triggering method corresponding to the first attack command.
[0177] In a 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 a 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 defensive stance, respond to jump commands directed at the first character and prevent the first character from performing jump actions related to those commands.
[0179] In defensive mode, the crosshair is displayed in the first display state; the first display state indicates that in defensive mode, the first character does not respond to attack commands.
[0180] The control displays a progress indicator for 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, a crosshair 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, to display a status indicator of the first attack state.
[0182] In the first attack state, based on the first character, a third range is determined in the game scene; wherein the size of the third range is larger than the size of the first range; in response to the existence of a fourth character within the third range, the aiming indicator associated with the fourth character is displayed; in response to the third attack command, the first character is controlled to automatically move towards the fourth character, and when the first character moves into the second range of the fourth character, the first character is controlled to attack the fourth character.
[0183] In response to the fourth attack command, the aiming direction of the first character is determined according to the crosshair indicator, and the first character is controlled to attack in the aiming direction. The triggering method of the fourth attack command is the same as that of the third attack command.
[0184] In response to the end of the defense state, the control defense command enters a cooldown state; in the cooldown state, it does not respond to defense commands; in response to attack commands in the first attack state, it reduces the duration of the cooldown state.
[0185] In the first attack state, in response to the defense command, control the first character to end the first attack state and control the first character to enter the defense state.
[0186] In this method, when attacking a character within the search range, the character automatically aims at the target via an aiming marker before the first attack, and then moves automatically toward the target to launch the attack quickly. This saves the number of aiming operations, simplifies the game operation, improves the game experience, and also improves the efficiency of game operation.
[0187] In this method, when attacking a character within the search range, the target is automatically aimed at using an aiming marker before the first attack, thus quickly launching the attack. This saves the number of aiming operations, simplifies the game operation, improves the game experience, and also increases the efficiency of game operation.
[0188] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the above-described operation control method for the game.
[0189] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, perform the following operations in the operation control method of the aforementioned game:
[0190] A method for controlling a game includes providing a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene and a crosshair. The game scene includes at least a first character, which is controlled via the terminal device. The crosshair indicates the aiming direction of the first character. In response to a movement control command, the first character is controlled to move within the game scene. Based on the position of the first character, a first range is determined within the game scene. In response to the presence of a second character within the first range, an aiming indicator associated with the second character is displayed. In response to a first attack command, the first character is controlled to automatically move towards the second character, and when the first character moves into a second range of the second character, the first character attacks the second character. In response to a second attack command, the aiming direction of the first character is determined based on the crosshair, and the first character attacks in the aiming direction. The triggering method for the second attack command is the same as that for the first attack command.
[0191] Remove the aiming icon displayed when associated with the second character.
[0192] In the game scene, determine the field of view of the first character; within the field of view, the scene area where the distance to the first character is less than a first distance threshold is defined as the first range.
[0193] In response to the existence of multiple second characters within the first range, based on the positional relationship between the multiple second characters and the crosshair, the first attack target is determined from the multiple second characters; the aiming indicator associated with the first attack target is displayed; in response to the first attack command, the first character is controlled to automatically move towards the first attack target; 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 the display area of the second character's model in the graphical user interface; identify the second character whose display area is closest to the crosshair as the first attack target.
[0195] The terminal device provides attack controls; the first attack command and the second attack command are generated by triggering the attack controls.
[0196] In response to the second attack command, the aiming direction of the first character is determined based on the crosshair indicator. If a third character is found to exist in the aiming direction and the distance between the first character and the third character is less than a second distance threshold, the first character is controlled to attack the third character. The third character is either 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, the following steps are performed: 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 icon associated with the second character is displayed.
[0198] In response to a defense command, the first character is controlled to enter a defensive state; in the defensive state, the first character does not respond to specified attack commands and / or specified skill casting commands; in response to the end of the defensive 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 command, a second attack target corresponding to the third attack command is determined, and the first character is controlled to attack the second attack target; wherein, the triggering method corresponding to the third attack command is the same as the triggering method corresponding to the first attack command.
[0199] In a 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 a 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 defensive stance, respond to jump commands directed at the first character and prevent the first character from performing jump actions related to those commands.
[0201] In defensive mode, the crosshair is displayed in the first display state; the first display state indicates that in defensive mode, the first character does not respond to attack commands.
[0202] The control displays a progress indicator for 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, a crosshair 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, to display a status indicator of the first attack state.
[0204] In the first attack state, based on the first character, a third range is determined in the game scene; wherein the size of the third range is larger than the size of the first range; in response to the existence of a fourth character within the third range, the aiming indicator associated with the fourth character is displayed; in response to the third attack command, the first character is controlled to automatically move towards the fourth character, and when the first character moves into the second range of the fourth character, the first character is controlled to attack the fourth character.
[0205] In response to the fourth attack command, the aiming direction of the first character is determined according to the crosshair indicator, and the first character is controlled to attack in the aiming direction. The triggering method of the fourth attack command is the same as that of the third attack command.
[0206] In response to the end of the defense state, the control defense command enters a cooldown state; in the cooldown state, it does not respond to defense commands; in response to attack commands in the first attack state, it reduces the duration of the cooldown state.
[0207] In the first attack state, in response to the defense command, control the first character to end the first attack state and control the first character to enter the defense state.
[0208] In this method, when attacking a character within the search range, the character automatically aims at the target via an aiming marker before the first attack, and then moves automatically toward the target to launch the attack quickly. This saves the number of aiming operations, simplifies the game operation, improves the game experience, and also improves the efficiency of game operation.
[0209] The computer program products of the game operation control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0210] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0211] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0212] If the aforementioned functions are implemented as 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 a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0213] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0214] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for controlling the operation of a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying at least a portion of the game scene and a crosshair indicator; the game scene includes at least a first character, the first character being controlled via the terminal device; wherein the crosshair indicator is used to indicate the aiming direction of the first character, the method comprising: In response to movement control commands, the first character is controlled to move within the game scene; Based on the position of the first character, a first range is determined in the game scene; If a second character is present within the first range, control the display of the aiming icon associated with the second character; In response to a first attack command, the first character is controlled to automatically move toward the second character, and when the first character moves into the second character's second range, 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 indicator, and the first character is controlled to attack the aiming direction, wherein the triggering method corresponding to the second attack command is the same as the triggering method corresponding to the first attack command.
2. The method according to claim 1, characterized in that, After the steps of controlling the first character to automatically move toward the second character in response to a first attack command, and controlling the first character to attack the second character when the first character moves into the second character's second range, the method further includes: Cancel the aiming icon displayed in association with the second character.
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 includes: Determine the field of vision of the first character in the game scene; The scene area within the field of view where the distance to the first character is less than a first distance threshold is defined as the first range.
4. The method according to claim 1, characterized in that, The step of controlling the display of an aiming icon associated with the second role in response to the presence of a second role within the first range includes: 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 their positional relationship with the crosshair indicator; and an aiming indicator is displayed in association with the first attack target. The steps of responding to a first attack command, controlling the first character to automatically move toward the second character, and controlling the first character to attack the second character when the first character moves into the second character's second range, include: In response to a first attack command, the first character is controlled to move automatically toward the first attack target. 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.
5. The method according to claim 4, characterized in that, The step of determining the first attack target from the plurality of second characters based on the positional relationship between the plurality of second characters and the crosshair marker includes: Determine the display area of the second character's model in the graphical user interface; The second character whose display area is closest to the crosshair is identified as the first attack target.
6. The method according to claim 1, characterized in that, The terminal device provides attack controls; the first attack command and the second attack command are generated by triggering the attack controls.
7. The method according to claim 1, characterized in that, The steps of responding to a second attack command, determining the aiming direction of the first character based on the crosshair indicator, and controlling the first character to attack in the aiming direction include: In response to the second attack command, the aiming direction of the first character is determined according to the crosshair indicator, a third character is determined to exist in the aiming direction, and the distance between the first character and the third character is less than a second distance threshold. The first character is then controlled to attack the third character. The third character is either the second character or a character other than the second character.
8. The method according to claim 7, characterized in that, The method further includes: In response to the distance between the first character and the third character being greater than or equal to a second distance threshold, the following steps are performed: 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, an aiming icon is displayed associated with the second character.
9. The method according to claim 1, characterized in that, The method further includes: In response to a defense command, the first character is controlled to enter a defense state; in the defense state, the first character does not respond to a specified attack command and / or a specified skill casting command. In response to the end of the defensive state, the first character is controlled to enter the first attack state; wherein, in the first attack state, the attack intensity of the first character's attack is greater than the attack intensity of the first character's attack outside the first attack state. In the first attack state, in response to the third attack command, the second attack target corresponding to the third attack command is determined, and the first character is controlled to attack the second attack target; wherein, the triggering method corresponding to the third attack command is the same as the triggering method corresponding to the first attack command.
10. The method according to claim 9, characterized in that, The method further includes: In the defensive state, in response to the first character being attacked, the specified character attribute of the first character related to the attack is kept unchanged; Alternatively, in response to a control skill being applied to the first character, the specified character state of the first character associated with the control skill is kept unchanged.
11. The method according to claim 9, characterized in that, The method further includes: In the defensive state, in response to a jump command for the first character, the first character is controlled not to perform the jump action associated with the jump command.
12. The method according to claim 9, characterized in that, The method further includes: In the defensive state, the crosshair is displayed in a first display state; wherein the first display state is used to indicate that in the defensive state, the first character does not respond to attack commands.
13. The method according to claim 9, characterized in that, After the step of controlling the first character to enter a defensive state in response to a defense command, the method further includes: The control displays a progress indicator of the defense status; wherein the progress indicator is used to indicate: the total duration of the defense status and the current remaining duration.
14. The method according to claim 9, characterized in that, The method further includes: In the first attack state, the crosshair 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 indicator for the first attack state.
15. The method according to claim 9, characterized in that, The method further includes: In the first attack state, based on the first character, a third range is determined in the game scene; wherein the size of the third range is larger than the size of the first range; In response to the presence of a fourth role within the third range, control the display of an aiming indicator associated with the fourth role; The step of responding to a third attack command, determining the second attack target corresponding to the third attack command, and controlling the first character to attack the second attack target includes: In response to a third attack command, the first character is controlled to automatically move toward the fourth character. When the first character moves into 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, In response to a third attack command, the method further includes controlling the first character to automatically move towards the fourth character, and after the first character moves into the second range of the fourth character, controlling the first character to attack the fourth character, the method further includes: In response to the fourth attack command, the aiming direction of the first character is determined according to the crosshair indicator, and the first character is controlled to attack the aiming direction. The triggering method corresponding to the fourth attack command is the same as the triggering method corresponding to the third attack command.
17. The method according to claim 9, characterized in that, The method further includes: In response to the end of the defense state, the defense command is controlled to enter a cooling state; in the cooling state, the defense command is not responded to. In response to the attack command 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 includes: In the first attack state, in response to a defense command, the first character is controlled to end the first attack state and enter the defense state.
19. A game operation control device, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying at least a portion of the game scene and a crosshair indicator; the game scene includes at least a first character, the first character being controlled via the terminal device; wherein the crosshair indicator is used to indicate the aiming direction of the first character, and the device includes: The movement control module is used to respond to movement control commands and control the first character to move within the game scene; A range determination module is used to determine a first range in the game scene based on the position of the first character; The aiming module is used to respond to the presence of a second character within the first range and control the display of an aiming icon associated with the second character; The first attack module is used to respond to the first attack command, control the first character to move automatically toward the second character, and control the first character to attack the second character when the first character moves into the second range of the second character; The second attack module is used to respond to the second attack command, 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 command is the same as the triggering method corresponding to the first attack command.
20. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing 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, which, when invoked and executed by a processor, cause the processor to implement the game operation control method according to any one of claims 1-18.
Citation Information
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