Control method and device for virtual character in game, equipment and storage medium

By dividing preset touch areas in the game and responding to player touch operations, determining and executing matching attack instructions, the problems of excessive interface occupation and inflexible attack control in the prior art are solved, and more efficient interface resource utilization and more flexible attack control are achieved.

CN119792933APending Publication Date: 2025-04-11NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202411996515.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-31
Publication Date
2025-04-11

AI Technical Summary

Technical Problem

In existing gaming technology, players need to display virtual controls of various attack methods on the graphical user interface, resulting in the interface display resource occupies a lot, interfering with the player's gaming vision, and reducing the flexibility of attack control methods.

Method used

By dividing multiple preset touch areas on the graphical user interface, responding to the player's target touch operations for these areas, matching attack instructions are determined based on touch positions and gesture actions, and virtual characters are controlled to execute these instructions in the game scene.

Benefits of technology

It effectively reduces the use of interface display resources, reduces interference to players' game vision, and improves the flexibility of attack control methods in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN119792933A_ABST
    Figure CN119792933A_ABST
Patent Text Reader

Abstract

The invention provides a control method and device for a virtual character in a game, equipment and a storage medium, and the control method comprises the steps: responding to a target touch control operation for a graphical user interface, and according to a touch control position corresponding to the target touch control operation on the graphical user interface, selecting a plurality of preset touch control areas divided on the graphical user interface, determining a target preset touch area matched with the touch position; and determining a target attack instruction matched with the target touch operation according to the target preset touch area and / or a gesture action corresponding to the target touch operation, and controlling the controlled virtual character to execute the target attack instruction in the game scene. Thus, a player can directly control the controlled virtual character to execute different target attack instructions matched with different target touch operations in the game scene, so that occupation of interface display resources is effectively reduced, interference generated to the game view of the player is reduced, and the game experience of the player is improved. And the flexibility of the attack control mode in the game is improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, equipment and storage medium for controlling a virtual character in a game. Background Art

[0002] In the prior art, players can control the controlled virtual characters in the game to attack in the game scene through virtual attack controls displayed on the graphical user interface. However, one virtual attack control corresponds to one attack method. Therefore, when the player wants to quickly control the controlled virtual character to attack, it is necessary to display virtual controls corresponding to multiple different attack methods on the graphical user interface, which results in more interface display resources being occupied and easily interferes with the player's game vision. Summary of the invention

[0003] In view of this, the present application provides a method, device, equipment and storage medium for controlling a virtual character in a game, so that players can directly control the controlled virtual character to execute different target attack instructions matched with different target touch operations in the game scene through different target touch operations on the graphical user interface, thereby effectively reducing the occupation of interface display resources, which is conducive to reducing the interference with the player's game vision and improving the flexibility of the attack control method in the game.

[0004] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings.

[0005] In a first aspect, an embodiment of the present application provides a method for controlling a virtual character in a game, the method comprising:

[0006] In response to a target touch operation on a graphical user interface, according to a touch position corresponding to the target touch operation on the graphical user interface, a target preset touch area matching the touch position is determined from a plurality of preset touch areas divided on the graphical user interface;

[0007] According to the preset touch area of ​​the target and / or the gesture action corresponding to the target touch operation, a target attack instruction matching the target touch operation is determined, and the controlled virtual character is controlled to execute the target attack instruction in the game scene.

[0008] In a second aspect, an embodiment of the present application provides a control device for a virtual character in a game, the control device comprising:

[0009] an attack response module, configured to respond to a target touch operation on a graphical user interface, and determine, according to a touch position corresponding to the target touch operation on the graphical user interface, a target preset touch area that matches the touch position from a plurality of preset touch areas divided on the graphical user interface;

[0010] The attack control module is used to determine the target attack instruction matching the target touch operation according to the preset touch area of ​​the target and / or the gesture action corresponding to the target touch operation, and control the controlled virtual character to execute the target attack instruction in the game scene.

[0011] In a third aspect, an embodiment of the present application provides a computer device, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps of the above-mentioned method for controlling a virtual character in a game when executing the computer program.

[0012] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of the method for controlling a virtual character in the above-mentioned game are executed.

[0013] The technical solution provided by the embodiments of the present application may have the following beneficial effects:

[0014] The embodiment of the present application provides a method, device, equipment and storage medium for controlling a virtual character in a game. In response to a target touch operation on a graphical user interface, according to the touch position corresponding to the target touch operation on the graphical user interface, a target preset touch area matching the touch position is determined from multiple preset touch areas divided on the graphical user interface; according to the gesture action corresponding to the target preset touch area and / or the target touch operation, a target attack instruction matching the target touch operation is determined, and the controlled virtual character is controlled to execute the target attack instruction in the game scene. Through this attack control method, the present application enables the player to directly control the controlled virtual character to execute different target attack instructions matching different target touch operations in the game scene through different target touch operations acting on the graphical user interface, thereby effectively reducing the occupation of interface display resources, which is conducive to reducing the interference with the player's game vision and improving the flexibility of the attack control method in the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0016] Figure 1 A schematic diagram showing a flow chart of a method for controlling a virtual character in a game provided by an embodiment of the present application;

[0017] Figure 2a A schematic diagram showing a corresponding relationship between the area position of a preset touch area and attack parameters in different dimensions provided by an embodiment of the present application;

[0018] Figure 2b A schematic diagram showing a correspondence between another area position of a preset touch area and attack parameters in different dimensions provided by an embodiment of the present application;

[0019] Figure 2c A schematic diagram of an interface interaction for determining a target attack instruction according to a preset touch area of ​​a target provided by an embodiment of the present application is shown;

[0020] Figure 3a A schematic diagram showing a correspondence between a gesture action and an attack command provided in an embodiment of the present application;

[0021] Figure 3b A schematic diagram of an interface interaction for determining a target attack instruction according to a gesture action corresponding to a target touch operation provided by an embodiment of the present application is shown;

[0022] Figure 4a A schematic diagram showing a correspondence between a target preset touch area and a target gesture action provided in an embodiment of the present application;

[0023] Figure 4b A schematic diagram of an interface interaction for jointly determining a target attack instruction based on a preset touch area of ​​a target and a gesture action corresponding to a target touch operation provided by an embodiment of the present application is shown;

[0024] Figure 5a A schematic diagram showing prompt information about a target attack instruction queue provided in an embodiment of the present application is shown;

[0025] Figure 5b A schematic diagram showing prompt information about a target attack instruction queue provided in an embodiment of the present application is shown;

[0026] Figure 6aA schematic diagram of an original attack control provided by an embodiment of the present application is shown;

[0027] Figure 6b A schematic diagram of an interface interaction for switching and displaying an original attack control provided by an embodiment of the present application is shown;

[0028] Figure 7 A schematic diagram showing the structure of a control device for a virtual character in a game provided by an embodiment of the present application is shown;

[0029] Figure 8 A schematic diagram of the structure of an electronic device 800 provided in an embodiment of the present application. DETAILED DESCRIPTION

[0030] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.

[0031] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0032] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.

[0033] In the prior art, players can control the controlled virtual characters in the game to attack in the game scene through virtual attack controls displayed on the graphical user interface. However, one virtual attack control corresponds to one attack method. Therefore, when the player wants to quickly control the controlled virtual character to attack, it is necessary to display virtual controls corresponding to multiple different attack methods on the graphical user interface, which results in more interface display resources being occupied and easily interferes with the player's game vision.

[0034] Based on this, the embodiments of the present application provide a method, device, equipment and storage medium for controlling a virtual character in a game, so that players can directly control the controlled virtual character to execute different target attack instructions matched with different target touch operations in the game scene through different target touch operations on the graphical user interface, thereby effectively reducing the occupation of interface display resources, which is conducive to reducing interference with the player's game vision and improving the flexibility of the attack control method in the game.

[0035] In one embodiment of the present application, a control method for a virtual character in a game can be run on a terminal device or a server. The terminal device can be a local terminal device. When the control method for a virtual character in a game is run on a server, the control method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device (i.e., a terminal device).

[0036] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method of the virtual character in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0037] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0038] To facilitate understanding of the embodiments of the present application, a method, device, equipment and storage medium for controlling a virtual character in a game provided by the embodiments of the present application are introduced in detail below.

[0039] Reference Figure 1 As shown, Figure 1 A flow chart of a method for controlling a virtual character in a game provided by an embodiment of the present application is shown, wherein the control method comprises step S101; specifically:

[0040] S101, in response to a target touch operation on a graphical user interface, according to a touch position corresponding to the target touch operation on the graphical user interface, determine a target preset touch area that matches the touch position from a plurality of preset touch areas divided on the graphical user interface.

[0041] S102, determining a target attack instruction matching the target touch operation according to the target preset touch area and / or the gesture action corresponding to the target touch operation, and controlling the controlled virtual character to execute the target attack instruction in the game scene.

[0042] The control method of the virtual character in the above-mentioned game provided by the embodiment of the present application responds to the target touch operation on the graphical user interface, and according to the touch position corresponding to the target touch operation on the graphical user interface, determines the target preset touch area that matches the touch position from the multiple preset touch areas divided on the graphical user interface; according to the gesture action corresponding to the target preset touch area and / or the target touch operation, determines the target attack instruction that matches the target touch operation, and controls the controlled virtual character to execute the target attack instruction in the game scene. Through this attack control method, the present application enables the player to directly control the controlled virtual character to execute different target attack instructions that match different target touch operations in the game scene through different target touch operations acting on the graphical user interface, thereby effectively reducing the occupation of interface display resources, which is conducive to reducing the interference with the player's game vision and improving the flexibility of the attack control method in the game.

[0043] The following is an exemplary description of each step in the method for controlling a virtual character in the above game provided by the embodiment of the present application:

[0044] S101, in response to a target touch operation on a graphical user interface, according to a touch position corresponding to the target touch operation on the graphical user interface, determine a target preset touch area that matches the touch position from a plurality of preset touch areas divided on the graphical user interface.

[0045] Here, unlike the prior art in which an attack control displayed on a graphical user interface is required to control a controlled virtual character (i.e., a virtual game character controlled by a player in the game) to attack in a game scene (i.e., execute an attack instruction corresponding to the currently triggered attack control), in an embodiment of the present application, the terminal device can respond to a target touch operation triggered by the player on the graphical user interface, and determine, based on multi-touch technology and gesture recognition algorithm, a touch position corresponding to the above target touch operation on the graphical user interface and a gesture action corresponding to the above target touch operation, so that, based on the touch position corresponding to the above target touch operation on the graphical user interface, the preset touch area to which the touch position belongs can be determined from a plurality of preset touch areas divided on the graphical user interface as the target preset touch area matching the above touch position.

[0046] Specifically, when the graphical user interface is divided into the above-mentioned multiple preset touch areas in advance, as an optional embodiment, the number of the above-mentioned multiple preset touch areas can be determined according to the number of different attack instructions that the controlled virtual character can execute in the game scene; for example, if the controlled virtual character can execute 9 different types of attack instructions in the game scene, the graphical user interface can be divided into 9 preset touch areas; the embodiment of the present application does not impose any limitation on the specific number of divisions of the above-mentioned preset touch areas.

[0047] Specifically, when the graphical user interface is pre-divided into the above-mentioned multiple preset touch areas, as an optional embodiment, the graphical user interface can be divided into multiple rectangular preset touch areas, or the graphical user interface can be divided into multiple circular preset touch areas. The embodiment of the present application does not impose any limitation on the specific shapes of the above-mentioned preset touch areas.

[0048] S102, determining a target attack instruction matching the target touch operation according to the target preset touch area and / or the gesture action corresponding to the target touch operation, and controlling the controlled virtual character to execute the target attack instruction in the game scene.

[0049] Here, based on the determined target preset touch area and / or the gesture action corresponding to the target touch operation, the target attack instruction matching the target touch operation can be determined, thereby controlling the controlled virtual character to execute the target attack instruction in the game scene, so that the player can directly control the controlled virtual character to execute different target attack instructions matching different target touch operations in the game scene through different target touch operations acting on the graphical user interface (i.e., the target preset touch area and / or the target touch operations with different gesture actions).

[0050] In combination with the above description, it can be known that the above target attack instruction can be determined according to the touch position corresponding to the above target touch operation on the graphical user interface (that is, the target preset touch area matched by the touch position) and / or the gesture action corresponding to the target touch operation. That is, in the embodiment of the present application, the method for determining the target attack instruction matching the target touch operation is not unique. When executing the above step S102, at least the target attack instruction matching the target touch operation can be determined according to different methods shown in the following three optional embodiments, specifically:

[0051] In a first optional embodiment, after the graphical user interface is divided into a plurality of preset touch areas, an attack instruction corresponding to each preset touch area may be preset. At this time, when executing the above step S102, the target attack instruction matching the target touch operation may be determined according to the method shown in the following steps a1-a3 only based on the target preset touch area matching the above touch position. Specifically:

[0052] Step a1: according to the horizontal position corresponding to the target preset touch area on the graphical user interface, determine the target first attack parameter matching the horizontal position from a plurality of first attack parameters under the first dimension.

[0053] Here, for each attack instruction, the attack instruction can be represented as attack parameters in two different dimensions; wherein the attack parameter in one dimension can represent a specific attack action in the attack instruction, and the attack parameter in another dimension can represent a specific action execution direction corresponding to the attack action in the attack instruction.

[0054] On this basis, considering that after the graphical user interface is divided into a plurality of preset touch areas, the specific area position of each preset touch area on the graphical user interface can be determined using the horizontal position and the vertical position of the preset touch area on the graphical user interface, therefore, as an optional embodiment, the horizontal position and the vertical position of the preset touch area on the graphical user interface can be pre-set to correspond to the attack parameters in the above two different dimensions, respectively, so that after the target preset touch area matching the above touch position is determined, the attack instruction corresponding to the target preset touch area (that is, an attack instruction composed of the attack parameters in the two different dimensions matching the above horizontal position and the vertical position respectively) can be determined according to the specific area position of the target preset touch area on the graphical user interface (that is, the horizontal position and the vertical position of the target preset touch area on the graphical user interface) as the target attack instruction matching the currently triggered target touch operation.

[0055] Step a2: according to the longitudinal position corresponding to the target preset touch area on the graphical user interface, determine the target second attack parameter matching the longitudinal position from a plurality of second attack parameters under the second dimension.

[0056] Here, in combination with the relevant instructions in the above step a1, it can be known that the multiple first attack parameters under the first dimension in the above step a1 and the multiple second attack parameters under the second dimension in the above step a2 can respectively represent multiple different types of attack actions and multiple action execution directions corresponding to the same attack action; that is, the multiple first attack parameters under the above first dimension can respectively represent multiple different types of attack actions or multiple action execution directions corresponding to the same attack action, and the multiple second attack parameters under the above second dimension can also respectively represent multiple different types of attack actions or multiple action execution directions corresponding to the same attack action, and it is only necessary to ensure that the multiple second attack parameters under the above second dimension are different from the multiple first attack parameters under the above first dimension.

[0057] Specifically, the above-mentioned multiple different types of attack actions include the three attack actions of "slashing", "sweeping" and "stabbing", and the multiple action execution directions corresponding to the above-mentioned same attack action include "backhand and opposite side" (that is, the target arm of the controlled virtual character holding the weapon uses the backhand method to exert force on the inner side of the arm to attack toward one side of the body of the controlled virtual character), "forehand middle" (that is, the target arm of the controlled virtual character holding the weapon uses the forehand method to exert force on the outer side of the arm to attack toward the middle direction directly in front of the body of the controlled virtual character), and "forehand and side" (that is, the target arm of the controlled virtual character holding the weapon uses the forehand method to exert force on the outer side of the arm to attack toward one side of the body of the controlled virtual character). Figure 2a A schematic diagram showing a correspondence between the area position of a preset touch area and attack parameters in different dimensions provided by an embodiment of the present application is shown, such as Figure 2a As shown, after the graphical user interface 200 is divided into 9 different rectangular preset touch areas, the attack action corresponding to the preset touch area in each row can be preset, and the action execution direction corresponding to the preset touch area in each column can be preset.

[0058] Exemplary descriptions, such as Figure 2a As shown, in the actual game process, if it is determined that the above-mentioned target preset touch area is the preset touch area of ​​the first row and the first column on the graphical user interface 200, then according to the horizontal position of the target preset touch area (i.e., the first row), from the above-mentioned multiple different types of attack actions, it can be determined that the target first attack parameter matching the above-mentioned horizontal position is the attack action "hack"; according to the vertical position of the target preset touch area (i.e., the first column), from the above-mentioned multiple action execution directions, it can be determined that the target second attack parameter matching the above-mentioned vertical position is the action execution direction "backhand and opposite side".

[0059] Specifically, Figure 2a The difference is, Figure 2b A schematic diagram showing the correspondence between another area position of a preset touch area and attack parameters in different dimensions provided by an embodiment of the present application is shown. Figure 2b As shown, after the graphical user interface 200 is divided into 9 different rectangular preset touch areas, the action execution direction corresponding to the preset touch area in each row can be preset, and the attack action corresponding to the preset touch area in each column can be preset.

[0060] Exemplary descriptions, such as Figure 2bAs shown, in the actual game process, if it is determined that the above-mentioned target preset touch area is the preset touch area of ​​the first row and the first column on the graphical user interface 200, then according to the horizontal position of the target preset touch area (i.e., the first row), from the above-mentioned multiple action execution directions, it can be determined that the target first attack parameter matching the above-mentioned horizontal position is the action execution direction "backhand opposite side"; according to the vertical position of the target preset touch area (i.e., the first column), from the above-mentioned multiple different types of attack actions, it can be determined that the target second attack parameter matching the above-mentioned vertical position is the attack action "hack".

[0061] Step a3: Determine the target attack instruction according to the target first attack parameter and the target second attack parameter.

[0062] Here, combined with the contents of the above steps a1-a2, it can be known that the target first attack parameter and the target second attack parameter represent an attack action and an action execution direction respectively. Therefore, when executing step a3, it can be determined that the target attack instruction is "control the target arm of the controlled virtual character holding the weapon to perform the above attack action according to the above action execution direction."

[0063] It should be noted that the reference Figure 2a and Figure 2b As shown, when the attack action is "sweep" and the action execution direction is "forehand middle", the attack instruction "control the target arm of the controlled virtual character holding the weapon to perform a sweeping attack action in the forehand middle action execution direction" can also be simplified as "control the target arm of the controlled virtual character holding the weapon to perform a frontal stabbing attack action toward the front of the controlled virtual character"; that is, according to the same attack action and action execution direction, the specific instruction expression method of the generated target attack instruction is not unique, and the embodiments of the present application do not make any limitation to this.

[0064] Specifically, in combination with the contents of the above steps a1-a3, it can be known that, according to the touch position corresponding to the target touch operation on the graphical user interface, the preset touch area to which the touch position belongs can be determined as the above target preset touch area (which is equivalent to the target touch operation triggered by the player on the target preset touch area in the graphical user interface). At this time, since the attack instruction matching the target preset touch area is uniquely determined (that is, according to the horizontal position and vertical position of each preset touch area on the graphical user interface, an attack instruction corresponding to each preset touch area can be determined according to the method shown in the above steps a1-a3), therefore, when executing steps a1-a3, the terminal device may not distinguish the specific operation type of the above target touch operation and the specific gesture action corresponding to the above target touch operation, and directly determine the attack instruction matching the target preset touch area as the above target attack instruction according to the horizontal position and vertical position of the target preset touch area on the graphical user interface, and control the controlled virtual character to execute the above target attack instruction in the game scene.

[0065] It should be noted that, in the first optional embodiment, it is only necessary to ensure that different preset touch areas match different attack instructions. Figure 2a and Figure 2b The attack actions and action execution directions shown are only used as specific examples for illustration. The embodiments of the present application do not impose any limitation on the specific attack actions and specific action execution directions corresponding to different attack instructions.

[0066] Exemplary description, Figure 2c FIG. 1 shows an interface interaction diagram of determining a target attack instruction according to a preset touch area of ​​a target provided by an embodiment of the present application, such as Figure 2c As shown, in accordance with Figure 2a The corresponding relationship between the area position of the preset touch area and the attack parameters under different dimensions is determined Figure 2c Taking the 9 different attack instructions shown in the attack instructions a-attack instructions i as an example, the graphical user interface 200 can be divided into 9 preset touch areas, each preset touch area corresponds to an attack instruction, wherein the reference Figure 2aFrom the correspondence shown, it can be determined that the attack instruction g corresponding to the preset touch area in the lower left corner of the graphical user interface 200 is "control the target arm of the controlled virtual character 100 holding the weapon to perform a stabbing attack action in the backhand opposite side action execution direction". The terminal device responds to any touch operation of the player on the preset touch area (i.e., the target preset touch area) in the lower left corner of the graphical user interface 200 (i.e., the target touch operation can be any type of touch operation such as a click operation or a slide operation) according to the attack instruction g (i.e., the target attack instruction) corresponding to the preset touch area in the lower left corner of the graphical user interface 200. The controlled virtual character 100 can be controlled to execute the attack instruction g in the game scene (i.e., control the target arm of the controlled virtual character 100 holding the weapon to perform a stabbing attack action in the backhand opposite side action execution direction).

[0067] It should be noted that, unlike the prior art in which the attack control for controlling the controlled virtual character to attack needs to be displayed on the graphical user interface, Figure 2c The area boundary of each preset touch area and the specific attack instruction corresponding to each preset touch area (such as attack instruction a, attack instruction b, etc.) may not be displayed in the graphical user interface, or may flash once in the initial teaching demonstration in the game (that is, displayed within a certain preset time, and disappear from the graphical user interface after the preset time is reached). That is, in the formal game process, Figure 2c The area boundaries of each preset touch area shown and the specific attack instructions corresponding to each preset touch area will not be always displayed on the graphical user interface like the attack controls in the prior art, thereby effectively reducing the occupation of interface display resources, which is beneficial to reducing the interference with the player's game vision and improving the flexibility of the attack control method in the game.

[0068] In a second optional embodiment, each gesture action may be preset to correspond to an attack instruction. In this case, when executing the above step S102, the target attack instruction matching the target touch operation may be determined according to the gesture action corresponding to the target touch operation only according to the method shown in the following steps b1-b3. Specifically:

[0069] Step b1: according to the gesture action corresponding to the target touch operation, determine a target attack action that matches the action type of the gesture action from a plurality of attack actions.

[0070] Here, a variety of different gesture actions and an attack instruction corresponding to each gesture action can be pre-set according to the number of different attack instructions that the controlled virtual character can execute. The embodiment of the present application does not impose any limitation on the specific number and content of the above-mentioned pre-set gesture actions.

[0071] Specifically, similar to the aforementioned steps a1-a3, each attack instruction can also be divided into attack parameters under two different dimensions; wherein, the attack parameters under one dimension can represent the specific attack action in the attack instruction, and the attack parameters under the other dimension can represent the specific action execution direction corresponding to the attack action in the attack instruction, so that when executing step b1, the target attack action that matches the action type of the above-mentioned gesture action can be directly determined from a variety of attack actions.

[0072] Step b2: according to the gesture action corresponding to the target touch operation, determine the target action execution direction that matches the action direction of the gesture action from the multiple action execution directions corresponding to the target attack action.

[0073] Specifically, when determining the direction of a gesture action, a target reference object can be pre-selected from the graphical user interface, so that according to the gesture action corresponding to the target touch operation, the direction of the gesture action relative to the target reference object can be identified as the direction of the gesture action in the above step b2.

[0074] It should be noted that the above-mentioned target reference object can be the screen center of the graphical user interface (equivalent to selecting a static target reference object), or it can be the display position of the controlled virtual character on the graphical user interface (equivalent to selecting a dynamic target reference object). The embodiment of the present application does not impose any limitation on the specific selection method of the above-mentioned target reference object.

[0075] For example, the above-mentioned multiple different types of attack actions include the three attack actions of "slashing", "sweeping" and "stabbing", and the above-mentioned multiple action execution directions corresponding to the same attack action include "backhand reverse side", "forehand middle", and "forehand forward side". Figure 3a A schematic diagram showing a corresponding relationship between a gesture action and an attack command provided in an embodiment of the present application is shown. Figure 3a As shown, nine different gesture actions represented by arrows and “clicks” in the rectangular box can be predefined, and the action type of each gesture action matches an attack action (such as Figure 3a As shown by the arrows in , each gesture action triggered downward relative to the target reference object corresponds to an attack action of the "slash" action type, each gesture action triggered upward relative to the target reference object corresponds to an attack action of the "stab" action type, and each gesture action triggered horizontally relative to the target reference object corresponds to an attack action of the "sweep" action type). The action direction of each gesture action matches an action execution direction (such as Figure 3aAs shown by the arrows in , each gesture action triggered to the right relative to the target reference object corresponds to the action execution direction of "backhand opposite side", each gesture action triggered to the left relative to the target reference object corresponds to the action execution direction of "forehand right side", and each gesture action triggered in the vertical direction relative to the target reference object corresponds to the action execution direction of "forehand middle").

[0076] Step b3: Determine the target attack instruction according to the target attack action and the target action execution direction.

[0077] Here, the specific implementation of step b3 is similar to the specific implementation of the aforementioned step a3, and the repeated parts are not repeated here.

[0078] Specifically, in combination with the contents of the above steps b1-b3, it can be known that according to the gesture action corresponding to the target touch operation, the attack instruction corresponding to the gesture action (that is, the attack instruction determined by the above target attack action and the execution direction of the above target action) can be determined as the target attack instruction matched by the above target touch operation. Therefore, when executing steps b1-b3, the terminal device may not distinguish the specific touch position of the above target touch operation on the graphical user interface (equivalent to no longer having the same position as the above between the preset touch area and the attack action and the execution direction of the action). Figure 2a and Figure 2b The corresponding relationship shown in the figure) directly controls the controlled virtual character to execute the target attack instruction matching the gesture action in the game scene according to the gesture action corresponding to the target touch operation.

[0079] It should be noted that, in the above second optional embodiment, it is only necessary to ensure that different gesture actions match different attack instructions, wherein the above Figure 3a The correspondence between the gesture actions and the attack commands shown is only used as a specific example for illustration. The embodiments of the present application do not impose any limitation on the specific attack actions and specific action execution directions corresponding to different gesture actions.

[0080] Exemplary description, Figure 3b FIG. 1 shows an interface interaction diagram of determining a target attack instruction according to a gesture action corresponding to a target touch operation provided by an embodiment of the present application, such as Figure 3b As shown, Figure 3a As an example, the 9 different gesture actions shown in FIG. 1 are used as examples, wherein the touch medium is a finger. Figure 3aAs shown, the target attack instruction corresponding to the gesture action "slicing with the finger toward the upper right" is "controlling the target arm of the controlled virtual character 100 holding the weapon to perform a stabbing attack action in the backhand opposite side action execution direction", then the terminal device responds to the player's sliding operation toward the upper right on the graphical user interface 200 (i.e., the target touch operation), and can control the controlled virtual character 100 to execute the target attack instruction corresponding to the gesture action "slicing with the finger toward the upper right" in the game scene (i.e., controlling the target arm of the controlled virtual character 100 holding the weapon to perform a stabbing attack action in the backhand opposite side action execution direction) according to the gesture action "slicing with the finger toward the upper right" corresponding to the sliding operation toward the upper right.

[0081] In a third optional embodiment, the graphical user interface may be divided into a plurality of preset touch areas, each preset touch area corresponding to a gesture action. At this time, when executing the above step S102, the target attack instruction matching the target touch operation may be jointly determined according to the gesture action corresponding to the target preset touch area and the target touch operation according to the method shown in the following steps c1-c2. Specifically:

[0082] Step c1: according to triggering a valid target gesture action in the target preset touch area, determining whether the gesture action corresponding to the target touch operation belongs to the target gesture action.

[0083] Here, after the graphical user interface is divided into multiple preset touch areas, specific gesture actions that are effective and triggered within each preset touch area can be pre-set, that is, the graphical user interface can be divided into multiple preset touch areas according to the number of different attack instructions that the controlled virtual character can execute, wherein each preset touch area corresponds to a gesture action, and the terminal device will only respond to a specific touch operation triggered within the preset touch area and matching the gesture action corresponding to the preset touch area (that is, the gesture action corresponding to the target touch operation belongs to the above-mentioned target gesture action corresponding to the target preset touch area to which the above-mentioned touch position belongs), to control the controlled virtual character to execute the target attack instruction jointly determined by the above-mentioned target preset touch area and the effective target gesture action triggered within the above-mentioned target preset touch area.

[0084] Step c2: if it is determined that the gesture action belongs to the target gesture action, then according to the action type and action direction of the target gesture action, determine a target attack instruction whose attack action matches the action type of the target gesture action and whose action execution direction matches the action direction of the target gesture action.

[0085] Here, for the specific steps of determining the attack action that matches the action type of the target gesture action according to the action type of the target gesture action, and determining the action execution direction that matches the action direction of the target gesture action according to the action direction of the target gesture action, please refer to the specific implementation content of the aforementioned steps b1-b3, and the repetitive parts will not be repeated here.

[0086] Specifically, Figure 2a The preset touch area division method shown is the same as Figure 3a Take the various gestures shown in the figure as an example. Figure 4a A schematic diagram showing a correspondence between a target preset touch area and a target gesture action provided by an embodiment of the present application is shown, such as Figure 4a As shown, the graphical user interface 200 can be divided into 9 different rectangular preset touch areas. The effective gesture action triggered in each preset touch area is intuitively represented by an arrow and the word "click". The specific correspondence between the gesture action represented by each arrow and the different attack instructions can be found in the above-mentioned Figure 3a The relevant description content will not be repeated here.

[0087] It should be noted that, in the above-mentioned third optional embodiment, the purpose of jointly determining an attack instruction by the target preset touch area and the gesture action corresponding to the target touch operation is mainly to reserve operation space for other control functions in the game except attack control to avoid interaction conflicts; for example, if the player can control the controlled virtual character to move forward by sliding upward on the graphical user interface, then when the controlled virtual character is controlled to attack according to the method shown in the above-mentioned second optional embodiment, an interaction conflict may occur due to one touch operation (i.e., the upward sliding operation) corresponding to two control functions (an attack control function corresponding to an attack instruction and a movement control function for controlling the controlled virtual character to move forward). However, at this time, if the method shown in the above-mentioned third optional embodiment is followed, the touch operation of "sliding upward" will only be an effective touch operation for controlling the controlled virtual character to execute the attack instruction when it is triggered within a specific preset touch area, thereby effectively avoiding the above-mentioned interaction conflicts.

[0088] Exemplary description, Figure 4b FIG. 1 shows an interface interaction diagram of determining a target attack instruction according to a preset touch area of ​​a target and a gesture action corresponding to a target touch operation provided by an embodiment of the present application, such as Figure 4b As shown, the effective gesture actions triggered in each preset touch area can be referred to Figure 4aThe different arrows shown indicate gesture actions in different directions, wherein, after the graphical user interface 200 is divided into 9 different preset touch areas, each preset touch area corresponds to a valid touch operation (i.e., the touch position is located in the preset touch area and the gesture action matches the valid gesture action triggered in the preset touch area), the terminal device responds to the player's sliding operation (i.e., valid touch operation) toward the upper right corner of the preset touch area in the lower left corner (i.e., the target preset touch area), and according to the valid gesture action "slicing with the finger toward the upper right" (i.e., the target gesture action) triggered in the above-mentioned preset touch area in the lower left corner, the controlled virtual character 100 can be controlled to execute the target attack instruction corresponding to the above-mentioned target gesture action in the game scene (i.e., the target arm holding the weapon of the controlled virtual character 100 is controlled to perform a stabbing attack action in the direction of the backhand and opposite side of the action execution).

[0089] It should be noted that, with reference to the above three optional embodiments, when executing the above steps S101-S102, as an optional embodiment, the above-mentioned target touch operation in steps S101-S102 may include a sliding operation (without limitation on the sliding direction and sliding speed); as another optional embodiment, the above-mentioned target touch operation in steps S101-S102 may also include any type of touch operation such as a click operation, a long press operation, etc. (refer to the first optional embodiment shown in the above steps a1-a3); based on this, the embodiment of the present application does not impose any limitation on the specific operation type to which the above-mentioned target touch operation in steps S101-S102 belongs.

[0090] Specifically, when executing the above steps S101-S102, if the above target touch operation is a sliding operation, then as an optional embodiment, the attack strength of the controlled virtual character when executing the above target attack instruction in the game scene can be determined according to the sliding speed of the above sliding operation (i.e., the target touch operation) (equivalent to the faster the sliding speed of the sliding operation, the stronger the attack strength of the controlled virtual character when executing the target attack instruction in the game scene).

[0091] Specifically, when executing the above steps S101-S102, if the above target touch operation is a sliding operation, then as another optional embodiment, the attack direction of the controlled virtual character when executing the above target attack instruction in the game scene can also be determined according to the sliding direction of the above sliding operation (i.e., the target touch operation) (equivalent to pre-setting an attack instruction that matches a gesture action to be an attack instruction whose attack direction matches the sliding direction of the gesture action), so that the player can more intuitively use sliding operations with different sliding directions to conveniently control the controlled virtual character to execute the target attack instruction whose attack direction is consistent with the sliding direction of the finger.

[0092] It should be noted that when the target touch operation is a sliding operation, the touch medium can be the player's finger (i.e., sliding operation on the graphical user interface through the finger), or other touch media such as a stylus, and the embodiment of the present application does not impose any limitation on this.

[0093] On the basis of the above steps S101-S102, in order to improve the fluency of the attack control operation, the embodiment of the present application also supports the player to continuously trigger multiple target touch operations through the method shown in the following steps d1-d2, queue the target attack instructions respectively matched by the multiple target touch operations, and control the controlled virtual character to execute the multiple target attack instructions in the queue in sequence, so that the player does not have to wait for each attack to end before triggering the next attack, which is conducive to maintaining the fluency of the operation in high-intensity combat and improving the game operation experience. Specifically:

[0094] Step d1: In response to multiple target touch operations on the graphical user interface, target attack instructions respectively matched by the multiple target touch operations are sorted according to a triggering sequence of the multiple target touch operations to obtain a target attack instruction queue.

[0095] Here, the above-mentioned multiple target touch operations may be multiple target touch operations that are continuously triggered within a certain time period. The embodiment of the present application does not impose any limitation on the specific value of the above-mentioned time period.

[0096] It should be noted that, with reference to the three optional embodiments shown in the above steps a1-a3, steps b1-b3 and steps c1-c2, it can be seen that different target touch operations match different target attack instructions, wherein the above multiple target touch operations may include the same target touch operations or different target touch operations, and the embodiments of the present application do not impose any limitations on this.

[0097] Step d2: Control the controlled virtual character to sequentially execute multiple target attack instructions in the target attack instruction queue in the game scene.

[0098] Specifically, as an optional embodiment, in order to avoid game lag due to too many target attack instructions in the queue, the specific operation number of the above-mentioned multiple target touch operations can be less than or equal to the preset number threshold. When the number of the above-mentioned target touch operations triggered continuously exceeds the preset number threshold, the target attack instructions matching the exceeding target touch operations can be discarded to ensure that the number of target attack instructions in the queue in the target attack instruction queue does not exceed (that is, is less than or equal to) the above-mentioned preset number threshold.

[0099] For example, if the above-mentioned preset number threshold is 3, then the player can be supported to trigger the same or different target touch operations three times in a row at most. The target attack instructions that match the three target touch operations are sorted according to the order of triggering, and a target attack instruction queue consisting of target attack instructions 1-3 is obtained. If the player continues to trigger the target touch operation, the target attack instruction that matches the target touch operation triggered by the player for the fourth time can be directly discarded, until the number of target attack instructions in the queued state in the target attack instruction queue is less than 3, and then the response to the target touch operation is restored, and the target attack instructions that match the newly triggered target touch operation continue to be queued.

[0100] Here, after executing the above step d1, as an optional embodiment, prompt information about the above target attack instruction queue can also be displayed on the graphical user interface, so that the player can intuitively determine the number of target attack instructions in the queue state in the above target attack instruction queue according to the above prompt information displayed, thereby reducing the problem of target attack instructions being lost (i.e., failing to enter the above target attack instruction queue for queue execution) due to excessive number of continuously triggered target touch operations (i.e., exceeding the above preset number threshold).

[0101] It should be noted that the specific display content and specific display style of the above prompt information are not unique, and the embodiments of the present application do not impose any limitation on this.

[0102] Exemplary description, Figure 5a A schematic diagram showing prompt information about a target attack instruction queue provided by an embodiment of the present application is shown. Figure 5a As shown, still taking the case where the number of target attack instructions in the queued state in the target attack instruction queue is no more than 3 (i.e., the preset number threshold is 3) as an example, in response to two target touch operations triggered continuously on the graphical user interface 200, the terminal device can sort the target attack instructions respectively matched by the two target touch operations according to the triggering order of the two target touch operations, obtain a target attack instruction queue including two target attack instructions, and display prompt information 301 about the target attack instruction queue on the graphical user interface 200, wherein the prompt information 301 displays the specific attack actions respectively corresponding to the two target attack instructions in the queued state in the target attack instruction queue and a target attack instruction slot remaining in the target attack instruction queue for queuing.

[0103] Exemplary description, Figure 5b A schematic diagram showing prompt information about a target attack instruction queue provided by an embodiment of the present application is shown. Figure 5bAs shown, still taking the case where the number of target attack instructions in the queued state in the target attack instruction queue is no more than 3 (i.e., the preset number threshold is 3), the terminal device responds to two target touch operations that are triggered continuously on the graphical user interface 200. The terminal device can sort the target attack instructions that match the two target touch operations respectively according to the triggering order of the two target touch operations, obtain a target attack instruction queue containing two target attack instructions, and display prompt information 301 about the target attack instruction queue on the graphical user interface 200, wherein the prompt information 301 can display two black prompt marks indicating the target attack instructions in the queued state and a white prompt mark indicating that there is a vacant position for the target attack instruction left in the target attack instruction queue.

[0104] Here, referring to the three optional embodiments shown in the above steps a1-a3, steps b1-b3 and steps c1-c2, it can be seen that the attack control method shown in the above steps S101-S102 provided in the embodiment of the present application does not conflict with the original attack control method of controlling the attack of the controlled virtual character through the attack control displayed on the graphical user interface in the prior art in terms of interactive operation. Therefore, in the embodiment of the present application, as an optional embodiment, the player can choose to follow the method described in the following steps e1-e3 while retaining the above two attack control methods, so as to flexibly select different attack control methods according to personal gaming habits in the actual game, specifically:

[0105] Step e1: Displaying the original attack control on the graphical user interface.

[0106] Here, the original attack control refers to the virtual attack control originally used to control the controlled virtual character in the game to attack (i.e., execute attack instructions in the game scene). The embodiment of the present application does not impose any limitation on the number of controls and control display style of the above original attack control.

[0107] Exemplary description, Figure 6a A schematic diagram of an original attack control provided by an embodiment of the present application is shown, such as Figure 6a As shown, the original attack control 401 can be displayed on the graphical user interface 200, which is equivalent to being in an actual game, while retaining the attack control method shown in the above steps S101-S102 provided in the embodiment of the present application and the original attack control method of controlling the attack of the controlled virtual character 100 through the original attack control 401 in the prior art.

[0108] Step e2: in response to the touch operation on the original attack control, interrupting the execution of the target attack instruction queue by the controlled virtual character, and controlling the controlled virtual character to execute the original attack instruction corresponding to the original attack control in the game scene.

[0109] Here, in order to distinguish the attack control method shown in the above steps S101-S102 from the original attack control method implemented by the above original attack control in the prior art, as an optional embodiment, only the target attack instruction triggered by the target touch operation (that is, the target attack instruction determined according to the attack control method shown in the above steps S101-S102) can be queued (that is, the above target attack instruction queue is generated), and the attack instruction triggered by the above original attack control (that is, the above original attack instruction triggered according to the touch operation on the original attack control) is not supported to participate in the queuing (that is, the above original attack instruction will not appear in the above target attack instruction queue).

[0110] Step e3: in response to the completion of the execution of the original attack instruction, the controlled virtual character is controlled to sequentially execute the target attack instructions that have not yet been executed in the target attack instruction queue in the game scene.

[0111] Specifically, when executing steps e1-e3, the original attack control method implemented by the above-mentioned original attack control in the prior art can be retained unchanged, that is, the terminal device can instantly control the controlled virtual character to execute the original attack instruction corresponding to the original attack control in the game scene in response to the touch operation on the original attack control. At this time, if the controlled virtual character is being controlled to execute the target attack instructions in the target attack instruction queue in sequence, it is necessary to interrupt the execution of the target attack instruction queue by the controlled virtual character until the execution of the above-mentioned original attack instructions is completed, and then resume the execution of the target attack instruction queue (that is, control the controlled virtual character to execute the target attack instructions that have not yet been executed in the target attack instruction queue in sequence in the game scene).

[0112] In the embodiment of the present application, as another optional embodiment, the player can also choose to switch from the above-mentioned original attack control mode to the attack control mode shown in the above-mentioned steps S101-S102 provided in the embodiment of the present application according to the method described in the following steps f1-f3, specifically:

[0113] Step f1: Displaying the original attack control on the graphical user interface.

[0114] Here, the specific execution method of step f1 is the same as that of the above step e1, and the repeated parts are not repeated here.

[0115] Step f2: In response to the touch operation on the original attack control, the controlled virtual character is controlled to execute the original attack instruction corresponding to the original attack control in the game scene.

[0116] Here, the specific execution method of step f2 is the same as the original attack control method implemented by the above-mentioned original attack control in the prior art. The player clicks the original attack control to control the controlled virtual character to execute the original attack instruction corresponding to the above-mentioned original attack control in the game scene.

[0117] It should be noted that the above-mentioned touch operation represents the operation of controlling the controlled virtual character to attack (i.e., executing the above-mentioned original attack instruction in the game scene) through the original attack control, for example, it can be a click operation, a sliding operation, etc. The embodiment of the present application does not impose any limitation on the specific operation type of the above-mentioned touch operation.

[0118] Step f3: In response to a switch instruction for the original attack control, cancel the display of the original attack control on the graphical user interface.

[0119] Here, the specific instruction generation method of the above-mentioned switching instruction is not unique, and the embodiments of the present application do not impose any limitation on this.

[0120] Specifically, as an optional embodiment, a slidable switch control may be configured in the game settings, and when the player slides the switch control to the on position, the switch instruction for the original attack control may be generated, and the terminal device responds to the generated switch instruction and cancels the display of the original attack control on the graphical user interface (equivalent to switching from the original attack control mode to the attack control mode shown in the steps S101-S102 provided in the embodiment of the present application); when the player slides the switch control to the off position, the terminal device responds to the switch control sliding to the off position and restores the display of the original attack control on the graphical user interface (equivalent to switching from the attack control mode shown in the steps S101-S102 provided in the embodiment of the present application to the original attack control mode).

[0121] Specifically, as another optional embodiment, the terminal device may generate the above-mentioned switching instruction in response to a specific operation triggered on the original attack control (i.e., other operations different from the above-mentioned touch operation used to trigger the original attack control to control the controlled virtual character to attack), that is, in response to the above-mentioned specific operation on the original attack control, the original attack control is cancelled on the graphical user interface (equivalent to switching from the above-mentioned original attack control mode to the attack control mode shown in the above-mentioned steps S101-S102 provided in the embodiment of the present application).

[0122] Exemplary description, Figure 6b A schematic diagram of an interface interaction for switching and displaying the original attack control provided by an embodiment of the present application is shown, such as Figure 6bAs shown, the original attack control 401 may be displayed on the graphical user interface 200 , and the terminal device cancels the display of the original attack control 401 on the graphical user interface 200 in response to a switching instruction for the original attack control 401 .

[0123] Based on the control method of the virtual character in the above game provided by the embodiment of the present application, in response to the target touch operation on the graphical user interface, according to the touch position corresponding to the target touch operation on the graphical user interface, the target preset touch area matching the touch position is determined from the multiple preset touch areas divided on the graphical user interface; according to the gesture action corresponding to the target preset touch area and / or the target touch operation, the target attack instruction matching the target touch operation is determined, and the controlled virtual character is controlled to execute the target attack instruction in the game scene. Through this attack control method, the present application enables the player to directly control the controlled virtual character to execute different target attack instructions matching different target touch operations in the game scene through different target touch operations acting on the graphical user interface, thereby effectively reducing the occupation of interface display resources, which is conducive to reducing the interference with the player's game vision and improving the flexibility of the attack control method in the game.

[0124] Based on the same inventive concept, the present application also provides a control device corresponding to the control method of the virtual character in the above-mentioned game. Since the principle of solving the problem by the control device in the embodiment of the present application is similar to the control method of the virtual character in the above-mentioned game in the embodiment of the present application, the implementation of the control device can refer to the implementation of the above-mentioned control method, and the repeated parts will not be repeated.

[0125] Reference Figure 7 As shown, Figure 7 A schematic diagram of the structure of a control device for a virtual character in a game provided by an embodiment of the present application is shown, wherein the control device comprises:

[0126] An attack response module 701 is used to respond to a target touch operation on a graphical user interface, and determine a target preset touch area matching the touch position from a plurality of preset touch areas divided on the graphical user interface according to a touch position corresponding to the target touch operation on the graphical user interface;

[0127] The attack control module 702 is used to determine the target attack instruction that matches the target touch operation according to the preset touch area of ​​the target and / or the gesture action corresponding to the target touch operation, and control the controlled virtual character to execute the target attack instruction in the game scene.

[0128] In an optional implementation, when determining the target attack instruction matching the target touch operation according to the target preset touch area and / or the gesture action corresponding to the target touch operation, the attack control module 702 is configured to:

[0129] According to the horizontal position corresponding to the target preset touch area on the graphical user interface, determine the target first attack parameter matching the horizontal position from the multiple first attack parameters under the first dimension; wherein the multiple first attack parameters under the first dimension respectively represent multiple different types of attack actions or multiple action execution directions corresponding to the same attack action;

[0130] According to the longitudinal position corresponding to the target preset touch area on the graphical user interface, determine the target second attack parameter matching the longitudinal position from the multiple second attack parameters under the second dimension; wherein the multiple second attack parameters under the second dimension respectively represent multiple different types of attack actions or multiple action execution directions corresponding to the same attack action, and the multiple second attack parameters under the second dimension are different from the multiple first attack parameters under the first dimension;

[0131] The target attack instruction is determined according to the target first attack parameter and the target second attack parameter.

[0132] In an optional implementation, when determining the target attack instruction matching the target touch operation according to the target preset touch area and / or the gesture action corresponding to the target touch operation, the attack control module 702 is configured to:

[0133] According to the gesture action corresponding to the target touch operation, determining a target attack action matching the action type of the gesture action from a plurality of attack actions;

[0134] According to the gesture action corresponding to the target touch operation, determining a target action execution direction that matches the action direction of the gesture action from a plurality of action execution directions corresponding to the target attack action;

[0135] The target attack instruction is determined according to the target attack action and the target action execution direction.

[0136] In an optional implementation, when determining the target attack instruction matching the target touch operation according to the target preset touch area and / or the gesture action corresponding to the target touch operation, the attack control module 702 is configured to:

[0137] According to triggering a valid target gesture action in the target preset touch area, determining whether the gesture action corresponding to the target touch operation belongs to the target gesture action;

[0138] If it is determined that the gesture action belongs to the target gesture action, then according to the action type and action direction of the target gesture action, a target attack instruction is determined, in which the attack action matches the action type of the target gesture action and the action execution direction matches the action direction of the target gesture action.

[0139] In an optional implementation, the target touch operation includes a sliding operation, wherein the attack strength of the controlled virtual character when executing the target attack instruction in the game scene is determined according to a sliding speed of the sliding operation.

[0140] In an optional implementation, the control device further includes: a queuing control module, wherein the queuing control module is used to:

[0141] In response to multiple target touch operations on the graphical user interface, target attack instructions respectively matched by the multiple target touch operations are sorted according to a triggering order of the multiple target touch operations to obtain a target attack instruction queue;

[0142] The controlled virtual character is controlled to sequentially execute the multiple target attack instructions in the target attack instruction queue in the game scene.

[0143] In an optional implementation, after obtaining the target attack instruction queue, the queuing control module is further used to:

[0144] Displaying prompt information about the target attack instruction queue on the graphical user interface.

[0145] In an optional implementation, the control device further includes: an original control module, wherein the original control module is used to:

[0146] displaying raw attack controls on the graphical user interface;

[0147] In response to a touch operation on the original attack control, interrupting the execution of the target attack instruction queue by the controlled virtual character, and controlling the controlled virtual character to execute the original attack instruction corresponding to the original attack control in the game scene;

[0148] In response to the completion of the execution of the original attack instruction, the controlled virtual character is controlled to sequentially execute the target attack instructions that have not been executed in the target attack instruction queue in the game scene.

[0149] In an optional implementation, the control device further includes: a switching control module, wherein the switching control module is used to:

[0150] displaying raw attack controls on the graphical user interface;

[0151] In response to the touch operation on the original attack control, controlling the controlled virtual character to execute the original attack instruction corresponding to the original attack control in the game scene;

[0152] In response to a switch instruction for the original attack control, the original attack control is cancelled from being displayed on the graphical user interface.

[0153] Based on the control device of the virtual character in the above-mentioned game provided by the embodiment of the present application, in response to the target touch operation on the graphical user interface, according to the touch position corresponding to the target touch operation on the graphical user interface, a target preset touch area matching the touch position is determined from multiple preset touch areas divided on the graphical user interface; according to the gesture action corresponding to the target preset touch area and / or the target touch operation, a target attack instruction matching the target touch operation is determined, and the controlled virtual character is controlled to execute the target attack instruction in the game scene. Through this attack control method, the present application enables the player to directly control the controlled virtual character to execute different target attack instructions matching different target touch operations in the game scene through different target touch operations acting on the graphical user interface, thereby effectively reducing the occupation of interface display resources, which is conducive to reducing the interference with the player's game vision and improving the flexibility of the attack control method in the game.

[0154] Based on the same inventive concept, the present application also provides an electronic device corresponding to the control method of the virtual character in the above-mentioned game. Since the principle of solving the problem by the electronic device in the embodiment of the present application is similar to the control method of the virtual character in the above-mentioned game in the embodiment of the present application, the implementation of the electronic device can refer to the implementation of the above-mentioned control method, and the repeated parts will not be repeated.

[0155] Figure 8 A schematic diagram of the structure of an electronic device 800 provided in an embodiment of the present application includes: a processor 801, a memory 802 and a bus 803, wherein the memory 802 stores machine-readable instructions executable by the processor 801. When the electronic device runs a method for controlling a virtual character in a game in an embodiment, the processor 801 communicates with the memory 802 via the bus 803, and the processor 801 executes the machine-readable instructions. When the processor 801 executes the machine-readable instructions, the following steps are implemented, specifically:

[0156] In response to a target touch operation on a graphical user interface, according to a touch position corresponding to the target touch operation on the graphical user interface, a target preset touch area matching the touch position is determined from a plurality of preset touch areas divided on the graphical user interface;

[0157] According to the preset touch area of ​​the target and / or the gesture action corresponding to the target touch operation, a target attack instruction matching the target touch operation is determined, and the controlled virtual character is controlled to execute the target attack instruction in the game scene.

[0158] In an optional implementation, when determining the target attack instruction matching the target touch operation according to the target preset touch area and / or the gesture action corresponding to the target touch operation, the processor 801 is configured to:

[0159] According to the horizontal position corresponding to the target preset touch area on the graphical user interface, determine the target first attack parameter matching the horizontal position from the multiple first attack parameters under the first dimension; wherein the multiple first attack parameters under the first dimension respectively represent multiple different types of attack actions or multiple action execution directions corresponding to the same attack action;

[0160] According to the longitudinal position corresponding to the target preset touch area on the graphical user interface, determine the target second attack parameter matching the longitudinal position from the multiple second attack parameters under the second dimension; wherein the multiple second attack parameters under the second dimension respectively represent multiple different types of attack actions or multiple action execution directions corresponding to the same attack action, and the multiple second attack parameters under the second dimension are different from the multiple first attack parameters under the first dimension;

[0161] The target attack instruction is determined according to the target first attack parameter and the target second attack parameter.

[0162] In an optional implementation, when determining the target attack instruction matching the target touch operation according to the target preset touch area and / or the gesture action corresponding to the target touch operation, the processor 801 is configured to:

[0163] According to the gesture action corresponding to the target touch operation, determining a target attack action matching the action type of the gesture action from a plurality of attack actions;

[0164] According to the gesture action corresponding to the target touch operation, determining a target action execution direction that matches the action direction of the gesture action from a plurality of action execution directions corresponding to the target attack action;

[0165] The target attack instruction is determined according to the target attack action and the target action execution direction.

[0166] In an optional implementation, when determining the target attack instruction matching the target touch operation according to the target preset touch area and / or the gesture action corresponding to the target touch operation, the processor 801 is configured to:

[0167] According to triggering a valid target gesture action in the target preset touch area, determining whether the gesture action corresponding to the target touch operation belongs to the target gesture action;

[0168] If it is determined that the gesture action belongs to the target gesture action, then according to the action type and action direction of the target gesture action, a target attack instruction is determined, in which the attack action matches the action type of the target gesture action and the action execution direction matches the action direction of the target gesture action.

[0169] In an optional implementation, the target touch operation includes a sliding operation, wherein the attack strength of the controlled virtual character when executing the target attack instruction in the game scene is determined according to a sliding speed of the sliding operation.

[0170] In an optional implementation, the processor 801 is further configured to:

[0171] In response to multiple target touch operations on the graphical user interface, target attack instructions respectively matched by the multiple target touch operations are sorted according to a triggering order of the multiple target touch operations to obtain a target attack instruction queue;

[0172] The controlled virtual character is controlled to sequentially execute the multiple target attack instructions in the target attack instruction queue in the game scene.

[0173] In an optional implementation, after obtaining the target attack instruction queue, the processor 801 is further configured to:

[0174] Displaying prompt information about the target attack instruction queue on the graphical user interface.

[0175] In an optional implementation, the processor 801 is further configured to:

[0176] displaying raw attack controls on the graphical user interface;

[0177] In response to a touch operation on the original attack control, interrupting the execution of the target attack instruction queue by the controlled virtual character, and controlling the controlled virtual character to execute the original attack instruction corresponding to the original attack control in the game scene;

[0178] In response to the completion of the execution of the original attack instruction, the controlled virtual character is controlled to sequentially execute the target attack instructions that have not been executed in the target attack instruction queue in the game scene.

[0179] In an optional implementation, before responding to the target touch operation on the graphical user interface, the processor 801 is further configured to:

[0180] displaying raw attack controls on the graphical user interface;

[0181] In response to the touch operation on the original attack control, controlling the controlled virtual character to execute the original attack instruction corresponding to the original attack control in the game scene;

[0182] In response to a switch instruction for the original attack control, the original attack control is cancelled from being displayed on the graphical user interface.

[0183] The electronic device provided by the embodiment of the present application responds to the target touch operation on the graphical user interface, and according to the touch position corresponding to the target touch operation on the graphical user interface, determines the target preset touch area that matches the touch position from the multiple preset touch areas divided on the graphical user interface; determines the target attack instruction that matches the target touch operation according to the target preset touch area and / or the gesture action corresponding to the target touch operation, and controls the controlled virtual character to execute the target attack instruction in the game scene. Through this attack control method, the present application enables the player to directly control the controlled virtual character to execute different target attack instructions that match different target touch operations in the game scene through different target touch operations acting on the graphical user interface, thereby effectively reducing the occupation of interface display resources, which is conducive to reducing the interference with the player's game vision and improving the flexibility of the attack control method in the game.

[0184] Based on the same inventive concept, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. The computer program is executed when a processor is running, and the processor performs the following steps:

[0185] In response to a target touch operation on a graphical user interface, according to a touch position corresponding to the target touch operation on the graphical user interface, a target preset touch area matching the touch position is determined from a plurality of preset touch areas divided on the graphical user interface;

[0186] According to the preset touch area of ​​the target and / or the gesture action corresponding to the target touch operation, a target attack instruction matching the target touch operation is determined, and the controlled virtual character is controlled to execute the target attack instruction in the game scene.

[0187] In an optional implementation, when determining the target attack instruction matching the target touch operation according to the preset target touch area and / or the gesture action corresponding to the target touch operation, the processor is configured to:

[0188] According to the horizontal position corresponding to the target preset touch area on the graphical user interface, determine the target first attack parameter matching the horizontal position from the multiple first attack parameters under the first dimension; wherein the multiple first attack parameters under the first dimension respectively represent multiple different types of attack actions or multiple action execution directions corresponding to the same attack action;

[0189] According to the longitudinal position corresponding to the target preset touch area on the graphical user interface, determine the target second attack parameter matching the longitudinal position from the multiple second attack parameters under the second dimension; wherein the multiple second attack parameters under the second dimension respectively represent multiple different types of attack actions or multiple action execution directions corresponding to the same attack action, and the multiple second attack parameters under the second dimension are different from the multiple first attack parameters under the first dimension;

[0190] The target attack instruction is determined according to the target first attack parameter and the target second attack parameter.

[0191] In an optional implementation, when determining the target attack instruction matching the target touch operation according to the preset target touch area and / or the gesture action corresponding to the target touch operation, the processor is configured to:

[0192] According to the gesture action corresponding to the target touch operation, determining a target attack action matching the action type of the gesture action from a plurality of attack actions;

[0193] According to the gesture action corresponding to the target touch operation, determining a target action execution direction that matches the action direction of the gesture action from a plurality of action execution directions corresponding to the target attack action;

[0194] The target attack instruction is determined according to the target attack action and the target action execution direction.

[0195] In an optional implementation, when determining the target attack instruction matching the target touch operation according to the preset target touch area and / or the gesture action corresponding to the target touch operation, the processor is configured to:

[0196] According to triggering a valid target gesture action in the target preset touch area, determining whether the gesture action corresponding to the target touch operation belongs to the target gesture action;

[0197] If it is determined that the gesture action belongs to the target gesture action, then according to the action type and action direction of the target gesture action, a target attack instruction is determined, in which the attack action matches the action type of the target gesture action and the action execution direction matches the action direction of the target gesture action.

[0198] In an optional implementation, the target touch operation includes a sliding operation, wherein the attack strength of the controlled virtual character when executing the target attack instruction in the game scene is determined according to a sliding speed of the sliding operation.

[0199] In an optional implementation, the processor is further configured to:

[0200] In response to multiple target touch operations on the graphical user interface, target attack instructions respectively matched by the multiple target touch operations are sorted according to a triggering order of the multiple target touch operations to obtain a target attack instruction queue;

[0201] The controlled virtual character is controlled to sequentially execute the multiple target attack instructions in the target attack instruction queue in the game scene.

[0202] In an optional implementation, after obtaining the target attack instruction queue, the processor is further configured to:

[0203] Displaying prompt information about the target attack instruction queue on the graphical user interface.

[0204] In an optional implementation, the processor is further configured to:

[0205] displaying raw attack controls on the graphical user interface;

[0206] In response to a touch operation on the original attack control, interrupting the execution of the target attack instruction queue by the controlled virtual character, and controlling the controlled virtual character to execute the original attack instruction corresponding to the original attack control in the game scene;

[0207] In response to the completion of the execution of the original attack instruction, the controlled virtual character is controlled to sequentially execute the target attack instructions that have not been executed in the target attack instruction queue in the game scene.

[0208] In an optional implementation, before responding to the target touch operation on the graphical user interface, the processor is further configured to:

[0209] displaying raw attack controls on the graphical user interface;

[0210] In response to the touch operation on the original attack control, controlling the controlled virtual character to execute the original attack instruction corresponding to the original attack control in the game scene;

[0211] In response to a switch instruction for the original attack control, the original attack control is cancelled from being displayed on the graphical user interface.

[0212] Through the above-mentioned computer-readable storage medium provided by the embodiment of the present application, in response to the target touch operation on the graphical user interface, according to the touch position corresponding to the target touch operation on the graphical user interface, a target preset touch area matching the touch position is determined from multiple preset touch areas divided on the graphical user interface; according to the target preset touch area and / or the gesture action corresponding to the target touch operation, a target attack instruction matching the target touch operation is determined, and the controlled virtual character is controlled to execute the target attack instruction in the game scene. Through this attack control method, the present application enables the player to directly control the controlled virtual character to execute different target attack instructions matching different target touch operations in the game scene through different target touch operations acting on the graphical user interface, thereby effectively reducing the occupation of interface display resources, which is conducive to reducing the interference with the player's game vision and improving the flexibility of the attack control method in the game.

[0213] In an embodiment of the present application, the computer-readable storage medium can also execute other machine-readable instructions when run by the processor to execute a control method for a virtual character in a game as described in other embodiments. For the specific steps and principles of the control method to be executed, please refer to the description of the method side embodiment, which will not be repeated here.

[0214] In the embodiments provided in the present application, it should be understood that the disclosed systems and methods can be implemented in other ways. The system embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of systems or units, which can be electrical, mechanical or other forms.

[0215] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0216] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0217] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0218] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.

[0219] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. They should all be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.

Claims

1. A method for controlling a virtual character in a game, characterized in that: The control method comprises: In response to a target touch operation on a graphical user interface, according to a touch position corresponding to the target touch operation on the graphical user interface, a target preset touch area matching the touch position is determined from a plurality of preset touch areas divided on the graphical user interface; According to the preset touch area of ​​the target and / or the gesture action corresponding to the target touch operation, a target attack instruction matching the target touch operation is determined, and the controlled virtual character is controlled to execute the target attack instruction in the game scene.

2. The control method according to claim 1, characterized in that: The determining, according to the preset touch area of ​​the target and / or the gesture action corresponding to the touch operation of the target, a target attack instruction matching the touch operation of the target includes: According to the horizontal position corresponding to the target preset touch area on the graphical user interface, determine the target first attack parameter matching the horizontal position from the multiple first attack parameters under the first dimension; wherein the multiple first attack parameters under the first dimension respectively represent multiple different types of attack actions or multiple action execution directions corresponding to the same attack action; According to the longitudinal position corresponding to the target preset touch area on the graphical user interface, determine the target second attack parameter matching the longitudinal position from the multiple second attack parameters under the second dimension; wherein the multiple second attack parameters under the second dimension respectively represent multiple different types of attack actions or multiple action execution directions corresponding to the same attack action, and the multiple second attack parameters under the second dimension are different from the multiple first attack parameters under the first dimension; The target attack instruction is determined according to the target first attack parameter and the target second attack parameter.

3. The control method according to claim 1, characterized in that: The determining, according to the preset touch area of ​​the target and / or the gesture action corresponding to the touch operation of the target, a target attack instruction matching the touch operation of the target includes: According to the gesture action corresponding to the target touch operation, determining a target attack action matching the action type of the gesture action from a plurality of attack actions; According to the gesture action corresponding to the target touch operation, determining a target action execution direction that matches the action direction of the gesture action from a plurality of action execution directions corresponding to the target attack action; The target attack instruction is determined according to the target attack action and the target action execution direction.

4. The control method according to claim 1, characterized in that: The determining, according to the preset touch area of ​​the target and / or the gesture action corresponding to the touch operation of the target, a target attack instruction matching the touch operation of the target includes: According to triggering a valid target gesture action in the target preset touch area, determining whether the gesture action corresponding to the target touch operation belongs to the target gesture action; If it is determined that the gesture action belongs to the target gesture action, then according to the action type and action direction of the target gesture action, a target attack instruction is determined, in which the attack action matches the action type of the target gesture action and the action execution direction matches the action direction of the target gesture action.

5. The control method according to claim 1, characterized in that: The target touch operation includes a sliding operation, wherein the attack strength of the controlled virtual character when executing the target attack instruction in the game scene is determined according to the sliding speed of the sliding operation.

6. The control method according to claim 1, characterized in that: The control method further comprises: In response to multiple target touch operations on the graphical user interface, target attack instructions respectively matched by the multiple target touch operations are sorted according to a triggering order of the multiple target touch operations to obtain a target attack instruction queue; The controlled virtual character is controlled to sequentially execute the multiple target attack instructions in the target attack instruction queue in the game scene.

7. The control method according to claim 6, characterized in that: After obtaining the target attack instruction queue, the control method further includes: Displaying prompt information about the target attack instruction queue on the graphical user interface.

8. The control method according to claim 6, characterized in that: The control method further comprises: displaying raw attack controls on the graphical user interface; In response to a touch operation on the original attack control, interrupting the execution of the target attack instruction queue by the controlled virtual character, and controlling the controlled virtual character to execute the original attack instruction corresponding to the original attack control in the game scene; In response to the completion of the execution of the original attack instruction, the controlled virtual character is controlled to sequentially execute the target attack instructions that have not been executed in the target attack instruction queue in the game scene.

9. The control method according to claim 1, characterized in that: Before responding to the target touch operation on the graphical user interface, the control method further includes: displaying raw attack controls on the graphical user interface; In response to the touch operation on the original attack control, controlling the controlled virtual character to execute the original attack instruction corresponding to the original attack control in the game scene; In response to a switch instruction for the original attack control, the original attack control is cancelled from being displayed on the graphical user interface.

10. A control device for a virtual character in a game, characterized in that: The control device comprises: an attack response module, configured to respond to a target touch operation on a graphical user interface, and determine, according to a touch position corresponding to the target touch operation on the graphical user interface, a target preset touch area that matches the touch position from a plurality of preset touch areas divided on the graphical user interface; The attack control module is used to determine the target attack instruction matching the target touch operation according to the preset touch area of ​​the target and / or the gesture action corresponding to the target touch operation, and control the controlled virtual character to execute the target attack instruction in the game scene.

11. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, the steps of the method for controlling a virtual character in a game as described in any one of claims 1 to 9 are performed.

12. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, which, when executed by a processor, executes the steps of the method for controlling a virtual character in a game as claimed in any one of claims 1 to 9.