Game control method and device, electronic equipment and storage medium
By displaying attack tags in the game scene, the problem of players needing to repeatedly preview their virtual characters to select attack targets in existing technologies is solved, achieving the effect of quick decision-making and improving the win rate.
Patent Information
- Application Number
- CN202510265070.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-06
- Publication Date
- 2026-01-02
- Estimated Expiration
- 2045-03-06
AI Technical Summary
In existing game control methods, players need to repeatedly preview multiple virtual characters before deciding on an attack target, resulting in high decision-making time costs and low operational efficiency.
The terminal device provides a graphical user interface to display enemy and friendly virtual characters in the game scene. In response to player operations, it identifies the target friendly virtual character from among the friendly virtual characters and displays an attack tag in its associated area. The attack tag is determined based on the attack attribute relationship.
It enables players to quickly select suitable targets for their own virtual characters to attack, improving decision-making efficiency and win rate.
Smart Images

Figure CN119868942B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the game technical field, and particularly relates to a game control method and device, electronic equipment and a storage medium. BACKGROUND
[0002] A turn-based RPG game is a sub-type of role-playing games (RPG), and its core feature is that the battle and exploration processes are carried out in turns, and the player and the enemy take turns to attack or use skills, and each action consumes a certain number of turns. This mechanism makes the player need to carefully plan the action of each turn, including the position of the character, the selection of skills, and the formation of the team, thereby increasing the strategy and interest of the game.
[0003] In the prior art, when there are multiple friendly virtual characters around the enemy virtual character that can attack the enemy virtual character, the player often needs to repeatedly preview three characters to decide which character to send to attack in order to find the best output solution.
[0004] It can be seen that the existing game control method needs the player to repeatedly preview multiple friendly virtual characters to make an operation decision, and the time cost of decision-making is high, and the operation efficiency is low. SUMMARY
[0005] The purpose of the present application is to provide a game control method, device, electronic equipment and storage medium, which can improve the decision-making efficiency and victory rate of the player.
[0006] To achieve the above purpose, the technical solutions adopted by the embodiments of the present application are as follows:
[0007] In a first aspect, the present application provides a game control method, which provides a graphical user interface through a terminal device, and the method comprises:
[0008] displaying a game scene through the graphical user interface, the game scene comprising enemy virtual characters and friendly virtual characters, wherein the friendly virtual characters are controlled virtual characters;
[0009] determining two or more target friendly virtual characters from the friendly virtual characters in response to a first trigger operation on a target enemy virtual character in the enemy virtual characters, wherein the target friendly virtual characters are friendly virtual characters whose attack range contains the target enemy virtual character;
[0010] for each target friendly virtual character, displaying an attack label in the associated area of the target friendly virtual character, the attack label being determined based on the attack attribute relationship between the target friendly virtual character and the target enemy virtual character.
[0011] In a second aspect, the present application provides a game control device, which provides a graphical user interface through a terminal device, and the device comprises:
[0012] a first display module configured to display a game scene through the graphical user interface, the game scene comprising enemy virtual characters and own virtual characters, wherein the own virtual characters are controlled virtual characters;
[0013] a response module configured to determine two or more target own virtual characters from the own virtual characters in response to a first trigger operation on a target enemy virtual character in the enemy virtual characters, wherein the target own virtual characters are own virtual characters whose attack ranges contain the target enemy virtual character;
[0014] a second display module configured to display an attack label in an associated area of each target own virtual character, the attack label being determined based on an attack attribute relationship between the target own virtual character and the target enemy virtual character.
[0015] In a third aspect, the present application provides an electronic device, which comprises a processor, a storage medium and a bus, the storage medium storing machine readable instructions executable by the processor, the processor and the storage medium communicating through the bus when the electronic device is running, and the processor executing the machine readable instructions to perform the steps of the game control method according to any one of the preceding embodiments.
[0016] In a fourth aspect, the present application provides a computer readable storage medium, which stores a computer program, the computer program being executed by a processor to perform the steps of the game control method according to any one of the preceding embodiments.
[0017] The present application has the following beneficial effects:
[0018] The game control method, device, electronic device and storage medium provided by the embodiments of the present application provide a graphical user interface through a terminal device, the method comprises: displaying a game scene through the graphical user interface, the game scene comprising enemy virtual characters and own virtual characters, wherein the own virtual characters are controlled virtual characters; in response to a first trigger operation on a target enemy virtual character in the enemy virtual characters, determining two or more target own virtual characters from the own virtual characters, wherein the target own virtual characters are own virtual characters whose attack range contains the target enemy virtual character; for each target own virtual character, displaying an attack label in the associated area of the target own virtual character, the attack label being determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character, which enables the target player to quickly select a suitable target own virtual character to attack the target enemy virtual character according to the attack label corresponding to each target own virtual character, and improves the decision efficiency and victory rate of the player. BRIEF DESCRIPTION OF DRAWINGS
[0019] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required to be used in the embodiments will be briefly introduced below, and it should be understood that the following drawings only show some of the embodiments of the present application, and therefore should not be regarded as a limitation on the scope, and for those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.
[0020] Figure 1 A flowchart of a game control method provided by the embodiments of the present application;
[0021] Figure 2 A schematic diagram of a game interface provided by the embodiments of the present application;
[0022] Figure 3 A flowchart of another game control method provided by the embodiments of the present application;
[0023] Figure 4 A flowchart of another game control method provided by the embodiments of the present application;
[0024] Figure 5 A flowchart of another game control method provided by the embodiments of the present application;
[0025] Figure 6 A schematic diagram of another game interface provided by the embodiments of the present application;
[0026] Figure 7 A flowchart of another game control method provided by the embodiments of the present application;
[0027] Figure 8A functional module schematic diagram of a game control device provided for an embodiment of the present application is shown in the figure.
[0028] Figure 9 An electronic device structure schematic diagram provided for an embodiment of the present application is shown in the figure. DETAILED DESCRIPTION
[0029] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, but not all the embodiments of the present application. The components of the embodiments of the present application described and shown in the drawings herein can be arranged and designed in various different configurations.
[0030] Therefore, the detailed description of the embodiments of the present application provided in the drawings below is not intended to limit the scope of the claimed present application, but only represents selected embodiments of the present application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments in the present application without creative labor are within the scope of protection of the present application.
[0031] It should be noted that: similar reference numbers and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.
[0032] In the prior art, when there are multiple friendly virtual characters that can attack the enemy virtual character around the enemy virtual character, the player often needs to repeatedly preview three characters to decide which character to send to attack in order to find the best output solution. In the preview process, the friendly character is often selected first, then the enemy character is selected, the preview result is previewed, and the cycle is repeated until the player determines the character to be sent.
[0033] It can be seen that the existing game control method needs the player to repeatedly preview multiple friendly virtual characters to make an operation decision, and the time cost of decision-making is high and the operation efficiency is low.
[0034] Therefore, the present application provides a game control method, which can display an attack label in the associated area of each target friendly virtual character according to the target enemy virtual character selected by the player, so that the target player can quickly select a suitable target friendly virtual character to attack the target enemy virtual character according to the attack label corresponding to each target friendly virtual character, and the decision-making efficiency and victory rate of the player can be improved.
[0035] The game control method in the embodiments of the present disclosure can run on a local terminal device or a server. When the game control method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0036] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the running mode of cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the game control method are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the cloud game server in the cloud end performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server, the cloud game server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0037] In an optional embodiment, taking games as an example, the local terminal device stores a game program and is used for presenting a game picture. The local terminal device is used for interacting with the player through a graphical user interface, that is, a conventional game program is downloaded and installed on an electronic device and is run. The way in which the local terminal device provides the graphical user interface to the player can include multiple ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting a graphical user interface, the graphical user interface includes a game picture, and the processor is used for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0038] In a possible embodiment, the embodiments of the present disclosure provide a game control method, which provides a graphical user interface through a terminal device. The terminal device can be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.
[0039] The game control method provided by the present application is described in detail through multiple embodiments.
[0040] Figure 1A flowchart of a game control method provided by the present application. The game control method can provide a graphical user interface through a terminal device. Optionally, the game control method can be applied to turn-based games, such as turn-based role-playing games (RPGs), but is not limited thereto. As shown in Figure 1 The method includes the following steps.
[0041] Step 101: Display a game scene through the graphical user interface, the game scene including enemy virtual characters and own virtual characters, wherein the own virtual characters are controlled virtual characters.
[0042] The own virtual characters can be controlled virtual characters controlled by a target player, and the enemy virtual characters are controlled virtual characters controlled by enemy players. Optionally, the own virtual characters and the enemy virtual characters can each include multiple characters, and the number of the own virtual characters and the enemy virtual characters is not limited in the present application.
[0043] Of course, in some embodiments, the own virtual characters can also include controlled virtual characters controlled by teammate players. The teammate players and the target player are teammates.
[0044] Step 102: Determine two or more target own virtual characters from the own virtual characters in response to a first trigger operation for a target enemy virtual character in the enemy virtual characters.
[0045] The target own virtual characters are own virtual characters whose attack ranges contain the target enemy virtual character.
[0046] Optionally, the first trigger operation can be a long press, a double press, a single click, a double click, or the like, and is not limited herein. The target enemy virtual character can be any one of the multiple enemy virtual characters, and the specific selection can be determined according to the first trigger operation of the target player.
[0047] In response to the first trigger operation for the target enemy virtual character, at least two own virtual characters can be selected from the multiple own virtual characters as the target own virtual characters according to the attack ranges of the own virtual characters, wherein the target enemy virtual character should be within the attack ranges of the target own virtual characters, in other words, the target own virtual characters can attack the target enemy virtual character and cause certain damage to the target enemy virtual character.
[0048] Step 103: Display an attack tag in an associated area of each target own virtual character, the attack tag being determined based on an attack attribute relationship between the target own virtual character and the target enemy virtual character.
[0049] The associated area of the target own virtual role, that is, an area directly related to or affected by the target own virtual role, can include but is not limited to a display area of the target own virtual role, a perception range area of the target own virtual role, an attack range area of the target own virtual role, and the like, without limitation, and can be flexibly set according to an actual application scenario. For example, the associated area of the target own virtual role can specifically be a head area of the target own virtual role, a projection area of the target own virtual role, and the like, without limitation, and can be flexibly set according to an actual application scenario.
[0050] The attack tag corresponding to the target own virtual role is used to represent an attack attribute relationship between the target own virtual role and the target enemy virtual role. Optionally, it can specifically represent a skill matching condition and a role attribute matching condition between the two, without limitation.
[0051] For example, the role attribute matching condition between the target own virtual role and the target enemy virtual role can be represented by the attack tag. For example, in some scenarios, the role attribute can be divided into five types of metal, wood, water, fire and earth (wherein wood overcomes earth, earth overcomes water, water overcomes fire, fire overcomes metal, and metal overcomes wood), or can be divided into five types of fire, water, thunder, grass and light (wherein fire overcomes grass, grass overcomes water, water overcomes fire, thunder overcomes water, light overcomes dark, and dark overcomes light), or can be divided into three types of cavalry, infantry and artillery (wherein cavalry overcomes infantry, infantry overcomes artillery, and artillery overcomes cavalry). The attack tag corresponding to the target own virtual role can be determined according to the role attribute of the target own virtual role and the target enemy virtual role and the restraining relationship between the attributes.
[0052] It can be understood that after two or more target own virtual roles are determined, the attack tag is displayed in the associated area of each target own virtual role, so that the target player can quickly select a suitable target own virtual role to attack the target enemy virtual role among the multiple target own virtual roles. Compared with the prior art, the target player can know the situation of all own virtual roles at a glance by only one first triggering operation, which reduces the decision cost. In addition, the target player can also avoid repeatedly previewing each own virtual role and the target enemy virtual role, which can improve the decision efficiency, operation efficiency and victory rate of the player.
[0053] Of course, the present application does not limit the specific form of the attack tag in the game scenario. The attack tag can be identified by a text tag, or can be identified by changing the global or local display style (such as display brightness and display size) of the target own virtual role, without limitation, and can be flexibly set according to the actual application scenario, user habit and the like.
[0054] Optionally, in some embodiments, a floating text description can be displayed above the head of the target own virtual character to represent the attack label corresponding to the target own virtual character; in yet some embodiments, the attack label corresponding to the target own virtual character can be represented by changing the state of the position where the target own virtual character is located, of course, the specific display manner is not limited thereto.
[0055] To sum up, the embodiment of the present application provides a game control method, which comprises: providing a graphical user interface through a terminal device, the method comprising: displaying a game scene through the graphical user interface, the game scene comprising enemy virtual characters and own virtual characters, wherein the own virtual characters are controlled virtual characters; in response to a first trigger operation on a target enemy virtual character in the enemy virtual characters, determining two or more target own virtual characters from the own virtual characters, wherein the target own virtual characters are own virtual characters whose attack range contains the target enemy virtual character; for each target own virtual character, displaying an attack label in the associated area of the target own virtual character, the attack label being determined based on the attack attribute relationship between the target own virtual character and the target enemy virtual character, which enables the target player to quickly select a suitable target own virtual character to attack the target enemy virtual character according to the attack label corresponding to each target own virtual character, thereby improving the decision-making efficiency and the winning rate of the player.
[0056] In optional embodiments, the attack label comprises a recommended label, a counteracted label and a counteracting label; wherein the recommended label is used to represent that the target own virtual character has the highest damage to the target enemy virtual character; the counteracted label is used to represent that the attribute of the target own virtual character has a counteracting relationship with the attribute of the target enemy virtual character; and the counteracting label is used to represent that the target enemy virtual character has a counteracting relationship with the target own virtual character.
[0057] Based on the above description, it can be understood that, in the battle process, according to the different attack labels of the target own virtual characters, the player can preferentially select the target own virtual character corresponding to the recommended label to attack the target enemy virtual character, so as to cause the maximum attack damage to the target enemy virtual character and improve the winning rate of the target own virtual character; secondly, the target own virtual character corresponding to the counteracted label can be selected to attack the target enemy virtual character, so as to fully exert the attack advantage of the target own virtual character and cause a counteracting restriction on the target enemy virtual character, thereby improving the winning rate of the target own virtual character; in addition, the target own virtual character corresponding to the counteracting label should be avoided to attack, so as to prevent the target enemy virtual character from causing greater damage to the target own virtual character, which is not conducive to the subsequent battle arrangement and can guarantee the winning rate of the own side to some extent.
[0058] Optionally, in the case where the target self virtual character includes multiple target self virtual characters, the attack tags of at least part of the target self virtual characters can be the same or different, which is not limited here, and can be different according to the attributes of each target self virtual character in the game scene, the attributes of the target enemy virtual character, and the relative positions of each target self virtual character and the target enemy virtual character.
[0059] For example, in some scenarios, the attack tags of multiple target self virtual characters can include one recommended tag, multiple counter tags, and multiple countered tags; or the attack tags of multiple target self virtual characters can include one recommended tag and multiple counter tags; or the attack tags of multiple target self virtual characters can include one recommended tag, multiple counter tags, and one countered tag; or the attack tags of multiple target self virtual characters can include one recommended tag and one counter tag, etc., which is not limited here, and can be different according to the actual application scenario.
[0060] In an optional embodiment, the recommended tag has the highest priority among all attack tags.
[0061] Based on the above, it can be understood that the counter tag and the countered tag cannot coexist, while the recommended tag and the counter tag can coexist, and the recommended tag and the countered tag can coexist.
[0062] Therefore, in some scenarios, a certain target self virtual character can include both a recommended tag and a counter tag, and in this scenario, the priority of the recommended tag can be set to be the highest, so that only the recommended tag with the highest priority is displayed and the counter tag is hidden in the current game scene; or a certain target self virtual character can include both a recommended tag and a countered tag, and in this scenario, the priority of the recommended tag can be set to be the highest, so that only the recommended tag with the highest priority is displayed and the countered tag is hidden in the current game scene, thereby avoiding that a target self virtual character displays multiple attack tags at the same time, thereby blocking the target player's current game view and affecting the target player's judgment.
[0063] Of course, it should be noted that according to the actual application scenario, all attack tags can also be displayed, and the display styles of the recommended tag and the counter tag and the countered tag are all different, so that the player can quickly lock the target self virtual character corresponding to the recommended tag according to the display style through preview, thereby improving the game decision efficiency of the target player.
[0064] For example, the target enemy virtual character is of fire attribute, the target ally virtual character S1 is of water attribute, the target ally virtual character S2 is of metal attribute, and the basic values of S1 and S2 are the same (attack power, defense power, etc.), at this time, the target ally virtual character S1 needs to display the <suppression> label because water suppresses fire, and the target ally virtual character S2 needs to display the <be suppressed> label because fire suppresses metal. Meanwhile, although the basic values of S1 and S2 are the same, S1 has a suppression relationship with the target enemy virtual character, and the damage to the target enemy virtual character is increased, so the damage caused by the target ally virtual character S1 to the target enemy virtual character is higher. Optionally, if the priority of the recommended label is set, the highest target ally virtual character S1 can display the <recommended> label.
[0065] Based on the above description, it can be seen that for two target ally virtual characters, even if their basic values are high enough, there may be a situation where the damage is highest even though the attribute is suppressed. In addition, for the same target ally virtual character, <recommended> and <be suppressed> may be displayed at the same time, <recommended> and <suppression> may be displayed at the same time, but <be suppressed> and <suppression> cannot be displayed at the same time.
[0066] In an optional implementation, the above method further comprises:
[0067] In response to the first trigger operation for the target enemy virtual character in the enemy virtual character, the target ally virtual character is displayed in a first preset style, and the other ally virtual characters in the ally virtual character except the target ally virtual character are displayed in a second preset style.
[0068] Optionally, in response to the first trigger operation for the target enemy virtual character, in order to quickly distinguish the target ally virtual character from the non-target ally virtual characters (i.e., other ally virtual characters), the target ally virtual character can be displayed in a first preset style and the other ally virtual characters can be displayed in a second preset style, so that the target player can quickly distinguish the target ally virtual character from the other ally virtual characters according to the styles, and the decision efficiency of the target player is improved.
[0069] In some embodiments, if a certain target ally virtual character is set to be displayed in a first preset style, the role identifier (such as nickname) and skin (such as clothes, hair, helmet) of the target ally virtual character can be displayed in a first color, and if a certain target ally virtual character is set to be displayed in a second preset style, the role identifier (such as nickname) and skin (such as clothes, hair, helmet) of the target ally virtual character can be displayed in a second color. Of course, the specific display manner is not limited thereto, and can be flexibly set according to the actual application scenario.
[0070] Figure 2A schematic diagram of a game interface provided by an embodiment of the present application is shown in FIG. 1. As shown in FIG. 1, the current game scene includes four friendly virtual characters A, B, C, and D, and two enemy virtual characters P1 and P2. Figure 2 Optionally, if the player performs a first trigger operation on the enemy virtual character P1, in response to the first trigger operation, A, B, and C are determined as target friendly virtual characters from the four friendly virtual characters according to the attack ranges of the four friendly virtual characters, and the target friendly virtual characters A, B, and C are displayed in a first preset style (for example, the nickname on the top of each target friendly virtual character can be blackened, and the head region can be highlighted in a first format), and the other friendly virtual character D is displayed in a second preset style (for example, the nickname on the top of the other friendly virtual character can be grayed out, and the head region can be highlighted in a second format). It should be noted that the specific display manner is not limited thereto. In some embodiments, and according to the attack attribute relationship between the target friendly virtual characters A, B, and C and the target enemy virtual character P1, attack tags of suppressed, suppression, and recommendation can be displayed in the projection regions of the target friendly virtual characters A, B, and C, respectively.
[0071] It should be noted that for the target friendly virtual character C, it can include both the recommendation tag and the suppression tag, and the priority of the recommendation tag can be set to be the highest, so that only the recommendation tag with the highest priority is displayed and the suppression tag is hidden in the current game scene. Of course, in some embodiments, the recommendation tag and the suppression tag can also be displayed simultaneously. In addition, the determination manner of the attack tags corresponding to the target friendly virtual characters can be referred to the related description above, and will not be described here.
[0072] In an optional implementation, the first trigger operation is a long press operation or a heavy press operation. Of course, the first trigger operation can also be a single click, double click, or other trigger operations, which are not limited here and can be flexibly set according to the actual application scenario.
[0073] Figure 3 A flowchart of another game control method provided by an embodiment of the present application is shown in FIG. 3. Optionally, as shown in FIG. 3, the above method further includes: Figure 3
[0074] Step 301: In response to the end of the first trigger operation, the attack tag is hidden.
[0075] In some embodiments, as described above, after the attack tag is displayed in the associated region of the target friendly virtual character, if the end operation of the first trigger operation is monitored, the attack tag is hidden, so as to avoid that the attack tag is displayed in the current game interface for a long time, blocks the player's line of sight, and affects the player's subsequent operation.
[0076] For example, taking the first trigger operation as a long press operation as an example, in response to the long press operation on the target enemy virtual character, the target ally virtual character is displayed in a first preset style, and the other ally virtual characters except the target ally virtual character are displayed in a second preset style. For each target ally virtual character, an attack tag is displayed in the associated area of the target ally virtual character. Further, in response to the end of the long press operation, the attack tag corresponding to each target ally virtual character is hidden.
[0077] Figure 4 Another flowchart of a game control method provided by an embodiment of the present application is shown. In an optional implementation, as shown in Figure 4 The above determining two or more target ally virtual characters from the ally virtual characters includes:
[0078] In step 401, for each ally virtual character, the attackable range of the ally virtual character and the target distance between the ally virtual character and the target enemy virtual character are obtained.
[0079] The attackable range of each ally virtual character can indicate the attackable distance of each ally virtual character. Alternatively, the attackable range of each ally virtual character can be determined according to the role attribute thereof. For example, in a certain war game, the attackable range of an ally virtual character is the distance within the 3X3 chessboard centered on the chessboard on which the ally virtual character is located, or can be the distance within the chessboard in front of the ally virtual character, and the like, which is not limited herein and can be flexibly set according to the actual application scenario.
[0080] The target distance between each ally virtual character and the target enemy virtual character can be calculated according to the first position of each ally virtual character in the current game scene and the second position of the target enemy virtual character in the current game scene.
[0081] In step 402, whether the target enemy virtual character falls into the attackable range of the ally virtual character is determined based on the attackable range and the target distance.
[0082] For each ally virtual character, after the attackable range and the corresponding target distance thereof are obtained, whether the target enemy virtual character falls into the attackable range of the ally virtual character can be determined according to the size relationship between the attackable distance indicated by the attackable range and the target distance.
[0083] In step 403, if the target enemy virtual character falls into the attackable range of the ally virtual character, the ally virtual character is determined as a target ally virtual character.
[0084] Optionally, for each home virtual character, in the specific judgment, if the attackable distance indicated by the attackable range of the home virtual character is greater than the target distance, it is determined that the target enemy virtual character falls into the attack range of the home virtual character, and the home virtual character is the target home virtual character; otherwise, it is determined that the target enemy virtual character does not fall into the attack range of the home virtual character, and the home virtual character is not the target home virtual character.
[0085] Figure 5 Another game control method provided by the embodiment of the present application is provided. In the optional implementation, the above method further comprises:
[0086] Step 501, in response to the first trigger operation for the target enemy virtual character in the enemy virtual character, the target enemy virtual character is displayed in a third preset style.
[0087] In some embodiments, in order to enable the player to clearly know the target enemy virtual character currently triggered, and avoid the player from mis-triggering without noticing when multiple enemy virtual characters are close to each other, optionally, the target enemy virtual character can be displayed in a third preset style in response to the first trigger operation for the target enemy virtual character, so that the player can clearly know the target enemy virtual character currently triggered through the third preset style, and the participation of the player and the flexibility of the method of the present application are improved.
[0088] Optionally, the third style can be highlight display of the target enemy virtual character, or the target enemy virtual character can be displayed in a specific color (such as blue), etc., which is not limited herein.
[0089] It should be noted that in some embodiments, in order to avoid mis-triggering of the player, a trigger time threshold can also be set, if the trigger time of the first trigger operation for the target enemy virtual character is greater than the trigger time threshold, it is determined that the first trigger operation is a valid operation, the target enemy virtual character is displayed in a third preset style, and the attack tag is displayed, as described above; otherwise, it is determined that the first trigger operation is an invalid operation, and no change is generated in the game picture.
[0090] Figure 6 Another game interface provided by the embodiment of the present application is provided. For example, optionally, the trigger time threshold M can be set to any value between 0.2-0.6S, and the specific value can be confirmed by the player after debugging according to the hand feeling, which is not limited herein. Figure 2 and Figure 6As shown, for example, M=05S can be set, the first trigger operation is a long press operation, and during the game process, it can be monitored in real time whether the long press time T of the long press operation for the target enemy virtual character P1 is greater than the trigger time threshold M. If it is less than, it means that the current long press operation for the target enemy virtual character P1 is a false trigger, which can be ignored; if it is greater than, it means that the current long press operation for the target enemy virtual character P1 is a valid operation, at which time the target enemy virtual character P1 can be displayed in a third preset style (for example, the head region of the target enemy virtual character P1 is highlighted in a third format), and A, B, and C are determined as target friendly virtual characters from the four friendly virtual characters according to the attack ranges of the four friendly virtual characters. The target friendly virtual characters A, B, and C are displayed in a first preset style (for example, the nickname above each target friendly virtual character can be inclined, and the head region is highlighted in a fourth format), and the other friendly virtual character D is displayed in a second preset style (for example, the nickname above the other friendly virtual character can be grayed out, and the head region is highlighted in a second format). Of course, the display modes of the first preset style, the second preset style, and the third preset style are not limited to this.
[0091] It should be noted that the value of the preset time threshold and the setting mode of the first trigger operation are not limited to the above examples, and can be flexibly set according to the actual application scenario. In addition, referring to Figure 6 As shown, the attack labels of the recommended and suppressed attacks can also be displayed simultaneously in the projection region of the target friendly virtual character C, but are not limited to this.
[0092] In an optional implementation, the above method further includes:
[0093] In response to a skill release operation for a first target friendly virtual character in the target friendly virtual characters, the first target friendly virtual character attacks the target enemy virtual character.
[0094] The first target friendly virtual character can be any one of the two or more target friendly virtual characters determined, which is not limited herein. It should be noted that when selecting specifically, the target player can select according to the attack labels corresponding to the current target friendly virtual characters.
[0095] For example, in some scenarios, a target home virtual character indicated by the recommended label can be selected as the first target home virtual character; in some other scenarios, considering the cooperative combat situation of the first target home virtual character and the teammates, a target home virtual character indicated by the suppression label can be selected as the first target home virtual character; in some other scenarios, considering the subsequent battle layout, a target home virtual character indicated by the suppressed label can be selected as the first target home virtual character. Therefore, the selection principle of the first target home virtual character is not limited herein, and the target player can select a suitable target home virtual character as the first target home virtual character according to the current game rhythm, combat habit, etc.
[0096] In addition, it should be noted that the skill type of the first target home virtual character is not limited herein, for example, it can be freezing, fireball, dizziness, invisibility, binding, attack, etc., which is not limited herein and can be different according to the actual application scenario.
[0097] Based on the above description, after determining the first target home virtual character, the first target home virtual character can be further controlled to attack the target enemy virtual character, which realizes that the target player can quickly select a suitable target home virtual character to attack the target enemy virtual character according to the attack label corresponding to each target home virtual character, and can improve the decision efficiency and victory rate of the player.
[0098] Figure 7 Another flowchart of a game control method provided by the embodiment of the application is provided. In an optional implementation, as shown in Figure 7 The above method further includes:
[0099] Step 601, for each home virtual character, obtaining the attack power of the home virtual character and the target distance between the home virtual character and the target enemy virtual character.
[0100] Among them, for each home virtual character, the attack power of the home virtual character can be determined according to the role attribute of the home virtual character; the target distance between the home virtual character and the target enemy virtual character can be calculated according to the first position of each home virtual character in the current game scene and the second position of the target enemy virtual character in the current game scene.
[0101] Step 602, obtaining the damage power of the home virtual character based on the attack power and the target distance.
[0102] It can be understood that the damage force of the virtual character of the own side to the target enemy virtual character has a certain relationship with the attack force of the virtual character of the own side and the target distance between the virtual character of the own side and the target enemy virtual character. Among them, the attack force of the virtual character of the own side is certain, then the closer the target distance between the virtual character of the own side and the target enemy virtual character, the greater the damage force of the virtual character of the own side to the target enemy virtual character, and vice versa; the target distance between the virtual character of the own side and the target enemy virtual character is certain, then the greater the attack force of the virtual character of the own side, the greater the damage force of the virtual character of the own side to the target enemy virtual character, and vice versa.
[0103] For example, the attack force of a certain virtual character A1 of the own side is large, but because the target distance between the virtual character A1 and the target enemy virtual character is far, the damage force F1 of the virtual character A1 will be small; for another example, the attack force of a certain virtual character A2 of the own side is small, but because the target distance between the virtual character A2 and the target enemy virtual character is close, the damage force F2 of the virtual character A2 will be greater than the damage force F1 of the virtual character A1.
[0104] Figure 8 A functional module schematic diagram of a game control device provided by the embodiment of the application is shown in the figure. The game control device can provide a graphical user interface through a terminal device. The basic principle and the generated technical effects of the device are the same as those of the corresponding method embodiments described above. For brief description, the parts not mentioned in the embodiment can refer to the corresponding contents in the method embodiments. As shown in the figure, the game control device 100 includes: Figure 8
[0105] A first display module 110 is configured to display a game scene through the graphical user interface. The game scene includes enemy virtual characters and virtual characters of the own side. The virtual characters of the own side are controlled virtual characters.
[0106] A response module 120 is configured to determine two or more target virtual characters of the own side in response to a first trigger operation on a target enemy virtual character in the enemy virtual characters. The target virtual characters of the own side are virtual characters of the own side whose attack ranges contain the target enemy virtual character.
[0107] A second display module 130 is configured to display an attack label in an associated area of each target virtual character of the own side. The attack label is determined based on the attack attribute relationship between the target virtual character of the own side and the target enemy virtual character.
[0108] In an optional implementation, the attack label comprises a recommended label, a restrained label, and a restrained label; the recommended label is used to represent that the target friendly virtual character has the highest damage to the target enemy virtual character; the restrained label is used to represent that the attribute of the target friendly virtual character has a restrained relationship with the attribute of the target enemy virtual character; and the restrained label is used to represent that the target enemy virtual character has a restrained relationship with the target friendly virtual character.
[0109] In an optional implementation, the recommended label has the highest priority among all attack labels.
[0110] In an optional implementation, the response module 120 is further configured to, in response to a first trigger operation on a target enemy virtual character in the enemy virtual characters, display the target friendly virtual character in a first preset style and display other friendly virtual characters in the friendly virtual characters except the target friendly virtual character in a second preset style.
[0111] In an optional implementation, the first trigger operation is a long press operation or a heavy press operation; and the response module is further configured to hide the attack label in response to the end of the first trigger operation.
[0112] In an optional implementation, the response module 120 is specifically configured to, for each of the friendly virtual characters, acquire an attackable range of the friendly virtual character and a target distance between the friendly virtual character and the target enemy virtual character.
[0113] Based on the attackable range and the target distance, determine whether the target enemy virtual character falls into the attackable range of the friendly virtual character.
[0114] If the target enemy virtual character falls into the attackable range of the friendly virtual character, the friendly virtual character is determined as the target friendly virtual character.
[0115] In an optional implementation, the response module 120 is further configured to, in response to a first trigger operation on a target enemy virtual character in the enemy virtual characters, display the target enemy virtual character in a third preset style.
[0116] In an optional implementation, the response module 120 is further configured to, in response to a skill release operation on a first target friendly virtual character in the target friendly virtual characters, control the first target friendly virtual character to attack the target enemy virtual character.
[0117] In an optional implementation, the game control device further includes: an acquisition module, configured to acquire, for each of the friendly virtual characters, the attack power of the friendly virtual character and the target distance between the friendly virtual character and the target enemy virtual character;
[0118] Based on the attack power and the target distance, the damage power of the player's own virtual character is obtained.
[0119] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.
[0120] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).
[0121] Figure 9 This is a schematic diagram of an electronic device provided in an embodiment of this application. This electronic device can be integrated into the aforementioned game control device. Figure 9 As shown, the electronic device may include a processor 210, a storage medium 220, and a bus 230. The storage medium 220 stores machine-readable instructions executable by the processor 210. When the electronic device is running, the processor 210 communicates with the storage medium 220 via the bus 230. The processor 210 executes the machine-readable instructions to perform the steps of the following method embodiment:
[0122] The game scene is displayed through the graphical user interface, which includes enemy virtual characters and friendly virtual characters, wherein the friendly virtual characters are controlled virtual characters.
[0123] In response to a first trigger operation targeting an enemy virtual character among the enemy virtual characters, two or more target friendly virtual characters are determined from the friendly virtual characters, wherein the target friendly virtual characters are friendly virtual characters whose attack range includes the target enemy virtual character;
[0124] For each target home virtual character, an attack label is displayed in the associated region of the target home virtual character, the attack label being determined based on an attack attribute relationship between the target home virtual character and the target enemy virtual character.
[0125] In an optional implementation, the attack label includes a recommended label, a restrained label, and a restrained-by label; the recommended label is used to represent that the target home virtual character has the highest damage to the target enemy virtual character; the restrained label is used to represent that the attribute of the target home virtual character has a restraining relationship with the attribute of the target enemy virtual character; and the restrained-by label is used to represent that the target enemy virtual character has a restraining relationship with the target home virtual character.
[0126] In an optional implementation, the recommended label has the highest priority among all attack labels.
[0127] In an optional implementation, the method further includes:
[0128] In response to a first trigger operation on a target enemy virtual character in the enemy virtual characters, the target home virtual character is displayed in a first preset style, and other home virtual characters in the home virtual characters except the target home virtual character are displayed in a second preset style.
[0129] In an optional implementation, the first trigger operation is a long press operation or a heavy press operation; and the method further includes:
[0130] In response to an end of the first trigger operation, the attack label is hidden.
[0131] In an optional implementation, the determining of the two or more target home virtual characters from the home virtual characters includes:
[0132] For each home virtual character, an attackable range of the home virtual character and a target distance between the home virtual character and the target enemy virtual character are obtained;
[0133] Based on the attackable range and the target distance, it is determined whether the target enemy virtual character falls into the attackable range of the home virtual character;
[0134] If the target enemy virtual character falls into the attackable range of the home virtual character, the home virtual character is determined as a target home virtual character.
[0135] In an optional implementation, the method further includes:
[0136] In response to a first trigger operation on a target enemy virtual character in the enemy virtual characters, the target enemy virtual character is displayed in a third preset style.
[0137] In an optional implementation, the method further includes:
[0138] In response to a skill release operation for a first target own virtual character in the target own virtual characters, controlling the first target own virtual character to attack the target enemy virtual character.
[0139] In an optional implementation, the method further includes:
[0140] For each of the own virtual characters, obtaining an attack force of the own virtual character and a target distance between the own virtual character and the target enemy virtual character;
[0141] Based on the attack force and the target distance, obtaining a damage force of the own virtual character.
[0142] The specific implementation manners and technical effects of the method embodiments described above are similar to those of the foregoing, and will not be described here.
[0143] Optionally, the present application also provides a storage medium, and the storage medium stores a computer program. When the computer program is run by a processor, the steps of the method embodiments described above are executed.
[0144] displaying a game scene through the graphical user interface, the game scene including enemy virtual characters and own virtual characters, wherein the own virtual characters are controlled virtual characters;
[0145] In response to a first trigger operation for a target enemy virtual character in the enemy virtual characters, determining two or more target own virtual characters from the own virtual characters, wherein the target own virtual characters are own virtual characters whose attack ranges contain the target enemy virtual character;
[0146] For each of the target own virtual characters, displaying an attack label in an associated region of the target own virtual character, the attack label being determined based on an attack attribute relationship between the target own virtual character and the target enemy virtual character.
[0147] In an optional implementation, the attack label includes a recommended label, a counteracted label, and a counteracting label; wherein the recommended label is used to represent that a target own virtual character has the highest damage to the target enemy virtual character; the counteracted label is used to represent that an attribute of a target own virtual character has a counteracting relationship with an attribute of the target enemy virtual character; and the counteracting label is used to represent that the target enemy virtual character has a counteracting relationship with a target own virtual character.
[0148] In an optional implementation, the recommended label has the highest priority among all attack labels.
[0149] In an optional implementation, the method further includes:
[0150] In response to the first trigger operation for a target enemy virtual character in the enemy virtual characters, displaying the target ally virtual character in a first preset style, and displaying other ally virtual characters in the ally virtual characters except the target ally virtual character in a second preset style.
[0151] In an optional implementation, the first trigger operation is a long press operation or a heavy press operation; and the method further includes:
[0152] In response to the end of the first trigger operation, hiding the attack label.
[0153] In an optional implementation, the determining of the two or more target ally virtual characters from the ally virtual characters includes:
[0154] For each of the ally virtual characters, obtaining an attackable range of the ally virtual character and a target distance between the ally virtual character and the target enemy virtual character;
[0155] Based on the attackable range and the target distance, determining whether the target enemy virtual character falls into the attackable range of the ally virtual character;
[0156] If the target enemy virtual character falls into the attackable range of the ally virtual character, determining the ally virtual character as a target ally virtual character.
[0157] In an optional implementation, the method further includes:
[0158] In response to the first trigger operation for a target enemy virtual character in the enemy virtual characters, displaying the target enemy virtual character in a third preset style.
[0159] In an optional implementation, the method further includes:
[0160] In response to a skill release operation for a first target ally virtual character in the target ally virtual characters, controlling the first target ally virtual character to attack the target enemy virtual character.
[0161] In an optional implementation, the method further includes:
[0162] For each of the ally virtual characters, obtaining an attack power of the ally virtual character and a target distance between the ally virtual character and the target enemy virtual character;
[0163] Based on the attack power and the target distance, obtaining a damage power of the ally virtual character.
[0164] The specific implementation manners and technical effects of the foregoing method embodiments are similar to the foregoing, and thus are not described again.
[0165] Optionally, the present application further provides a computer program product, which comprises instructions for enabling an electronic device to implement the steps of the foregoing method embodiments when the instructions are executed on the electronic device.
[0166] In several embodiments provided in the present application, it should be understood that the disclosed apparatus and method can be implemented by other manners. For example, the apparatus embodiments described above are only schematic, for example, the division of units is only a logical function division, and actual implementation can have another division manner, for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the units shown or discussed can be indirect coupling or communication connection through some interfaces, apparatuses or units, and can be electrical, mechanical or other forms.
[0167] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, that is, can be located in one place, or can be distributed on a plurality of network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the embodiment scheme.
[0168] In addition, each functional unit in each embodiment of the present application can be integrated in one processing unit, or each unit can be physically present separately, or two or more units can be integrated in one unit. The integrated unit can be realized in the form of hardware or in the form of hardware plus software functional unit.
[0169] The integrated unit realized in the form of software functional unit can be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, including a plurality of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute part of the steps of the method of each embodiment of the present application. The foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated as: ROM), a random access memory (English: Random Access Memory, abbreviated as: RAM), a magnetic disk or an optical disk, and various program code storage media.
[0170] It has to be noted that, in the present document, relational terms are intended only to convey a possible relationship between elements or items or
[0171] The foregoing is merely illustrative of the principles of this application and various modifications can be made by those skilled in the art without departing from the scope and spirit of the application. Accordingly, the disclosure of the present application is intended to be illustrative, but not limiting, of the scope of the application, which is set forth in the following claims. It is noted that, as used in the specification and the appended claims, the singular forms "a," "an" and "the" include plural referents unless the context clearly dictates otherwise. Thus, for example, reference to "a component" can include mixtures of two or more such components, and the like. It is further noted that the claims can be drafted to exclude any element or step considered to be unnecessary for the practice of the application and therefore such elements are to be treated as stated by way of disclaimer.
Claims
1. A game control method characterized by comprising: The method comprises the following steps: A graphical user interface is provided by a terminal device, and the method comprises the following steps: A game scene is displayed through the graphical user interface, and the game scene comprises enemy virtual characters and self virtual characters, wherein the self virtual characters are controlled virtual characters; In response to a first trigger operation on a target enemy virtual character in the enemy virtual characters, two or more target self virtual characters are determined from the self virtual characters, the target self virtual characters are displayed in a first preset mode, and the other self virtual characters except the target self virtual characters are displayed in a second preset mode, wherein the target self virtual characters are self virtual characters whose attack range contains the target enemy virtual character; 2. The method of claim 1, wherein, For each target self virtual character, an attack label is displayed in an associated area of the target self virtual character, the attack label is determined based on an attack attribute relationship between the target self virtual character and the target enemy virtual character, and the attack label comprises a recommended label, a counteracted label and a counteracting label, the recommended label has the highest priority, and the recommended label with the highest priority is displayed in the game scene while the counteracted label and the counteracting label are hidden, or the recommended label with the highest priority is displayed in the game scene while the counteracted label and the counteracting label are hidden.
3. The method of claim 2, wherein, The recommended label is used to represent that the target self virtual character has the highest damage to the target enemy virtual character, the counteracted label is used to represent that the attribute of the target self virtual character has a counteracting relationship with the attribute of the target enemy virtual character, and the counteracting label is used to represent that the target enemy virtual character has a counteracting relationship with the target self virtual character.
4. The method of claim 1, wherein, The recommended label has the highest priority among all the attack labels. The first trigger operation is a long press operation or a heavy press operation, and the method further comprises the following steps:
5. The method of claim 1, wherein, In response to the end of the first trigger operation, the attack label is hidden. The method further comprises the following steps: For each self virtual character, an attackable range of the self virtual character and a target distance between the self virtual character and the target enemy virtual character are obtained; Based on the attackable range and the target distance, it is determined whether the target enemy virtual character falls into the attack range of the self virtual character; 6. The method of claim 1, wherein, If the target enemy virtual character falls into the attack range of the self virtual character, the self virtual character is determined as a target self virtual character. The method further comprises the following steps:
7. The method of claim 1, wherein, In response to the first trigger operation on the target enemy virtual character, the target enemy virtual character is displayed in a third preset mode. The method further comprises the following steps:
8. The method of claim 2, wherein, In response to a skill release operation on a first target self virtual character in the target self virtual characters, the first target self virtual character attacks the target enemy virtual character. The method further comprises the following steps: For each self virtual character, an attack power of the self virtual character and a target distance between the self virtual character and the target enemy virtual character are obtained; Based on the attack power and the target distance, a damage power of the self virtual character is obtained.
9. A game control device, characterized by comprising: The device provides a graphical user interface through a terminal device, and the device comprises: A first display module is configured to display a game scene through the graphical user interface, the game scene comprising enemy virtual characters and own virtual characters, wherein the own virtual characters are controlled virtual characters; A response module is configured to, in response to a first trigger operation on a target enemy virtual character in the enemy virtual characters, determine two or more target own virtual characters from the own virtual characters, display the target own virtual characters in a first preset style, and display other own virtual characters in the own virtual characters except the target own virtual characters in a second preset style, wherein the target own virtual characters are own virtual characters whose attack ranges contain the target enemy virtual character; A second display module is configured to, for each target own virtual character, display an attack label in an associated area of the target own virtual character, the attack label being determined based on an attack attribute relationship between the target own virtual character and the target enemy virtual character, the attack label comprising a recommended label, a suppressed label, and a suppressed-by label, the recommended label being set as a highest priority, so that the recommended label with the highest priority is displayed and the suppressed label is hidden in the game scene, or the recommended label with the highest priority is displayed and the suppressed-by label is hidden in the game scene.
10. An electronic device, comprising: The device comprises: A processor, a storage medium, and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating through the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the game control method according to any one of claims 1-8.
11. A computer readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, and the computer program performs the steps of the game control method according to any one of claims 1-8 when executed by the processor.
Citation Information
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