Game battle method and device, electronic equipment and storage medium

By configuring target skills for controlled virtual objects, generating target virtual objects and attacking them, the problem of low hit rate of skill release in the existing technology is solved, and the combat efficiency and server performance are improved.

CN119925946APending Publication Date: 2025-05-06SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202311452994.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-02
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

In existing battle games, the low skill release hit rate leads to the long battle duration and occupying too much game resources, resulting in excessive server load and affecting operating performance.

Method used

By configuring target skills for controlled virtual objects, responding to target skills release operations, controlling virtual objects to release target skills in the game scene, generating target virtual objects corresponding to enemy virtual objects, and causing damage to enemy virtual objects by attacking target virtual objects.

Benefits of technology

It improves the effectiveness of attacks during the battle, reduces server resource usage, improves server operation performance, and alleviates the problem of excessive battle duration.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game battle method and device, electronic equipment and a storage medium, and the method comprises the steps: configuring a target skill for a controlled virtual object, generating a target virtual object for an enemy virtual object entering a target region in a game scene during the release operation of the target skill and the duration of the effect of the target skill, the target virtual object and the enemy virtual object have an affiliation relationship, and controlling the controlled virtual object to execute a first attack behavior on the target virtual object in response to a first attack instruction for the target virtual object, the first attack behavior is used for harming the enemy virtual object by attacking the target virtual object. Through the above technology, the effectiveness of attacks in the fight process can be improved, the occupation of excessive resources of the server is reduced, and the operation performance of the server is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a game battle method, device, electronic device and storage medium. Background Art

[0002] In existing fighting games, game players control their own virtual objects to fight in the game scene. Usually, each virtual object has several game skills for players to choose and release to attack the enemy virtual object, so as to gain an advantage or win in the game.

[0003] If the hit rate of skill release of both sides is too low, the battle between the two sides may be too long, which will occupy too many game resources. As the number of people participating in the game increases, the excessive occupation of game resources will cause the game server to be overloaded, affecting the operating performance of the game server. Summary of the invention

[0004] The purpose of the present disclosure is to provide a game battle method, device, electronic device and storage medium to improve the effectiveness of attacks during the battle, reduce excessive server resources occupied, and improve the operating performance of the server.

[0005] The embodiment of the present disclosure provides a game battle method, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least part of a game scene, wherein the game scene includes a controlled virtual object and an enemy virtual object; the controlled virtual object is configured with a target skill, and the method comprises: in response to a release operation for the target skill, controlling the controlled virtual object to release the target skill in the game scene, wherein the target skill is used to continuously add a target skill effect to the controlled virtual object; during the duration of the target skill effect, in response to the enemy virtual object entering a target area in the game scene, generating a target virtual object corresponding to the enemy virtual object in the game scene; wherein the target area is determined based on the orientation of the controlled virtual object in the game scene, the target virtual object has a subordinate relationship with the enemy virtual object, and the number of generated target virtual objects is positively correlated with the length of time the enemy virtual object stays in the target area; in response to a first attack instruction for the target virtual object, controlling the controlled virtual object to perform a first attack behavior on the target virtual object, wherein the first attack behavior is used to cause damage to the enemy virtual object by attacking the target virtual object.

[0006] In a second aspect, the embodiments of the present disclosure further provide a game battle device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual object and an enemy virtual object; the controlled virtual object is configured with a target skill, and the device comprises: a skill release module, for controlling the controlled virtual object to release the target skill in the game scene in response to a release operation for the target skill, wherein the target skill is used to continuously add a target skill effect to the controlled virtual object; an object generation module, for responding to the enemy virtual object entering the game during the duration of the target skill effect; A target area in a scene, generating a target virtual object corresponding to the enemy virtual object in the game scene; wherein the target area is determined based on the orientation of the controlled virtual object in the game scene, the target virtual object and the enemy virtual object have a subordinate relationship, and the number of generated target virtual objects is positively correlated with the length of time the enemy virtual object stays in the target area; an attack control module, for responding to a first attack instruction for the target virtual object, controlling the controlled virtual object to perform a first attack behavior on the target virtual object, wherein the first attack behavior is used to cause damage to the enemy virtual object by attacking the target virtual object.

[0007] In a third aspect, an embodiment of the present disclosure further provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned game combat method.

[0008] In a fourth aspect, the embodiments of the present disclosure further provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game combat method.

[0009] The disclosed embodiments provide a game battle method, device, electronic device and storage medium. By configuring a target skill for a controlled virtual object, a target virtual object can be generated for an enemy virtual object entering a target area in a game scene during a release operation of the target skill and during the duration of the target skill effect. The target virtual object has a subordinate relationship with the enemy virtual object, thereby achieving damage to the above-mentioned enemy virtual object by attacking the target virtual object, that is, a player can attack the target virtual object or the enemy virtual object corresponding to the target virtual object in the game scene at the same time, and the number of generated target virtual objects is positively correlated with the length of time the enemy virtual object stays in the target area. Whether hitting the target virtual object or hitting the enemy virtual object, damage can be caused to the enemy virtual object, so that a single attack on the enemy virtual object is expanded to a multi-body attack (target virtual object + enemy virtual object), thereby improving the effectiveness of the attack operation, alleviating the problem of too low a hit rate of releasing the attack skill, making the battle time of the two sides more reasonable, thereby alleviating the battle process from occupying too many game resources, to a certain extent alleviating the load of the game server, and providing reliable guarantee for the normal operation of the game server. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0011] Figure 1 A schematic diagram of an implementation environment provided for an embodiment of the present disclosure;

[0012] Figure 2 A flowchart of a game battle method provided by an embodiment of the present disclosure;

[0013] Figure 3 A schematic diagram of a graphical user interface provided in an embodiment of the present disclosure;

[0014] Figure 4 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;

[0015] Figure 5 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;

[0016] Figure 6 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;

[0017] Figure 7Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;

[0018] Figure 8 A flowchart of another game battle method provided by an embodiment of the present disclosure;

[0019] Fig. 9 Another graphical user interface schematic diagram provided for an embodiment of the present disclosure;

[0020] Fig.10 A schematic diagram of a game battle device provided by an embodiment of the present disclosure;

[0021] Fig.11 A schematic diagram of another game battle device provided by an embodiment of the present disclosure;

[0022] Fig.12 A schematic diagram of another game battle device provided by an embodiment of the present disclosure;

[0023] Fig.13 A schematic diagram of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0024] The technical solution of the present disclosure will be clearly and completely described below in conjunction with the embodiments. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.

[0025] First, the disclosure involves an introduction to the nouns:

[0026] (1) Virtual scene (game scene)

[0027] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.

[0028] (2) Game interface

[0029] The game interface refers to the interface corresponding to the application provided or displayed through a graphical user interface, which includes a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as the number of kills, match time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0030] (3) Virtual Objects

[0031] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present disclosure are not limited to this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0032] (4) Player character (also called player virtual object, player object)

[0033] A player character is a virtual object that can be controlled by the player and moves in the game environment. In some electronic games, it can also be called a shikigami character or a hero character. A player character can be at least one of different forms such as a virtual person, a virtual animal, an anime character, a virtual vehicle, etc.

[0034] For ease of understanding, the game scenario applicable to this embodiment is first described. In a battle game, there are multiple virtual objects participating, and each user corresponds to a virtual object; the multiple virtual objects can be divided into two types, a first type of virtual object in the same team as the player character and a second type of virtual object fighting against the player character, wherein the first type of virtual object is the team where the player character is located, and can have a first target identity, the first type of virtual objects know that each other has the first target identity, the first type of virtual object and the second type of virtual object attack each other, and defeating the other party is the end of the game task, and the virtual object of the winning party obtains corresponding virtual resources as an incentive for this battle.

[0035] In the above-mentioned game battle scenes, especially in scenes where shooting is the main attack skill, because the enemy object usually moves quickly in order to avoid the attack when the attack skill is aimed at the enemy object, so that the attack skills such as shooting often fail to hit the enemy object, resulting in a long battle time between the two sides, which to a certain extent causes a large amount of terminal power consumption, occupies too many server resources, and affects the performance of the server. Based on this, the embodiments of the present disclosure provide a game battle method, device, electronic device and storage medium, which can be applied to the above-mentioned battle game scenes to improve the effectiveness of attacking the enemy object during the battle, shorten the battle time, and thereby reduce the problems of large terminal power consumption and excessive server resource occupation caused by too many invalid attacks, thereby improving the performance of the server.

[0036] In one embodiment of the present disclosure, the game battle method can be run on a terminal device or a server. The terminal device can be a local terminal device. When the game battle method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0037] 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 method based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game battle method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the 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.

[0038] 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.

[0039] In a possible implementation, the disclosed embodiment provides a game battle method, providing a graphical user interface through a terminal device, wherein the terminal device may be the local terminal device mentioned above, or may be the client device in the cloud interaction system mentioned above. A graphical user interface is provided through the terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled virtual object and an enemy virtual object; wherein the controlled virtual object is a virtual object corresponding to the user of the terminal device, and the controlled virtual object is configured with a target skill. In the disclosed embodiment, the target skill may also be referred to as a perception enhancement skill, and the target skill enables the controlled virtual object to have the perception enhancement ability of the five senses, so that the controlled virtual object has more advanced dynamic vision, neural response, and information processing capabilities. Usually, the target skill has a binding relationship with a specific virtual object in the game, and only a specific virtual object has the target skill, for example, only a specific hero character has the target skill.

[0040] The present disclosure provides Figure 1 Schematic diagram of the implementation environment shown. The implementation environment may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the game battle method provided by the present disclosure, and the game server is a server end for executing the game battle method provided by the present disclosure. Through the client, the first terminal device and the second terminal device can communicate with the game server respectively.

[0041] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game battle according to the game request of the client. Among them, the parameters of the game battle can be determined according to the parameters in the received game request, for example, the parameters of the game battle may include the number of people participating in the game battle, the role allocation of participating in the game battle, etc. When the first terminal device receives the response of the server, the virtual scene corresponding to the game battle is displayed through the graphical user interface of the first terminal device. In an optional implementation, the server determines a target game battle for the client from multiple established game battles according to the game request of the client, and when the first terminal device receives the response of the server, the virtual scene corresponding to the game battle is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual object displayed in the graphical user interface of the first terminal device is the player virtual object controlled by the first user, that is, the above-mentioned controlled virtual object, also known as the player character, and the first user inputs the operation instruction through the keyboard or mouse of the first terminal device. If the first terminal device is a touch device, the first user can input the operation instruction through the graphical user interface of the first terminal device to control the player character to perform the corresponding operation in the virtual scene.

[0042] The process of the second terminal device running the client is similar to that of the first terminal device. The second terminal device establishes communication with the game server by running the client, and then the second user starts the game battle through the second terminal device. The second user controls the second user's player character to perform corresponding operations in the virtual scene through the second terminal device.

[0043] The server receives the game data reported by the first terminal device and the second terminal device, performs data calculation, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the rendering of corresponding virtual scenes and / or virtual objects in the graphical user interface according to the synchronization data sent by the server.

[0044] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same game. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have different role identities.

[0045] It should be noted that the virtual objects in the current game battle may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in the current game battle, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0046] See also Figure 2 The flowchart of a game battle method shown in the figure can be run on a terminal device on the user side. The terminal device provides a graphical user interface, which displays at least part of the game scene. The game scene includes a controlled virtual object of the player (also referred to as the player virtual object in this embodiment) and an enemy virtual object. The controlled virtual object is configured with a target skill, and the target skill is used to continuously add a target skill effect to the controlled virtual object. Usually, in the game, only one character, the controlled virtual object, has the target skill. The method includes the following steps:

[0047] Step S202, in response to a release operation for a target skill, controlling the controlled virtual object to release the target skill in the game scene.

[0048] After the above-mentioned target skill is released, the controlled virtual object continues to be attached with a target skill effect; the target skill effect can enable the controlled virtual object to see the subordinate object of the enemy virtual object in the target area, and attacking the subordinate object can cause damage to the enemy virtual object.

[0049] If the terminal device is a non-touch device, the target skill release operation may be an operation by the player (i.e., the user of the controlled virtual object) pressing a designated key on the terminal device keyboard, for example, pressing the Q key (or Q key position) on the keyboard. If the terminal device is a touch device, the target skill release operation may also be an operation by touching a designated virtual control on a graphical user interface.

[0050] After the above target skill is released, the target skill takes effect and lasts for the set duration, such as 10 seconds or 20 seconds. During the period when the target skill takes effect, at least one subordinate object of the enemy virtual object will be additionally displayed in the game scene, and the subordinate object is also called the target virtual object.

[0051] Step S204, during the duration of the target skill effect, in response to the enemy virtual object entering the target area in the game scene, a target virtual object corresponding to the enemy virtual object is generated in the game scene; wherein the target area is determined based on the orientation of the controlled virtual object in the game scene, the target virtual object and the enemy virtual object have a subordinate relationship, and the number of target virtual objects generated is positively correlated with the length of time the enemy virtual object stays in the target area.

[0052] The game scene in this embodiment usually includes multiple virtual objects of the two opposing sides, and different distinguishing marks are set for virtual objects of different camps. For example, the color of the virtual object's health bar mark can be used to distinguish whether the virtual object is an enemy or a friend, and the special effect color under the virtual object's feet can also be used to distinguish whether the virtual object is an enemy or a friend.

[0053] A target virtual object of the above-mentioned enemy virtual object is generated in the game scene, and at the same time, the enemy virtual object still performs game actions under the control of the user of the enemy virtual object, while the target virtual object is not controlled by the user of the enemy virtual object. For example: the user of the enemy virtual object controls the enemy virtual object through the keyboard, mouse or virtual controls in the graphical user interface displayed on the device, and the enemy virtual object performs displacement, posture or attack actions according to the control operation, while the target virtual object of the enemy virtual object does not respond to the control operation.

[0054] Usually, the target virtual object has a set display duration (such as 2 seconds or 3 seconds, etc.). As a possible implementation, the target virtual object is displayed in a static form in the game scene during the display process; or, as another possible implementation, the target virtual object is displayed in a set animation play form in the game scene during the display process.

[0055] The target virtual object and the enemy virtual object have a subordinate relationship, and the subordinate relationship may include that the generation position of the target virtual object is related to the position of the enemy virtual object in the game scene, and may also include that the appearance of the target virtual object is related to the appearance of the enemy virtual object. As a possible implementation, the above-mentioned subordinate relationship is manifested as the target virtual object being the afterimage object of the enemy virtual object, that is, the target virtual object is presented in the virtual scene with the shadow appearance of the enemy virtual object, and the position of the afterimage object may be the position where the enemy virtual object once stayed in the game scene.

[0056] See also Figure 3 A schematic diagram of a game scene is shown, in which a pentagon is used to represent a character in the camp where a player virtual object is located, and a heptagon is used to represent a character in the camp where an enemy virtual object that is fighting against the player virtual object is located. Figure 3 The figure includes a first virtual object 11 and a second virtual object 12, wherein the first virtual object 11 is a player virtual object (i.e., the controlled virtual object mentioned above), and the second virtual object 12 is a teammate of the first virtual object. The figure also includes a third virtual object 21, which is an enemy virtual object of the first virtual object 11, and the third virtual object 21 is in the target area corresponding to the first virtual object 11. Therefore, after the first virtual object 11 releases the target skill, the first afterimage object 31 of the third virtual object 21 will be displayed in the game scene during the duration of the target skill effect. The edge line of the first afterimage object 31 is represented by a dotted line. Figure 3The first virtual object in the game releases the target skill, and the third virtual object 21 is an enemy virtual object, so the first afterimage object 31 is displayed in the game scene. The second virtual object 12 is a teammate of the first virtual object, not an enemy virtual object, and has no corresponding afterimage object in the game scene.

[0057] See also Figure 4 Another game scene diagram shown in the above Figure 3 The fourth virtual object 22 is further included on the basis of the first virtual object 11, and the fourth virtual object 22 is an enemy virtual object of the first virtual object 11, and the fourth virtual object 22 is in the target area corresponding to the first virtual object 11, so after the first virtual object 11 releases the target skill, the second afterimage object 32 of the fourth virtual object 22 will be displayed in the game scene during the duration of the target skill effect. The figure contains two enemy virtual objects, namely the third virtual object 21 and the fourth virtual object 22, so the figure also contains the afterimage objects of these two virtual objects.

[0058] The number of target virtual objects generated is positively correlated with the length of time the enemy virtual object stays in the target area, that is, the longer the enemy virtual object stays in the target area, the more target virtual objects of the enemy virtual object are generated. Figure 5 Another game scene diagram shown in the above Figure 4 On the basis of the above, the third afterimage object 33 and the fourth afterimage object 34 are further included. Among them, the first afterimage object 31 and the third afterimage object 33 are both afterimage objects of the third virtual object 21; the second afterimage object 32 and the fourth afterimage object 34 are both afterimage objects of the fourth virtual object 22. The figure contains two enemy virtual objects, namely the third virtual object 21 and the fourth virtual object 22. The number of afterimage objects generated is determined according to the length of time the two enemy virtual objects stay in the target area, that is, the figure contains two afterimage objects of the third virtual object 21 (namely the first afterimage object 31 and the third afterimage object 33) and two afterimage objects of the fourth virtual object 22 (namely the second afterimage object 32 and the fourth afterimage object 34).

[0059] As a possible implementation, the game scene may include multiple enemy virtual objects; accordingly, the enemy virtual object in the target area can be determined in the game scene according to the orientation of the controlled virtual object, and all enemy virtual objects in the target area can be determined as enemy virtual objects for which the target virtual object needs to be generated. Specifically, an afterimage object of each enemy virtual object in the target area can be generated in the game scene. The target area can be the field of view of the controlled virtual object, and the enemy virtual objects outside the field of view do not need to display the afterimage object. See above Figure 4 and Figure 5 As shown, the third virtual object 21 and the fourth virtual object 22 are two enemy virtual objects in the target area corresponding to the first virtual object, so their respective afterimage objects are displayed in the game scene. In this way, multiple afterimage objects of enemy virtual objects can be provided to the player, and the player can select the attack target as needed, and the attack on the afterimage object or the enemy virtual object can cause damage to the enemy virtual object.

[0060] Step S206, in response to the first attack instruction for the target virtual object, the controlled virtual object is controlled to perform a first attack action on the target virtual object, wherein the first attack action is used to cause damage to the enemy virtual object by attacking the target virtual object.

[0061] The above-mentioned first attack instruction can be an instruction corresponding to the operation of pressing a specified key on a mouse or keyboard, or an instruction corresponding to the operation of a specified virtual control on a touching graphical user interface. The specific operation corresponding to the first attack instruction can be set according to the type of terminal device and actual needs, and this embodiment does not limit this.

[0062] The first attack instruction may be an instruction corresponding to an attack action performed by the controlled virtual object using virtual equipment (virtual knife, virtual fork, virtual sword, virtual bow and arrow, virtual firearm, etc.), or an instruction corresponding to an attack action performed by the controlled virtual object using limbs without using virtual equipment. The attacks corresponding to the first attack instruction include: long-range attack, close-range attack, range attack, etc.

[0063] The target virtual object has a subordinate relationship with the enemy virtual object, and the target virtual object itself does not have a role identity. The controlled virtual object can attack the target virtual object, but the target virtual object will not be injured or killed due to the attack behavior. As a possible implementation method, the above-mentioned target virtual object is not configured with life parameters such as blood volume, and the attack behavior of the controlled virtual object on the target virtual object will cause the enemy virtual object corresponding to the target virtual object to be injured. Specifically, the first attack behavior performed by the controlled virtual object on the target virtual object can be controlled to determine the damage size of the enemy virtual object. For example: the damage caused by the first attack behavior performed on the target virtual object to the enemy virtual object corresponding to the target virtual object can be the same as the damage caused by directly performing the first attack behavior on the enemy virtual object, that is, attacking the target virtual object of the enemy virtual object is equivalent to attacking the enemy virtual object itself. The size of the above-mentioned damage can be determined according to the attack method corresponding to the first attack instruction. Usually, the damage will cause the enemy virtual object to lose a part of its blood volume, or the damage will cause a skill of the enemy virtual object to fail for a period of time, and may also cause the enemy virtual object to die.

[0064] The above-mentioned game battle method, by configuring a target skill for the controlled virtual object, can generate a target virtual object for the enemy virtual object entering the target area in the game scene when the target skill is released and the effect of the target skill persists. The target virtual object has a subordinate relationship with the enemy virtual object, thereby achieving damage to the above-mentioned enemy virtual object by attacking the target virtual object, that is, the player can attack the target virtual object in the game scene or the enemy virtual object corresponding to the target virtual object at the same time, and the number of generated target virtual objects is positively correlated with the length of time the enemy virtual object stays in the target area. Whether hitting the target virtual object or hitting the enemy virtual object, damage can be caused to the enemy virtual object, so that the single attack on the enemy virtual object is expanded to a multi-body attack (target virtual object + enemy virtual object), thereby improving the effectiveness of the attack operation, alleviating the problem of too low hit rate of attack skill release, making the battle time of the two sides more reasonable, thereby alleviating the battle process from occupying too many game resources, to a certain extent reducing the load of the game server, and providing reliable guarantee for the normal operation of the game server.

[0065] As a possible implementation, the attack skills corresponding to the first attack instruction for the target virtual object may include the following:

[0066] 1. Ranged Skills

[0067] (1) Explosive arrows: three arrows can be shot at a time. You need to aim at the target (such as the target virtual object or the enemy virtual object). There will be an explosion effect after hitting the target;

[0068] (2) Penetrating arrows: shoot one arrow at a time at a series of target virtual objects or enemy virtual objects on the arrow path.

[0069] 2. Non-Area Skills

[0070] (1) Shooting an arrow is a common attack that requires aiming at a target (such as a target virtual object or an enemy virtual object) before shooting.

[0071] (2) The samurai sword is a common near-field attack that does not require aiming at a target and can directly attack enemy virtual objects or target virtual objects near the controlled virtual object.

[0072] When the explosive arrow and powerful arrow skills attack the enemy virtual object or the target virtual object, aim at the target by sliding (such as moving) the mouse, and make the controlled virtual object start to accumulate power and draw the bow by pressing the left mouse button, and the controlled virtual object starts to shoot the arrow by releasing the left mouse button.

[0073] Use the number 1 and number 2 keys on the keyboard to select the Explosive Arrow and Power Shot Arrow skills. For example, by default, the player virtual object holds the Power Shot Arrow. When you press the number 2 key, it will switch to the Explosive Arrow. If you press the left mouse button at this time, and aim at the target by sliding the mouse, release the Explosive Arrow attack after releasing the left mouse button. If you press the number 1 key in the Explosive Arrow state, you can switch back to the Power Shot Arrow. At this time, press the left mouse button, aim at the target by sliding the mouse, and release the Power Shot Arrow attack after releasing the left mouse button. The Penetrating Arrow does not require the mouse to cooperate. Just click the E key on the keyboard to launch the attack.

[0074] As a possible implementation, responding to the first attack instruction for the target virtual object and controlling the controlled virtual object to perform the first attack behavior on the target virtual object includes: responding to the first attack instruction for multiple target virtual objects in the target area and controlling the controlled virtual object to perform the first attack behavior on the multiple target virtual objects. Through this attack method, multiple target virtual objects can be attacked in parallel at one time, thereby improving the effectiveness of the attack.

[0075] As a possible implementation, the multiple target virtual objects in the target area may all have a subordinate relationship with the same enemy virtual object, that is, the multiple target virtual objects in the target area may all correspond to the same enemy virtual object. In this way, controlling the controlled virtual object to perform the first attack behavior on the multiple target virtual objects may cause damage to the same enemy virtual object corresponding to the multiple target virtual objects, and the magnitude of the damage may be determined based on the number of multiple virtual objects hit by the first attack behavior. Based on this, the method further includes: in response to the multiple target virtual objects being subordinate virtual objects of the same enemy virtual object, the damage caused by the first attack behavior to the enemy virtual object is calculated based on the attack damage of the first attack behavior to any of the target virtual objects; or, in response to the multiple target virtual objects being subordinate virtual objects of the same enemy virtual object, the damage caused by the first attack behavior to the enemy virtual object is calculated based on the attack damage of the first attack behavior to all target virtual objects in the target area. For example: the damage is equal to the number of multiple virtual objects multiplied by the single damage value corresponding to the first attack behavior; or the magnitude of the damage is equal to the single damage value corresponding to the first attack behavior. The single damage value is a damage value corresponding to the first attack behavior performed on the enemy virtual object or the damage caused to the enemy virtual object by performing the first attack behavior on a target virtual object. In practical applications, a suitable damage determination method can be selected according to actual application needs. Through the above damage determination methods, it is possible to cause damage to the enemy virtual object by attacking the target virtual object, and it is possible to achieve parallel attacks on multiple target virtual objects at one time, thereby improving the effectiveness of the attack.

[0076] As a possible implementation manner, the above-mentioned calculation of the damage caused to the enemy virtual object by the first attack behavior based on the attack damage caused to one of the target virtual objects by the first attack behavior includes: determining the attack damage caused to one of the target virtual objects by the first attack behavior as the damage caused to the enemy virtual object, that is, the magnitude of the damage is equal to the above-mentioned single damage value; accordingly, the above-mentioned calculation of the damage caused to the enemy virtual object by the first attack behavior based on the attack damage caused to all target virtual objects by the first attack behavior includes: determining the sum of the attack damage caused to all target virtual objects by the first attack behavior as the damage caused to the enemy virtual object, for example: the damage is equal to the number of all target virtual objects multiplied by the above-mentioned single damage value.

[0077] The multiple target virtual objects in the target area may have a subordinate relationship with multiple different enemy virtual objects, that is, the multiple target virtual objects in the target area may have a part corresponding to the first enemy virtual object, a part corresponding to the second enemy virtual object, or a part corresponding to the third enemy virtual object, etc. In this way, the controlled virtual object is controlled to perform the first attack behavior on the multiple target virtual objects, and the enemy virtual objects corresponding to the multiple target virtual objects may be damaged. In the specific implementation, the damage values ​​corresponding to different enemy virtual objects of the first attack behavior may be the same or different. The determination method of causing damage to the enemy virtual object can refer to the above description, which will not be repeated here. In this embodiment, if the controlled virtual object attacks the target virtual objects corresponding to different enemy virtual objects at one time, it will cause damage to the enemy virtual object body corresponding to each target virtual object. As a possible implementation method, when the first attack behavior attacks the target virtual objects of multiple different enemy virtual objects at one time, the damage caused to each enemy virtual object is the same. Through this attack method, the attack range of the controlled virtual object can be improved, the combat flexibility and combat effectiveness of the controlled virtual object can be improved, and the user experience can be effectively improved.

[0078] The target virtual object will automatically disappear when the set display time is reached or the target skill effect ends. If the set display time is not reached, as long as the enemy virtual object is not defeated or does not leave the controlled virtual object toward the corresponding target area, its target virtual object will continue to be displayed in the game scene. In addition, in order to reduce the damage caused by the target skill, the enemy virtual object can take some measures to actively cancel the display of the target virtual object. Based on this, the method also includes: in response to the enemy virtual object disappearing from the field of view of the controlled virtual object and / or in response to the end of the target skill effect, removing the target virtual object corresponding to the enemy virtual object from the game scene.

[0079] Among them, the disappearance of the above-mentioned enemy virtual object from the field of vision of the controlled virtual object may include the enemy virtual object hiding behind a cover and the enemy virtual object quickly moving outside the target area, etc. In these scenarios, the controlled virtual object cannot observe the enemy virtual object, and then removes the target virtual object corresponding to the above-mentioned enemy virtual object from the game scene. By removing the target virtual object in this way, the display time of the target virtual object in the game scene can be effectively controlled, the strength of the two sides of the battle can be balanced, and the enemy virtual object can be provided with a countermeasure against the target skill to reduce the damage caused by the skill to it, further expanding the richness of the game content.

[0080] The above-mentioned target virtual object is visible only to the controlled virtual object and the enemy virtual object, so that the graphical user interface corresponding to the teammates of the controlled virtual object and other enemy virtual objects that are not in the target area will be relatively simple; the above-mentioned target virtual object is configured to only respond to the interactive behavior of the controlled virtual object, and the interactive behavior may include responding to the above-mentioned first attack behavior and the end of the effect of the above-mentioned target skill, etc. By configuring the response method of the target virtual object in this way, the controlled virtual object can interact with the target virtual object as needed, making the corresponding effect of the target skill more reasonable.

[0081] In order to quickly determine the target area, after the step of controlling the controlled virtual object to release the target skill in the game scene in response to the release operation for the target skill, the method further includes: determining the orientation of the controlled virtual object in the game scene, and the detection angle and detection distance corresponding to the target skill; determining the target area in the game scene according to the orientation, detection angle and detection distance. For example: taking the position of the controlled virtual object as the center of the circle, the detection distance as the radius, and the direction of the controlled virtual object and the area enclosed by the center angle of the circle with the detection angle as the target area. See Figure 7 A schematic diagram of another game scene is shown in FIG. Figure 7 The figure includes a first virtual object 11 and a second virtual object 12, wherein the first virtual object 11 is a player virtual object, and the second virtual object 12 is a teammate of the first virtual object. The figure also includes a third virtual object 21 and a first afterimage object 31 of the third virtual object 21, a fourth virtual object 22 and a second afterimage object 32 of the fourth virtual object 22. The edge line of the afterimage object 31 is represented by a dotted line. Figure 7 The area where the fan-shaped AOB is located is the target area corresponding to the first virtual object 11, where ∠AOB is the above-mentioned detection angle, and the lengths of AO and BO are the detection distances. The target area determined by the detection angle and detection distance corresponding to the direction of the controlled virtual object can match the field of view of the controlled virtual object, making it easier for the player to select an attack target from the area and quickly attack.

[0082] For example: the area within 180° and 40m of the controlled virtual object is used as the target area, and the target area is detected every 0.8s as the detection cycle (i.e., the frame interval duration corresponding to the above-mentioned graphical user interface), and the image information (such as coordinate information and posture) of the enemy virtual object in the target area in the current frame is recorded, and the afterimage object of the enemy virtual object is generated according to the recorded image information, so that the afterimage object stays at the position corresponding to the coordinate information for 2s. Among them, the afterimage object can have the same attack body size as the enemy virtual object body, and attacking the afterimage object will cause damage to its body.

[0083] The first attack behavior corresponding to the above-mentioned first attack instruction may include a shooting attack behavior, which may include, in response to an attack aiming operation for the above-mentioned target virtual object, controlling the aiming mark of the graphical user interface to move to the position of the target virtual object, and in response to an attack release operation following the attack aiming operation, controlling the controlled virtual object to perform the first attack behavior on the target virtual object. During the execution of the first attack behavior, the current display state of the target virtual object may be maintained, that is, the display of the target object will not change due to being attacked, and the above-mentioned enemy virtual object may be damaged by the first attack behavior on the target virtual object. Through the combination of aiming and attack release operations, the player can intuitively determine whether the target virtual object has been aimed at, thereby ensuring the accuracy of the attack hit. At the same time, after the target virtual object is attacked, the current display state is maintained, which is conducive to the controlled virtual object to continue to launch the next attack.

[0084] As a possible implementation, before the step of controlling the controlled virtual object to release the target skill in the game scene in response to the release operation for the target skill, the method further includes: in response to the first attack instruction, controlling the controlled virtual object to perform a second attack behavior in the game scene; wherein the effect corresponding to the second attack behavior is lower than the effect of the first attack behavior. The effect here may include at least one of the following: range, attack power, attack range, etc. wherein the range is used to characterize the distance that the launched virtual object corresponding to the non-range shooting attack behavior can advance and / or the size of the attack area corresponding to the range shooting attack behavior, the attack power is used to characterize the damage of the attack behavior, and the attack range is used to characterize the size of the attack area of ​​the attack behavior and / or which objects can be attacked corresponding to the attack behavior. In this embodiment, the second attack behavior can be regarded as a normal attack behavior, that is, the attack behavior corresponding to the first attack instruction when the controlled virtual object does not release the target skill, and the first attack behavior can be regarded as a bonus attack behavior, that is, the attack behavior corresponding to the first attack instruction after the controlled virtual object releases the target skill. By distinguishing the attack effects of the same attack command in different scenarios, players can choose whether to release target skills according to actual needs, and can use target skills more reasonably to improve game effects.

[0085] As a possible implementation, the above-mentioned generating a target virtual object corresponding to the enemy virtual object in the game scene may include: displaying at least one target virtual object of the enemy virtual object in the game scene according to the real-time position of the enemy virtual object in the game scene. In this way, the display position of the target virtual object is related to the real-time position of the enemy virtual object, which more intuitively reflects the subordinate relationship between the target virtual object and the enemy virtual object.

[0086] As a possible implementation, according to the real-time position of the enemy virtual object in the game scene, displaying at least one target virtual object of the enemy virtual object in the game scene includes: during the duration of the target skill effect, generating a target virtual object corresponding to the enemy virtual object according to the real-time position of the enemy virtual object in the game scene every first preset time. For example, the real-time position of the enemy virtual object in the game scene can be recorded during the duration of the target skill effect; or, the real-time position of the enemy virtual object in the game scene can be recorded when the enemy virtual object is close to the controlled virtual object; or, the real-time position of the enemy virtual object in the game scene can be continuously recorded during the game; by recording the real-time position of the enemy virtual object in the game scene, during the duration of the target skill effect, a target virtual object corresponding to the enemy virtual object can be generated at the most recently recorded real-time position every first preset time. In this way, a target virtual object will be generated in the game scene every first preset time, and its display position is related to the real-time position of the enemy virtual object. On the basis of intuitively reflecting the subordinate relationship between the target virtual object and the enemy virtual object, the generation of multiple target virtual objects is more regular, which is convenient for players to view.

[0087] In order to display a certain number of target virtual objects in the game scene and increase the probability of the controlled virtual object hitting the target virtual object, as a possible implementation, the display duration of each target virtual object is a second preset duration, wherein the second preset duration is greater than the first preset duration. By setting the display duration of the target virtual object, the target virtual object can be automatically removed from the game scene when the display of the target virtual object reaches the display duration. At the same time, the second preset duration is greater than the first preset duration, so that multiple target virtual objects of the same enemy virtual object can be displayed in the game scene at the same time.

[0088] In a specific implementation, the location of each target virtual object can be the location in the moving trajectory of the enemy virtual object. For example, if the enemy virtual object moves to the left of the game scene, the target virtual object of the enemy virtual object is at the left side of the game scene. This method enables the player to aim at the target virtual object even if the enemy virtual object moves, thereby improving the effectiveness of aiming and ensuring effective attack on the enemy virtual object.

[0089] In order to enable the target virtual object to be accurately displayed on the moving track of the enemy virtual object, the image information of the enemy virtual object in the game scene can be collected at a set first frame rate; wherein the image information includes the coordinate position of the enemy virtual object; when the image information is collected, the above-mentioned target virtual object is generated at the coordinate position included in the image information in the game scene. By collecting the image information of the enemy virtual object at the first frame rate, the latest coordinate position of the enemy virtual object can be obtained in time, and then the target virtual object is generated at the coordinate position, so that the target virtual object can be accurately displayed in the moving track of the enemy virtual object, which is conducive to the controlled virtual object hitting the target virtual object and causing damage to the enemy virtual object.

[0090] Each target virtual object can be displayed for a second preset time period, such as 2 seconds or 3 seconds. The frame interval for collecting image information of the enemy virtual object (for example, 0.5 seconds or 1 second) is less than the second preset time period, which can make the number of image information collected greater than the number that disappears due to reaching the display time period because each time an image information is collected, a target virtual object is generated at the coordinate position corresponding to the image information. Therefore, a larger number of target virtual objects are displayed for the same enemy virtual object in the game scene, which is conducive to the controlled virtual object hitting the target virtual object and causing effective damage to the enemy virtual object.

[0091] See also Figure 6 A schematic diagram of a game scene is shown, in which the dotted line with an arrow is the moving trajectory of the third virtual object 21, and the third virtual object 21 is the above-mentioned enemy virtual object. The first afterimage object 31 and the third afterimage object 33 of the third virtual object 21 are displayed in the game scene, and the first position where the first afterimage object 31 is located and the third position where the third afterimage object 33 is located are both positions in the moving trajectory of the third virtual object 21. Assuming that when the third virtual object 21 is in the first position, the first virtual object 11 aims at the third virtual object 21, and the third virtual object 21 moves, the prior art requires the player to switch the aiming position before attacking. In this embodiment, because the target skill of the first virtual object 11 is in effect, the image information of the third virtual object at the first position is collected, and the first afterimage object 31 is generated at the first position. Therefore, the player does not need to switch the aiming position, and can attack the first position to hit the first afterimage object 31, and the attack can cause damage to the third virtual object 21. This method simplifies the attack process and improves the attack hit rate, and realizes an effective attack on the third virtual object 21.

[0092] After the above-mentioned target skill is released (equivalent to the controlled virtual object activating a big move), the controlled virtual object gains the ability to capture target virtual objects for a short time. These target virtual objects are transformed into information "frames" in which the enemy virtual objects once stayed in the world. When the controlled virtual object hits these "frames", it can also cause damage to the enemy virtual object (also called the main body or entity of the target virtual object).

[0093] The above-mentioned method of collecting the image information of the enemy virtual object at the first frame rate enables the enemy virtual object to generate a target virtual object at the current moment at intervals in the field of vision of the controlled virtual object, and these target virtual objects are coherently displayed on the moving track of the enemy virtual object. These target virtual objects can all be in a fixed posture, or these target virtual objects can have different postures. As long as the controlled virtual object hits at least one of these target virtual objects, it can cause damage to the enemy virtual object corresponding to the target virtual object.

[0094] As a possible implementation, the target virtual object is an afterimage object generated based on the image outline of the enemy virtual object, and the image transparency of the afterimage object is higher than the image transparency of the enemy virtual object. Among them, the image transparency represents the degree to which the object can be seen through. The higher the image transparency, the clearer the background or other objects behind the virtual object. As the transparency of the virtual object increases, the virtual object becomes more and more blurred until it disappears. As the transparency of the virtual object decreases, the virtual object becomes clearer. The image transparency can be represented by transparency, and the transparency is usually a value between 0 (completely transparent) and 1 (completely opaque). In specific implementation, the image outline of the target virtual object can be the same as the image outline of the enemy virtual object, the afterimage object can be an image with a certain degree of transparency, and the enemy virtual object can be an opaque image. Through the setting method of the image outline and image transparency of the target virtual object and the enemy virtual object, the two virtual objects can be intuitively distinguished, and the existence of a subordinate relationship between the two virtual objects can be intuitively determined.

[0095] As a possible implementation, the size of the afterimage object is the same as that of the enemy virtual object, and the posture when generated is consistent with the real-time posture of the enemy virtual object. For example, the limb posture of the afterimage object is the same as the limb posture of the enemy virtual object displayed in the game scene (i.e., the skeletal movement of the enemy virtual object), and the posture may include: running posture, jumping posture, crouching posture, climbing posture, etc. When generating an afterimage object of an enemy virtual object, the coordinate position of the afterimage object and the first posture (such as a crouching posture) can be determined first, and then the afterimage object with the first posture is displayed at the coordinate position in the game scene. By using this method of afterimage objects with postures, different afterimage objects can be expressed in different forms, making the picture richer and more vivid.

[0096] As a possible implementation, the afterimage object is configured to be immune to killing or elimination, and remains stationary in the game scene. Among them, the afterimage object has the attribute of being immune to killing or elimination, which mainly represents that the afterimage object is different from the character object in the game. The afterimage object is an object without life parameters (such as blood bar). Although the afterimage object has a subordinate relationship with the enemy virtual object, the afterimage object does not respond to the action control operation or attack control operation of the player of the enemy virtual object, while the enemy virtual object responds to the action control operation or attack control operation of the player. If the player of the enemy virtual object controls the enemy virtual object to move outside the above-mentioned target area or hides behind a certain cover object and is not seen by the above-mentioned controlled virtual object, the afterimage object of the enemy virtual object will be removed from the game scene. The above-mentioned afterimage object can be a still image, so that even if the controlled virtual object attacks from a long distance, it can hit the afterimage object with a high probability, causing certain damage to the enemy virtual object and improving the efficiency of the battle.

[0097] As a possible implementation, the method further includes: applying the damage corresponding to the first attack behavior on the target virtual object to the enemy virtual object corresponding to the target virtual object; wherein the damage is equal to the damage directly applied to the enemy virtual object by the first attack behavior. In this way, attacking the target virtual object and attacking the enemy virtual object can achieve the same effect, and the position of the target virtual object is relatively fixed, while the position of the enemy virtual object is relatively flexible because it is controlled by the user. Therefore, compared with attacking the enemy virtual object, the probability of hitting the target virtual object is greatly increased, so the problem of long battle time caused by low hit rate during the battle can be effectively alleviated.

[0098] As a possible implementation manner, the damage caused to the enemy virtual object by executing the first attack behavior on the target virtual object will not be greater than the damage caused by directly attacking the enemy virtual object. For example, the damage caused to the enemy virtual object by attacking the target virtual object may be slightly lower than or equal to the damage caused by directly attacking the enemy virtual object.

[0099] As a possible implementation, the damage to the enemy virtual object caused by executing the first attack behavior on the target virtual object can also be determined according to the type of the first attack behavior; for example: if the first attack behavior is of a weak lethality type, the damage to the enemy virtual object caused by the first attack behavior is greater than the damage to the enemy virtual object caused by executing the first attack behavior on the enemy virtual object. If the first attack behavior is of a strong lethality type, the damage to the enemy virtual object caused by the first attack behavior is not greater than the damage to the enemy virtual object caused by executing the first attack behavior on the enemy virtual object. Among them, the number of blood points lost by the attacked object due to the attack behavior of the weak lethality type is less than the set blood point threshold, and the number of blood points lost by the attacked object due to the attack behavior of the strong lethality type is greater than or equal to the set blood point threshold.

[0100] If the first attack behavior is a range attack, the enemy virtual object within the attack range corresponding to the first attack behavior and the target virtual object of the enemy virtual object will be attacked, and the damage of the first attack behavior to the enemy virtual object is equal to the damage corresponding to the first attack behavior alone to the enemy virtual object. Alternatively, if multiple target virtual objects of an enemy virtual object are hit at one time, it can also be determined whether to superimpose the damage according to the type of the first attack behavior. As mentioned above, for attack behaviors of weak lethality type, the damage corresponding to multiple target virtual objects can be superimposed; for attack behaviors of strong lethality type, the damage corresponding to multiple target virtual objects may not be superimposed. Because the blood volume of each character is limited, under attack behaviors of strong lethality type, if the damage is superimposed, the enemy virtual object may die instantly, and the game experience will be poor. This damage setting method can avoid the superposition of multiple damages to the enemy virtual object, causing the enemy virtual object to die instantly, making the game rhythm more reasonable and improving the game experience of users on both sides of the battle.

[0101] In order to further improve the effectiveness of the attack, the above method also includes the following steps (1) and (2):

[0102] (1) During the duration of the target skill effect, in response to the shooting trigger operation and the aiming operation for the target virtual object, the shooting action of the controlled virtual object is played at a set first action playback speed; wherein the first action playback speed is greater than the shooting action playback speed when the target skill is not released (i.e., the normal playback speed);

[0103] Generally, the shooting action includes a series of actions such as raising the shooting weapon, pulling the trigger component of the shooting weapon, aiming at the shooting target, and firing. This series of actions is usually played frame by frame at a normal playback speed. In this embodiment, during the duration of the target skill effect, in order to quickly attack the target, the playback speed of the shooting action is set to the first action playback speed, which is faster than the normal playback speed. For example, if the normal playback speed is 1, the first action playback speed can be 1.2.

[0104] (2) In response to a shooting execution operation following the shooting trigger operation, the damage of the shooting target virtual object is transferred to the enemy virtual object corresponding to the target virtual object.

[0105] The shooting execution operation following the shooting trigger operation is usually two stages of one action. For example, the shooting trigger operation is pressing the left mouse button, and the shooting execution operation is lifting the finger pressing the left mouse button, that is, releasing the left mouse button.

[0106] Taking the archery attack skill as an example, this skill belongs to the common attack skill, and its shooting actions include raising the bow, pulling the string, continuously charging the string, releasing the string and shooting, etc. The player triggers the archery attack skill by pressing the left mouse button. Usually, the player will quickly release the left mouse button to release the archery attack skill. When the archery attack skill is triggered, the controlled virtual object begins to perform the actions of raising the bow, pulling the string, continuously charging the string, releasing the string and shooting, etc. in sequence. Therefore, even if the player quickly releases the left mouse button, the controlled virtual object will not release the string and shoot the arrow before the above actions are played. This embodiment can shorten the playback time of the shooting action by increasing the playback speed of the shooting action, quickly respond to the release operation of the archery attack skill, and quickly shoot the target virtual object, thereby improving the efficiency of the shooting action, which is equivalent to speeding up the attack speed of the controlled virtual object.

[0107] In addition to the above-mentioned speed increase of shooting attacks, other actions of the controlled virtual object can also be accelerated during the duration of the target skill effect. Based on this, the above method also includes: during the duration of the target skill effect, in response to the first action control operation for the controlled virtual object, the first action of the controlled virtual object is played at a set second action playback speed; wherein the first action is a non-aggressive action, and the second action playback speed is greater than the playback speed of the first action when the target skill is not released. By increasing the playback speed of non-aggressive actions, the playback duration of the action can be shortened, which is equivalent to speeding up the action speed of the controlled virtual object, thereby enabling the controlled virtual object to quickly respond to the player's control operation and speed up the game progress.

[0108] In order to further improve the effectiveness of the attack, in this embodiment, when the target skill is released and the target skill effect lasts, the controlled virtual object can have a concentration effect, and the concentration effect can increase the attack power. Based on this, the above-mentioned response to the first attack instruction for the target virtual object, controlling the controlled virtual object to perform the first attack behavior on the target virtual object can include: responding to the shooting trigger operation and the aiming operation for the target virtual object, determining the concentration points according to the duration of the aiming operation; wherein the concentration points are less than or equal to the maximum point threshold; responding to the shooting execution operation of the subsequent shooting trigger operation, applying the damage corresponding to the concentration points to the enemy virtual object corresponding to the target virtual object; wherein the concentration points are positively correlated with the size of the damage. In this way of determining the damage of the enemy virtual object by the concentration points, the player can choose to extend the aiming time when the time is right to increase the damage to the enemy virtual object. Of course, because the aiming time is extended, the enemy virtual object may have time to adopt a corresponding countermeasure mechanism to avoid being attacked. This method further tests the game skills of both parties and further improves the game experience.

[0109] After aiming at the target virtual object, the concentration points will be calculated according to the aiming duration. For example, when the aiming duration is less than the first value, the concentration points are set to 50 points. When the aiming duration is greater than or equal to the first value, the concentration points are set to 100 points. In order to prevent excessive damage to the enemy virtual object caused by too high concentration points, the concentration points of this embodiment are set with a maximum point threshold, and the damage corresponding to the maximum point threshold is about 1.5 times the normal damage. By comparing the aiming duration with the first value, the concentration points are divided into two levels. The concentration points corresponding to the first level are 50, and the concentration points corresponding to the second level are 100. The concentration points of this attack can be simply and quickly determined.

[0110] In order to enrich the game screen, the above method also includes: in response to the controlled virtual object releasing the above target skill in the game scene, displaying a set special effect performance at a designated part of the controlled virtual object. For example: displaying an aperture of a specific color at the head or waist of the controlled virtual object. Through this special effect performance, the player can intuitively determine that the virtual object is in the stage where the target skill is effective, and can implement targeted attacks based on the effect of the skill.

[0111] In order to maintain the fairness of the game, the method further includes: in response to the controlled virtual object releasing the target skill in the game scene, sending a prompt message corresponding to the target skill to the enemy virtual object. For example: prompting other virtual objects in the game that the controlled virtual object enters a state of enhanced perception: wherein the other virtual objects include the enemy virtual object. Through this prompting method, the user of the enemy virtual object can know that the controlled virtual object has activated the target skill, and the user can take corresponding measures to reduce the damage of the target skill to its virtual object.

[0112] The above prompt information can be a voice prompt, a text message prompt, or a specified special effect prompt, etc. Based on this, the above sending the prompt information corresponding to the target skill to the enemy virtual object includes: playing the prompt information of the controlled virtual object entering the perception enhancement state to all virtual objects in the game. By playing the prompt information to all virtual objects, both the friendly and enemy parties of the controlled virtual object can receive the prompt information. Friendly users can take some cooperative measures based on the prompt information to help the controlled virtual object better apply the effect of the target skill, and enemy users can cooperate with each other to minimize the damage of the target skill.

[0113] The above target virtual object has a set display duration, and the above target skill also has a set effective duration (also called effect duration). Based on this, the target virtual object is removed from the game scene in at least one of the following situations: if the target virtual object is displayed in the game scene for a certain display duration, or the above target skill is invalid, or the enemy virtual object corresponding to the target virtual object dies. These events will remove the target virtual object.

[0114] The target virtual object includes at least one of the following information: the size of the target virtual object is the same as the size of the enemy virtual object; the transparency of the target virtual object is higher than the transparency of the enemy virtual object; the target virtual object is a set color (for example, lavender). By making the target virtual object include the above-mentioned size, transparency, color and other related information, the target virtual object is easier to view.

[0115] When the controlled virtual object attacks the target virtual object, the crosshair can be moved in the aiming direction by rotating the mouse. In order to prevent the enemy virtual object from moving out of the target area, the player can control the movement and direction of the controlled virtual object, for example, the position of the controlled virtual object can be moved by using the WASD keys on the keyboard.

[0116] In order to restrict the frequency of the controlled virtual object releasing the above target skills, the above target skills need to be triggered when the energy parameter of the controlled virtual object reaches the maximum value. The energy parameter will return to 0 or decrease a fixed value each time the target skill is released. As time goes by or the number of tasks completed by the controlled virtual object increases, the energy parameter gradually increases until it reaches the maximum value, and the controlled virtual object can use the target skill.

[0117] In addition to attacking the enemy virtual object through the target virtual object, the above-mentioned controlled virtual object can also infer the moving direction of the enemy virtual object according to the location and posture of the target virtual object, providing reference information for tracking the target virtual object.

[0118] The above method is described from the side of the controlled virtual object with the target skill. Correspondingly, the game scene of the party fighting against the controlled virtual object also has corresponding changes. This embodiment will be described from the side of the target virtual object (i.e., the third virtual object, i.e., the virtual object controlled by the player of the terminal device in this embodiment, also referred to as the player virtual object). The controlled virtual object is converted into an enemy virtual object, and the enemy virtual object is converted into a player virtual object. See Figure 8 A game battle method is shown, which is similar to the above method and is applied to a terminal device. The terminal device provides a graphical user interface, which displays at least part of a game scene. The game scene includes a third virtual object of the player and at least one enemy virtual object that fights against the third virtual object; the first virtual object among the enemy virtual objects is configured with a target skill, wherein the target skill is used to continuously add a target skill effect to the controlled virtual object; see Figure 8 , the method comprises the following steps:

[0119] Step S802, during the duration of the target skill effect, in response to the third virtual object entering the target area in the game scene, generating a target virtual object corresponding to the third virtual object in the game scene. The target area is determined based on the orientation of the first virtual object in the game scene, the target virtual object and the third virtual object have a subordinate relationship, the number of generated target virtual objects is positively correlated with the length of time the third virtual object stays in the target area, and the target virtual object is visible only to the first virtual object and the third virtual object;

[0120] Step S804 , in response to an attack event of the designated attack behavior of the first virtual object on the target virtual object, executing damage caused by the attack event on the third virtual object.

[0121] The above attack event is generated by the terminal device of the user of the first virtual object triggering the attack operation of the user of the first virtual object. The damage caused by the attack event on the third virtual object includes adjusting the attribute value of the third virtual object, which may be a life value, an armor value or other attribute value. In the initial state, when the third virtual object is not attacked, the attribute value has a maximum attribute value. When the first virtual object attacks the third virtual object, its attribute value will decrease.

[0122] The above method configures a target skill for the first virtual object, and can generate a target virtual object for the third virtual object entering the target area in the game scene when the target skill is released and the effect of the target skill persists. The target virtual object has a subordinate relationship with the third virtual object, thereby achieving damage to the third virtual object by attacking the target virtual object, that is, the player can attack the target virtual object or the third virtual object corresponding to the target virtual object in the game scene at the same time, and the number of generated target virtual objects is positively correlated with the length of time the third virtual object stays in the target area. Whether hitting the target virtual object or the third virtual object, the third virtual object can be damaged, so that a single attack on the third virtual object is expanded to a multi-body attack (target virtual object + third virtual object), thereby improving the effectiveness of the attack operation, alleviating the problem of too low hit rate of attack skill release, making the battle time of the two sides more reasonable, thereby alleviating the battle process from occupying too many game resources, to a certain extent reducing the load of the game server, and providing reliable guarantee for the normal operation of the game server.

[0123] In order to prevent the third virtual object from being attacked passively because of the target virtual object, the above method further includes: in the process of the game scene containing the target virtual object, in response to the third virtual object disappearing from the field of vision of the controlled virtual object (for example, the third virtual object leaves the target area or hides in the set cover occlusion range in the target area) and / or in response to the end of the target skill effect, remove the target virtual object corresponding to the enemy virtual object from the game scene. Figure 7 As shown. The cover shielding range is the side that the cover can shield and hide for the third virtual object. The back side is relative to the first virtual object. If the third virtual object hides behind the cover, the first virtual object cannot see the third virtual object. By removing the target virtual object in this way, the third virtual object can have a certain countermeasure during the duration of the target skill effect, reducing the damage caused by the skill to it.

[0124] In order to maintain the fairness of the game, the above method also includes: in response to the target skill release event of the first virtual object, receiving a prompt message sent by the first virtual object; wherein the prompt message indicates that the first virtual object has entered a state of enhanced perception. Through this prompt method, the user of the third virtual object can know that the first virtual object has activated the target skill, and the user can take corresponding measures to reduce the damage of the target skill to the third virtual object. For the specific prompt method, please refer to the relevant description in the above embodiment, which will not be repeated here.

[0125] In order to enrich the game screen, the above method also includes: in response to the target skill release event of the first virtual object, displaying a set special effect performance at a designated part of the first virtual object. For example: displaying an aperture of a specific color at the head or waist of the first virtual object. Through this special effect performance, the player can intuitively determine that the first virtual object is in the target skill effective stage, and can implement targeted countermeasures according to the effect of the skill.

[0126] In order to reduce unnecessary screen content interference, the target virtual objects of other virtual objects in the same team as the third virtual object are not displayed in the game scene of this embodiment. That is, the game scene on the third virtual object side only contains its own target virtual objects, and the number and display positions of the target virtual objects can refer to the content in the above embodiment, while the target virtual objects of other virtual objects in the same team as the third virtual object are not displayed. By displaying the target virtual objects in this way, the screen on the third virtual object side can be made more concise.

[0127] For example, the target virtual object is the residual image object. Fig. 9 Another graphical user interface schematic diagram is shown, which is similar to the above diagram, in which a pentagon represents a character in the camp where the first virtual object is located, a heptagon represents a character in the camp where the third virtual object is located, the first virtual object 11 and the second virtual object 12 are teammates, the third virtual object 21 and the fourth virtual object 22 are teammates, the first afterimage object 31 and the third afterimage object 33 are both afterimage objects of the third virtual object 21, Fig. 9 The graphical user interface corresponding to the third virtual object shown does not display the afterimage object of the fourth virtual object 22. Accordingly, since the second virtual object 12 does not have the target skill, the graphical user interface corresponding to the second virtual object 12 does not display any afterimage object of the enemy virtual object.

[0128] In order to make the above battle process clearer, it is assumed that the first virtual object and the third virtual object belong to two different camps, the second virtual object and the first virtual object belong to the same camp, the third virtual object and the fourth virtual object belong to the same camp, and the first virtual object is equipped with a perception enhancement skill, that is, the above target skill. The battle process of the two camps is briefly described as follows:

[0129] 1. The first virtual object releases a perception enhancement skill. When the perception enhancement skill takes effect, a global prompt message is played to prompt each player that the first virtual object has entered a perception enhancement state. A target area is generated based on the location of the first virtual object, and whether there is an enemy virtual object in the target area is detected at a set period (e.g., 0.2s or 0.5s) or frame rate. Assuming that the third virtual object and the fourth virtual object are detected, the coordinate position and skeletal movements of the third virtual object and the fourth virtual object at the current moment are recorded, and the first afterimage object of the third virtual object and the second afterimage object of the fourth virtual object are added to the first game scene on the first virtual object side at the same time based on the recorded information. Among them, the first afterimage object is located at the coordinate position of the third virtual object in the record, and the second afterimage object is located at the coordinate position of the fourth virtual object in the record; the posture of the first afterimage object matches the posture of the third virtual object in the record, and the posture of the second afterimage object matches the posture of the fourth virtual object in the record.

[0130] Because each virtual object is in a moving state, its posture is usually different. Therefore, under normal circumstances, the position and movement of the afterimage object generated each time are different, and each afterimage object stays in the same place and does not move.

[0131] At the same time, a timer can be used to time the effectiveness of the above-mentioned perception enhancement skill and the display of the afterimage object. For example, the first timer counts the effectiveness time of the perception enhancement skill, and the second timer counts the display time of the first afterimage object and the second afterimage object.

[0132] The size of the target area is usually unchanged. As the first virtual object moves, the target area also moves accordingly, so the target area is updated according to the position of the first virtual object.

[0133] 2. The third virtual object and the fourth virtual object will receive the above prompt, and the afterimage objects of their own characters will be displayed in the game scenes on the third virtual object and the fourth virtual object sides, that is, the first afterimage object will be displayed in the game scene corresponding to the third virtual object, and the second afterimage object will be displayed in the game scene corresponding to the fourth virtual object, and each afterimage object exists in the form of a faint phantom.

[0134] 3. Assuming that the user of the fourth virtual object quickly controls the fourth virtual object to move out of the target area after receiving the above prompt, the second afterimage object displayed in the first game scene is cancelled.

[0135] Fourth, if the third virtual object is still detected in the target area of ​​the first virtual object in the next cycle, its location and skeletal movements will continue to be recorded, and the third afterimage object of the third virtual object will be displayed in the first game scene according to the records. If the first afterimage object reaches the set display time, two afterimage objects of the third virtual object will be displayed in the first game scene at the same time.

[0136] 5. The first virtual object releases an attack skill, and the attack skill is aimed at the first afterimage object, and hits the first afterimage object, then the third virtual object is inflicted with the damage corresponding to the attack skill, and the magnitude of the damage is equal to the damage directly released by the attack skill to the third virtual object. If the damage causes the death of the third virtual object, the first afterimage object and the third afterimage object displayed in the first game scene are cancelled. Alternatively, the effective duration of the perception enhancement skill recorded by the first timer reaches the first set value (for example: 10s or 20s), or the second timer reaches the second set value (for example, 2s) for the display duration of the first afterimage object and the second afterimage object, then the first afterimage object and the third afterimage object displayed in the first game scene are cancelled. After the afterimage object in the first game scene is cancelled, the virtual object side of the game scene corresponding to the afterimage object is also cancelled and disappears accordingly.

[0137] During the above process, the first virtual object releases a perception enhancement skill. The first virtual object gains enhanced perception of the five senses in a short period of time, which allows the first virtual object to have more terrifying dynamic vision, neural reaction, and information processing capabilities. The enemy virtual object in the target area of ​​the first virtual object will enter the "frame" state. In the vision of the first virtual object, a string of "frames" (i.e., afterimage objects) will follow the enemy virtual object that has entered the "frame" posture, and these "frames" are all information state residues of the enemy virtual object in this game world; the first virtual object can also cause damage to the enemy virtual object body by hitting these "frames". If the enemy virtual object disappears from the field of vision of the first virtual object (equivalent to the above target area), the first virtual object will lose the opponent's "frame" in a very short time. In addition, the enemy virtual object that enters the "frame" state can also see its own "frame", but it exists in the form of a faint phantom;

[0138] Usually, all the attack skills of the first virtual object can be effective on the afterimage object, so as to achieve the purpose of damaging the afterimage object. Of course, the attack skills used by the first virtual object against the afterimage object can also be restricted as needed, for example, it is not allowed to release a beating skill on the afterimage object.

[0139] If the first virtual object is a hero using a bow and arrow as its main weapon, then in medium and long-distance scenes, it is more difficult to hit with basic attacks. By releasing the above-mentioned perception enhancement skills, the first virtual object's field of vision can be changed, and the first virtual object can see and attack the enemy's afterimage objects, thereby enhancing the first virtual object's hit rate using a bow and arrow, and improving the first virtual object's attack efficiency and combat capability.

[0140] Based on the above method embodiment, the embodiment of the present disclosure also provides a game battle device, which provides a graphical user interface through a terminal device, and the graphical user interface displays at least part of the game scene, and the game scene includes a controlled virtual object and an enemy virtual object; the controlled virtual object is configured with a target skill, see Fig.10 , the device includes the following modules:

[0141] A skill release module 101 is used to control the controlled virtual object to release the target skill in the game scene in response to a release operation for the target skill, wherein the target skill is used to continuously add a target skill effect to the controlled virtual object;

[0142] The object generation module 102 is used to generate a target virtual object corresponding to the enemy virtual object in the game scene in response to the enemy virtual object entering the target area in the game scene during the duration of the target skill effect; wherein the target area is determined based on the orientation of the controlled virtual object in the game scene, the target virtual object has a subordinate relationship with the enemy virtual object, and the number of target virtual objects generated is positively correlated with the length of time the enemy virtual object stays in the target area;

[0143] The attack control module 103 is used to respond to a first attack instruction for the target virtual object and control the controlled virtual object to perform a first attack action on the target virtual object, wherein the first attack action is used to cause damage to the enemy virtual object by attacking the target virtual object.

[0144] By configuring a target skill for the controlled virtual object, the above-mentioned device can generate a target virtual object for the enemy virtual object entering the target area in the game scene when the target skill is released and the effect of the target skill persists. The target virtual object has a subordinate relationship with the enemy virtual object, thereby achieving damage to the above-mentioned enemy virtual object by attacking the target virtual object, that is, the player can attack the target virtual object in the game scene or the enemy virtual object corresponding to the target virtual object at the same time, and the number of generated target virtual objects is positively correlated with the length of time the enemy virtual object stays in the target area. Whether hitting the target virtual object or hitting the enemy virtual object, damage can be caused to the enemy virtual object, so that a single attack on the enemy virtual object is expanded to a multi-body attack (target virtual object + enemy virtual object), thereby improving the effectiveness of the attack operation, alleviating the problem of too low hit rate of attack skill release, making the battle time of the two sides more reasonable, thereby alleviating the battle process from occupying too many game resources, to a certain extent reducing the load of the game server, and providing reliable guarantee for the normal operation of the game server.

[0145] As a possible implementation, the attack control module 103 is further used to: respond to a first attack instruction for multiple target virtual objects in the target area, and control the controlled virtual object to perform a first attack action on the multiple target virtual objects. Through this attack method, multiple target virtual objects can be attacked in parallel at one time, thereby improving the effectiveness of the attack.

[0146] As a possible implementation, the attack control module 103 is further used to: in response to multiple target virtual objects being subordinate virtual objects of the same enemy virtual object, calculate the damage caused by the first attack behavior to the enemy virtual object based on the attack damage of the first attack behavior to any of the target virtual objects; or, in response to multiple target virtual objects being subordinate virtual objects of the same enemy virtual object, calculate the damage caused by the first attack behavior to the enemy virtual object based on the attack damage of the first attack behavior to all the target virtual objects. Through the above damage determination methods, it is possible to cause damage to the enemy virtual object by attacking the target virtual object, and it is possible to achieve parallel attacks on multiple target virtual objects at one time, thereby improving the effectiveness of the attack.

[0147] As a possible implementation manner, the above-mentioned attack control module 103 is also used to: determine the attack damage of the first attack behavior on one of the target virtual objects as the damage caused to the enemy virtual object; or, determine the sum of the attack damage of the first attack behavior on all the target virtual objects as the damage caused to the enemy virtual object.

[0148] See also Fig.11 The structural diagram of another game battle device shown in FIG. Fig.10 Based on the device shown, it also includes: an object removal module 104, which is used to remove the target virtual object corresponding to the enemy virtual object from the game scene in response to the enemy virtual object disappearing from the field of view of the controlled virtual object and / or in response to the end of the target skill effect. By removing the target virtual object in this way, the display time of the target virtual object in the game scene can be effectively controlled, the strength of the two opposing parties can be balanced, and the enemy virtual object can be provided with a countermeasure against the target skill to reduce the damage caused by the skill to it, further expanding the richness of the game content.

[0149] The target virtual object is visible only to the controlled virtual object and the enemy virtual object, so that the graphical user interfaces corresponding to the teammates of the controlled virtual object and other enemy virtual objects that are not in the target area will be relatively simple; the target virtual object is configured to respond only to the interactive behavior of the controlled virtual object, and the interactive behavior may include responding to the end of the effect of the first attack behavior and the target skill, etc. By configuring the response method of the target virtual object in this way, the controlled virtual object can interact with the target virtual object as needed, making the effect corresponding to the target skill more reasonable.

[0150] The above-mentioned device also includes: a target area determination module 105, which is used to determine the orientation of the controlled virtual object in the game scene, and the detection angle and detection distance corresponding to the target skill after controlling the controlled virtual object to release the target skill in the game scene in response to the release operation for the target skill; determine the target area in the game scene according to the orientation, the detection angle and the detection distance. This target area determined by the detection angle and detection distance corresponding to the orientation of the controlled virtual object can match the field of view area of ​​the controlled virtual object, so that the player can select an attack target from the area and attack quickly.

[0151] The attack control module 103 is also used to: before the step of controlling the controlled virtual object to release the target skill in the game scene in response to the first attack instruction, control the controlled virtual object to perform a second attack behavior in the game scene; wherein the effect corresponding to the second attack behavior is lower than the effect of the first attack behavior. By distinguishing the attack effects of the same attack instruction in different scenes, players can choose whether to release the target skill according to actual needs, and can use the target skill more reasonably to improve the game effect.

[0152] The object generation module 102 is also used to display at least one target virtual object of the enemy virtual object in the game scene according to the real-time position of the enemy virtual object in the game scene. In this way, the display position of the target virtual object is related to the real-time position of the enemy virtual object, which more intuitively reflects the subordinate relationship between the target virtual object and the enemy virtual object.

[0153] The object generation module 102 is also used to: during the duration of the target skill effect, generate a target virtual object corresponding to the enemy virtual object according to the real-time position of the enemy virtual object in the game scene at every first preset time. In this way, a target virtual object is generated in the game scene at every first preset time, and its display position is related to the real-time position of the enemy virtual object. On the basis of intuitively reflecting the subordinate relationship between the target virtual object and the enemy virtual object, the generation of multiple target virtual objects is more regular, which is convenient for players to view.

[0154] The display duration of each target virtual object is a second preset duration, wherein the second preset duration is greater than the first preset duration. By setting the display duration of the target virtual object, the target virtual object can be automatically removed from the game scene when the display of the target virtual object reaches the display duration. At the same time, the second preset duration is greater than the first preset duration, so that multiple target virtual objects of the same enemy virtual object can be displayed in the game scene at the same time.

[0155] The target virtual object is an afterimage object generated based on the image outline of the enemy virtual object, and the image transparency of the afterimage object is higher than the image transparency of the enemy virtual object. By setting the image outline and image transparency of the target virtual object and the enemy virtual object, the two virtual objects can be intuitively distinguished, and the existence of a subordinate relationship between the two virtual objects can be intuitively determined.

[0156] The size of the afterimage object is the same as that of the enemy virtual object, and the posture when generated is consistent with the real-time posture of the enemy virtual object. Through this method of afterimage objects with postures, different afterimage objects can be expressed in different forms, making the picture richer and more vivid.

[0157] The afterimage object is configured to be immune to being killed or eliminated and remain stationary in the game scene. The afterimage object can be a still image, so that even if the controlled virtual object attacks from a distance, it can hit the afterimage object with a high probability, causing certain damage to the enemy virtual object and improving the combat efficiency.

[0158] The skill release module 101 is also used for: in response to the controlled virtual object releasing the target skill in the game scene, displaying a set special effect performance at a designated part of the controlled virtual object.

[0159] The skill release module 101 is also used for: in response to the controlled virtual object releasing the target skill in the game scene, sending prompt information corresponding to the target skill to the enemy virtual object.

[0160] See also Fig.12 A game battle device is shown, which is similar to the above device and is applied to a terminal device. The terminal device provides a graphical user interface, which displays at least part of a game scene. The game scene includes a third virtual object of the player and at least one enemy virtual object that fights against the third virtual object; the first virtual object among the enemy virtual objects is configured with a target skill, wherein the target skill is used to continuously add a target skill effect to the controlled virtual object; see Fig.12 , the device includes the following modules:

[0161] a target object generation module 121, configured to generate a target virtual object corresponding to the third virtual object in the game scene in response to the third virtual object entering a target area in the game scene during the duration of the target skill effect; wherein the target area is determined based on the orientation of the first virtual object in the game scene, the target virtual object and the third virtual object have a subordinate relationship, the number of target virtual objects generated is positively correlated with the length of time the third virtual object stays in the target area, and the target virtual object is visible only to the first virtual object and the third virtual object;

[0162] The damage processing module 122 is used to execute damage caused by the attack event on the third virtual object in response to the attack event on the target virtual object by the designated attack behavior of the first virtual object.

[0163] The above attack event is generated by the terminal device of the user of the first virtual object triggering the attack operation of the user of the first virtual object. The damage caused by the attack event on the third virtual object includes adjusting the attribute value of the third virtual object, which may be a life value, an armor value or other attribute value. In the initial state, when the third virtual object is not attacked, the attribute value has a maximum attribute value. When the first virtual object attacks the third virtual object, its attribute value will decrease.

[0164] By configuring a target skill for the first virtual object, the above-mentioned device can generate a target virtual object for the third virtual object entering the target area in the game scene when the target skill is released and the effect of the target skill persists. The target virtual object has a subordinate relationship with the third virtual object, thereby achieving damage to the third virtual object by attacking the target virtual object, that is, the player can attack the target virtual object or the third virtual object corresponding to the target virtual object in the game scene at the same time, and the number of generated target virtual objects is positively correlated with the length of time the third virtual object stays in the target area. Whether hitting the target virtual object or the third virtual object, the third virtual object can be damaged, so that the single attack on the third virtual object is expanded to a multi-body attack (target virtual object + third virtual object), thereby improving the effectiveness of the attack operation, alleviating the problem of too low hit rate of attack skill release, making the battle time of the two sides more reasonable, thereby alleviating the battle process from occupying too many game resources, to a certain extent reducing the load of the game server, and providing reliable guarantee for the normal operation of the game server.

[0165] In order to prevent the third virtual object from being attacked passively because of the target virtual object, the target object generation module 121 is also used to: in the process of the game scene containing the target virtual object, in response to the third virtual object disappearing from the field of vision of the controlled virtual object (for example, the third virtual object leaves the target area or hides in the target area within the set cover occlusion range) and / or in response to the end of the target skill effect, remove the target virtual object corresponding to the enemy virtual object from the game scene. By removing the target virtual object in this way, the third virtual object can have a certain countermeasure method during the duration of the target skill effect, reducing the damage caused by the skill to it.

[0166] In order to maintain the fairness of the game, the target object generation module 121 is also used to: respond to the target skill release event of the first virtual object, receive the prompt information sent by the first virtual object; wherein the prompt information indicates that the first virtual object has entered the perception enhancement state. Through this prompt method, the user of the third virtual object can know that the first virtual object has activated the target skill, and the user can take corresponding measures to reduce the damage of the target skill to the third virtual object. For the specific prompt method, please refer to the relevant description in the above embodiment, which will not be repeated here.

[0167] In order to enrich the game screen, the target object generation module 121 is also used to: in response to the target skill release event of the first virtual object, display the set special effect performance at the designated part of the first virtual object. For example: display a halo of a specific color at the head or waist of the first virtual object. Through this special effect performance, the player can intuitively determine that the first virtual object is in the target skill effective stage, and can implement targeted countermeasures according to the effect of the skill.

[0168] In order to reduce unnecessary screen content interference, the target virtual objects of other virtual objects in the same team as the third virtual object are not displayed in the game scene of this embodiment. That is, the game scene on the third virtual object side only contains its own target virtual objects, and the number and display positions of the target virtual objects can refer to the content in the above embodiment, while the target virtual objects of other virtual objects in the same team as the third virtual object are not displayed. By displaying the target virtual objects in this way, the screen on the third virtual object side can be made more concise.

[0169] The above-mentioned game battle device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the game battle device, reference may be made to the corresponding contents in the aforementioned game battle method embodiment.

[0170] The present disclosure also provides an electronic device, such as Fig.13 , which is a schematic diagram of the structure of the electronic device, wherein the electronic device includes a processor 131 and a memory 130, the memory 130 stores computer executable instructions that can be executed by the processor 131, and the processor 131 executes the computer executable instructions to implement the above-mentioned game battle method, for example Figure 2 or Figure 8 The method flowchart shown corresponds to the method.

[0171] exist Fig.13 In the illustrated embodiment, the electronic device further includes a bus 132 and a communication interface 133 , wherein the processor 131 , the communication interface 133 and the memory 130 are connected via the bus 132 .

[0172] Among them, the memory 130 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 133 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 132 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 132 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.13 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0173] The processor 131 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 131. The above processor 131 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in conjunction with the embodiment of the present disclosure can be directly embodied as a hardware decoding processor to be executed, or the hardware and software modules in the decoding processor are combined and executed. The software module can be located in a mature storage medium in the field such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory, and the processor 131 reads the information in the memory and completes the steps of the game battle method of the above embodiment in combination with its hardware, such as Figure 2 or Figure 8The method flow chart shown corresponds to the steps in the method.

[0174] The embodiments of the present disclosure also provide a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game battle method. The specific implementation can be found in the aforementioned method embodiment, which will not be repeated here.

[0175] The computer program products of the game battle method, device and electronic device provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0176] The term "and / or" herein is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B may represent: A exists alone, A and B exist at the same time, and B exists alone. In addition, the term "at least one" herein represents any combination of at least two of any one or more of a plurality of. For example, including at least one of A, B, and C may represent including any one or more elements selected from the set consisting of A, B, and C. Unless otherwise specifically stated, the relative steps, numerical expressions, and numerical values ​​of the components and steps described in these embodiments do not limit the scope of the present disclosure.

[0177] 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 non-volatile computer-readable storage medium that can be executed by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which 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 method described in each embodiment of the present disclosure. 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.

[0178] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0179] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above-described 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-described embodiments within the technical scope disclosed in the present disclosure, 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 disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. A game battle method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual object and an enemy virtual object; The controlled virtual object is configured with a target skill, and the method comprises: In response to a release operation for the target skill, controlling the controlled virtual object to release the target skill in the game scene, wherein the target skill is used to continuously add a target skill effect to the controlled virtual object; During the duration of the target skill effect, in response to the enemy virtual object entering a target area in the game scene, a target virtual object corresponding to the enemy virtual object is generated in the game scene; wherein the target area is determined based on the orientation of the controlled virtual object in the game scene, the target virtual object has a subordinate relationship with the enemy virtual object, and the number of target virtual objects generated is positively correlated with the length of time the enemy virtual object stays in the target area; In response to a first attack instruction for the target virtual object, the controlled virtual object is controlled to perform a first attack behavior on the target virtual object, wherein the first attack behavior is used to cause damage to the enemy virtual object by attacking the target virtual object.

2. The method according to claim 1, characterized in that In response to a first attack instruction directed to the target virtual object, controlling the controlled virtual object to perform a first attack behavior on the target virtual object includes: In response to a first attack instruction directed to a plurality of target virtual objects in the target area, the controlled virtual object is controlled to perform a first attack action on the plurality of target virtual objects.

3. The method according to claim 2, characterized in that The method further comprises: In response to the plurality of target virtual objects being subordinate virtual objects of the same enemy virtual object, calculating the damage caused to the enemy virtual object by the first attack behavior based on the attack damage caused to any of the target virtual objects by the first attack behavior; or In response to the fact that the plurality of target virtual objects are subordinate virtual objects of the same enemy virtual object, the damage caused by the first attack behavior to the enemy virtual object is calculated based on the attack damage caused by the first attack behavior to all the target virtual objects.

4. The method according to claim 3, characterized in that The calculating the damage caused by the first attack behavior to the enemy virtual object based on the attack damage caused by the first attack behavior to one of the target virtual objects includes: determining the attack damage caused by the first attack behavior to one of the target virtual objects as the damage caused to the enemy virtual object; The calculating the damage caused by the first attack behavior to the enemy virtual object based on the attack damage caused by the first attack behavior to all the target virtual objects includes: determining the sum of the attack damage caused by the first attack behavior to all the target virtual objects as the damage caused to the enemy virtual object.

5. The method according to claim 1, characterized in that The method further comprises: In response to the enemy virtual object disappearing from the field of vision of the controlled virtual object and / or in response to the end of the target skill effect, the target virtual object corresponding to the enemy virtual object is removed from the game scene.

6. The method according to claim 1, characterized in that The target virtual object is visible only to the controlled virtual object and the enemy virtual object; The target virtual object is configured to only respond to the interactive behavior of the controlled virtual object.

7. The method according to claim 1, characterized in that After the step of controlling the controlled virtual object to release the target skill in the game scene in response to a release operation for the target skill, the method further includes: Determining the orientation of the controlled virtual object in the game scene, and the detection angle and detection distance corresponding to the target skill; A target area in the game scene is determined according to the orientation, the detection angle, and the detection distance.

8. The method according to claim 1, characterized in that Before the step of controlling the controlled virtual object to release the target skill in the game scene in response to a release operation for the target skill, the method further includes: In response to the first attack instruction, the controlled virtual object is controlled to perform a second attack behavior in the game scene; wherein the effect corresponding to the second attack behavior is lower than the effect of the first attack behavior.

9. The method according to claim 1, characterized in that: Generating a target virtual object corresponding to the enemy virtual object in the game scene includes: At least one target virtual object of the enemy virtual object is displayed in the game scene according to the real-time position of the enemy virtual object in the game scene.

10. The method according to claim 9, characterized in that Displaying at least one target virtual object of the enemy virtual object in the game scene according to the real-time position of the enemy virtual object in the game scene comprises: During the duration of the target skill effect, a target virtual object corresponding to the enemy virtual object is generated at first preset time intervals according to the real-time position of the enemy virtual object in the game scene.

11. The method according to claim 10, characterized in that The display duration of each target virtual object is a second preset duration, wherein the second preset duration is greater than the first preset duration.

12. The method according to claim 1, characterized in that The target virtual object is an afterimage object generated based on the image outline of the enemy virtual object, and the image transparency of the afterimage object is higher than that of the enemy virtual object.

13. The method according to claim 12, characterized in that The size of the afterimage object is the same as that of the enemy virtual object, and the posture when it is generated is consistent with the real-time posture of the enemy virtual object.

14. The method according to claim 13, characterized in that The afterimage object is configured to be immune to being killed or eliminated and remain stationary in the game scene.

15. The method according to claim 1, characterized in that The method further comprises: In response to the controlled virtual object releasing the target skill in the game scene, a set special effect performance is displayed at a designated part of the controlled virtual object.

16. The method according to claim 1, characterized in that The method further comprises: In response to the controlled virtual object releasing the target skill in the game scene, prompt information corresponding to the target skill is sent to the enemy virtual object.

17. A game battle device, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays at least a portion of a game scene, wherein the game scene includes a controlled virtual object and an enemy virtual object; The controlled virtual object is configured with a target skill, and the device comprises: A skill release module, configured to control the controlled virtual object to release the target skill in the game scene in response to a release operation for the target skill, wherein the target skill is used to continuously add a target skill effect to the controlled virtual object; an object generation module, configured to generate a target virtual object corresponding to the enemy virtual object in the game scene in response to the enemy virtual object entering a target area in the game scene during the duration of the target skill effect; wherein the target area is determined based on the orientation of the controlled virtual object in the game scene, the target virtual object has a subordinate relationship with the enemy virtual object, and the number of target virtual objects generated is positively correlated with the length of time the enemy virtual object stays in the target area; The attack control module is used to respond to a first attack instruction for the target virtual object and control the controlled virtual object to perform a first attack behavior on the target virtual object, wherein the first attack behavior is used to cause damage to the enemy virtual object by attacking the target virtual object.

18. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 16.