Method and device for controlling skill release in game and electronic equipment

By displaying the logo of the sliding operation response in the game interface, the problem of difficulty in selecting enemy objects in vertical screen mode is solved, and the function of selecting enemy objects with one-handed operation is realized, improving the game experience.

CN119951128APending Publication Date: 2025-05-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411908221.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-23
Publication Date
2025-05-09

AI Technical Summary

Technical Problem

In a turn-based game in portrait mode, enemy objects are usually located above the screen, making it difficult to perform comfortable clicking or dragging operations with one hand, and the use of auxiliary panels will cause our units to block, affecting the player's choices.

Method used

By displaying the first logo in the game interface and displaying the second logo in response to the sliding operation, the second logo is controlled to move according to the sliding operation to indicate different enemy objects, and the controlled virtual object releases skills to the designated enemy objects.

Benefits of technology

Players can select enemy objects as skill objects through one hand through sliding operations, which improves the game experience and avoids the auxiliary panel blocking our units.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a skill release control method and device in a game and electronic equipment, and the method comprises the steps: responding to a game match start instruction, and displaying a game match scene corresponding to a game match; displaying a first identifier corresponding to the first skill in response to a skill release trigger event corresponding to the first skill when the game comes into a combat round corresponding to the controlled virtual object; in response to a sliding operation acting on the first identifier, displaying a second identifier based on an operation position of the sliding operation and the first identifier; and controlling the second identifier to move according to the sliding operation, so that the second identifier indicates different enemy objects, and controlling the controlled virtual object to release the first skill to the enemy object indicated by the second identifier. In the mode, the player can select the enemy object as the skill action object through the sliding operation acting on the easy-to-touch area, so that the enemy object can be selected as the skill action object by a single hand, and the game experience of the player is improved.
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Description

Technical Field

[0001] The present invention relates to the field of game technology, and in particular to a skill release control method, device and electronic equipment in a game. Background Art

[0002] In some turn-based games, the game interface can be displayed in portrait mode. Portrait mode is mainly for the convenience of players to perform most game operations with one hand. In turn-based games displayed in portrait mode, the battle position is generally that the enemy object stands on the top of the screen. Selecting the enemy object in battle is usually a more frequent operation, but the enemy object is in a position that is difficult to click with one hand. If the player directly clicks on the enemy object or drags the enemy object to select it, it is difficult to operate comfortably with one hand.

[0003] In some solutions, an auxiliary panel will be displayed on the game interface to display the avatar of the enemy above in a mirrored manner. Players can click on the panel to select the enemy above. However, the panel will block our characters. When players select enemy units, they cannot see the status of their own units, which will affect their decisions. In addition, some game skills can be released on both our units and enemy units. If an auxiliary panel is used in this case, it is necessary to click on the control panel to display the enemy unit or our unit, which is redundant. Summary of the invention

[0004] In view of this, the purpose of the present invention is to provide a skill release control method, device and electronic device in a game, so that a player can select an enemy object as a skill action object with one hand, thereby improving the player's gaming experience.

[0005] In a first aspect, an embodiment of the present invention provides a skill release control method in a game, providing a graphical user interface through a terminal device, the method comprising: in response to a game match start instruction, displaying a game battle scene corresponding to the game match; the game battle scene includes a first game camp and a second game camp that are relatively set, wherein the first game camp includes multiple enemy objects, and the second game camp includes at least a controlled virtual object; the controlled virtual object has a first skill; when the game match enters a battle round corresponding to the controlled virtual object, in response to a skill release trigger event corresponding to the first skill, a first identifier corresponding to the first skill is displayed; in response to a sliding operation acting on the first identifier, a second identifier is displayed based on the operation position of the sliding operation and the first identifier; the connection direction and operation position of the second identifier and the first identifier are opposite to the connection direction of the first identifier; controlling the movement of the second identifier according to the sliding operation so that the second identifier indicates a different enemy object, and controlling the controlled virtual object to release the first skill to the enemy object indicated by the second identifier.

[0006] In a second aspect, an embodiment of the present invention provides a skill release control device in a game, which provides a graphical user interface through a terminal device, and the device includes: a scene display module, which is used to respond to a game start instruction to display a game battle scene corresponding to the game; the game battle scene includes a first game camp and a second game camp that are relatively set, wherein the first game camp includes multiple enemy objects, and the second game camp includes at least a controlled virtual object; the controlled virtual object has a first skill; a skill trigger module, which is used to respond to a skill release trigger event corresponding to the first skill when the game enters a battle round corresponding to the controlled virtual object, and display a first identifier corresponding to the first skill; a sliding control module, which is used to respond to a sliding operation acting on the first identifier, and display a second identifier based on the operation position of the sliding operation and the first identifier; the connection direction and operation position of the second identifier and the first identifier are opposite to the connection direction of the first identifier; a skill release module, which is used to control the movement of the second identifier according to the sliding operation, so that the second identifier indicates a different enemy object, and control the controlled virtual object to release the first skill to the enemy object indicated by the second identifier.

[0007] In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the skill release control method in the above-mentioned game.

[0008] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the skill release control method in the above-mentioned game.

[0009] The embodiments of the present invention bring the following beneficial effects:

[0010] The skill release control method, device and electronic device in the above-mentioned game, in response to the game match start instruction, display the game battle scene corresponding to the game match on the graphical user interface; when the game match enters the battle round corresponding to the controlled virtual object, respond to the skill release trigger event corresponding to the first skill, and display the first identifier corresponding to the first skill; respond to the sliding operation acting on the first identifier, based on the operation position of the sliding operation and the first identifier, display the second identifier on the graphical user interface; control the movement of the second identifier according to the sliding operation, so that the second identifier indicates a different enemy object, and control the controlled virtual object to release the first skill to the enemy object indicated by the second identifier. The player can select the enemy object as the skill action object by sliding the operation on the easy-touch area, so that the player can select the enemy object as the skill action object with one hand, which improves the player's gaming experience.

[0011] Other features and advantages of the present invention will be described in the following description, and partly become apparent from the description, or understood by practicing the present invention. The purpose and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0012] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] In order to more clearly illustrate the specific implementation methods of the present invention or the technical solutions in the prior art, the drawings required for use in the specific implementation methods or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some implementation methods of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0014] Figure 1 A flowchart of a skill release control method in a game provided by an embodiment of the present invention;

[0015] Figure 2 A schematic diagram of a graphical user interface provided by an embodiment of the present invention;

[0016] Figure 3 A schematic diagram of another graphical user interface provided by an embodiment of the present invention;

[0017] Figure 4 A schematic diagram of another graphical user interface provided by an embodiment of the present invention;

[0018] Figure 5 A schematic diagram of another graphical user interface provided by an embodiment of the present invention;

[0019] Figure 6 A schematic diagram of the structure of a skill release control device in a game provided by an embodiment of the present invention;

[0020] Figure 7 A schematic diagram of the structure of an electronic device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0021] In order to make the purpose, technical solution and advantages of the embodiments of the present invention clearer, the technical solution of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present invention.

[0022] In recent years, vertical screen games have become more and more popular, and turn-based games have also begun to be vertically adapted. A very necessary point in vertical screen games is that players can perform most operations with one hand.

[0023] In a vertical screen turn-based game, the enemy usually stands at the top of the screen during battle. Selecting enemy units in battle should be a very frequent operation, but it is in a position that is difficult to click with one hand, which does not conform to the vertical screen positioning;

[0024] In some games, players can directly click or drag enemy units as the targets of skills, but the enemy units are in difficult-to-click areas and cannot be operated very comfortably with one hand.

[0025] In some schemes, an auxiliary panel is displayed in the lower area of ​​the graphical user interface, which can mirror the enemy's portrait on the lower panel and select the enemy above by clicking on the panel.

[0026] However, this panel will block our models. When players select units, they cannot see the status of their own units, which will affect their decisions. Some skills can be released on both our units and enemy units. At this time, if you use the auxiliary panel, you also need to click on the control panel to display the enemy unit or our unit, which is a cumbersome operation.

[0027] Based on this, an embodiment of the present invention provides a method, device and electronic device for controlling skill release in a game. This technology can be applied to various game scenarios that require skill release.

[0028] In one embodiment of the present invention, the skill release control method in the game can be run on a local terminal device or a server. When the skill release control method in the game 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.

[0029] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the skill release control method in the game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0030] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0031] See also Figure 1 First, a method for controlling skill release in a game provided by an embodiment of the present invention is introduced, and a graphical user interface is provided through a terminal device. The method comprises the following steps:

[0032] Step S102, in response to a game start instruction, display a game battle scene corresponding to the game; the game battle scene includes a first game camp and a second game camp that are relatively set, wherein the first game camp includes multiple enemy objects, and the second game camp includes at least a controlled virtual object; the controlled virtual object has a first skill.

[0033] The first game camp and the second game camp are usually set on both sides of the game battle scene. For example, the hostile objects in the first game camp can be set in the scene area displayed above the graphical user interface, and the virtual objects in the second game camp can be set in the scene area displayed below the graphical user interface. The above scene display method is usually used in the vertical screen game mode. It can be set according to needs and is not limited here.

[0034] The second game camp may include one virtual object or multiple virtual objects. When multiple virtual objects are included, these virtual objects may be controlled in turn by the same terminal device, or only one of the virtual objects may be controlled by the current terminal device, and the other virtual objects may be controlled by the game system or other terminal devices. The specific setting may be based on demand and is not limited here.

[0035] The first game camp and the second game camp usually take turns to attack each other. All hostile objects in the first game camp may attack the second game camp, and then the virtual objects in the second game camp may attack the first game camp. It is also possible that a hostile object in the first game camp attacks the second game camp, and then a virtual object in the second game camp attacks the first game camp. When the hostile object in the first game camp attacks, it can be called the enemy's turn, and when the virtual object in the second game camp attacks, it can be called the own turn. Usually, during the own turn, the terminal device can control the controlled virtual object to perform game behavior.

[0036] The target of the first skill and the virtual object that releases the skill usually need to be in different game camps. The first skill usually causes damage to the target, such as making the target dizzy, reducing health, or disabling the skill of the target in the game round or reducing the skill effect, etc. The specific settings can be made according to needs and are not limited here.

[0037] The skill action object of the first skill can be one or more. When there are multiple skill action objects, the first skill can act on each skill action object in sequence or simultaneously, and there is no limitation here.

[0038] Step S104, when the game game enters the battle round corresponding to the controlled virtual object, respond to the skill release trigger event corresponding to the first skill and display the first identifier corresponding to the first skill.

[0039] The skill release triggering event can be of multiple types. For example, when the graphical user interface displays the skill control corresponding to the first skill, when the player triggers the skill control by clicking, long pressing, etc., a skill release triggering event corresponding to the first skill is generated. It is also possible that in the battle round of other virtual objects, the virtual object releases a certain skill, causing the controlled virtual object to release the first skill in its own battle round. In this case, entering the battle round corresponding to the controlled virtual object can be regarded as a skill release triggering event corresponding to the first skill. It can be set specifically according to needs and is not limited here.

[0040] When a skill release trigger event corresponding to the first skill is generated, the first logo corresponding to the first skill needs to be displayed. Since the first game camp and the second game camp are usually displayed on both sides of the graphical user interface, the first logo is displayed in the center area of ​​the graphical user interface without blocking either camp. The first logo can be displayed in the center of the graphical user interface or in a position close to the center, without limitation.

[0041] In actual applications, skill controls are usually set in a position that is easy for players to touch, such as at the bottom right of the graphical user interface. When the player's dominant hand is the left hand, the skill control can be set at the bottom left of the graphical user interface. The specific setting can be based on demand. However, the distance between the enemy object and the skill control is far, and the position correlation is not great, so it is difficult to select the skill object by operating the skill control.

[0042] Assume that the skill control is in the lower right corner of the graphical user interface. After the player triggers the skill control and generates a skill release trigger instruction, the first identifier can be displayed in the central area of ​​the graphical user interface. Compared with the skill control, the distance between the first identifier and the enemy object is closer. When the enemy object is in the upper area of ​​the graphical user interface, since the upper area is an area that is difficult for the player to touch, the first identifier can be used as the symmetry center to map the player's operation in the lower area of ​​the graphical user interface to the upper area where the enemy object is located, which facilitates the player's operation of selecting the enemy object and improves the player's gaming experience.

[0043] The first mark can prompt the player to select a skill action object, or can display the action effect of the first skill, etc. The first mark can also include an arrow pointing to the first game camp to prompt the player that the first skill needs to act on the first game camp.

[0044] When the first mark is displayed, a cancel control corresponding to the first skill may also be displayed. When the player triggers the cancel control, the skill action object of the first skill will be canceled and the release of the first skill will be canceled.

[0045] Step S106, in response to the sliding operation on the first identifier, based on the operation position of the sliding operation and the first identifier, display a second identifier; the connection direction of the second identifier and the connection direction of the operation position and the first identifier are opposite.

[0046] The sliding operation usually starts from the first mark. The operation position of the sliding operation is the real-time position of the touch point of the sliding operation in the graphical user interface. When the touch point of the sliding operation leaves the position of the first mark, the second mark can be displayed.

[0047] like Figure 2As shown, the direction of the line connecting the second mark and the first mark is opposite to the direction of the line connecting the operation position and the first mark, wherein the line represented by the dashed straight line and the operation position represented by the dashed circle will not be displayed on the graphical user interface. When the length of the line connecting the second mark and the first mark and the length of the line connecting the operation position and the first mark are the same, the second mark and the operation position can be regarded as symmetrical with the first mark as the symmetry center.

[0048] In order to reduce the player's operating distance, the length of the line connecting the second mark and the first mark can also be proportional to the length of the line connecting the operating position and the first mark, and the proportionality coefficient is greater than 1. It is also possible that when the extension line of the line connecting the operating position and the first mark passes through the display area of ​​a certain enemy object, the second mark automatically moves to the display area of ​​the enemy object. The specific settings can be made according to needs and are not limited here.

[0049] Step S108, controlling the second marker to move according to the sliding operation so that the second marker indicates a different enemy object, and controlling the controlled virtual object to release the first skill toward the enemy object indicated by the second marker.

[0050] When the operation position of the sliding operation changes, the display position of the second identifier will also change accordingly. The second identifier may move to the display area of ​​a certain enemy object; the second identifier may also include an arrow, the arrow pointing to a certain enemy object, and in specific expression, the extension line of the connection line between the first identifier and the second identifier may pass through a certain enemy object. For the convenience of writing, the enemy object is referred to as the first object.

[0051] The controlled virtual object may be directly controlled to release the first skill toward the first object; or, when the sliding operation ends, the controlled virtual object may be directly controlled to release the first skill toward the first object.

[0052] When the first skill can be released on multiple enemy objects, the player can control the second identifier to indicate multiple enemy objects respectively through a sliding operation, and then control the controlled virtual object to release the first skill on the multiple enemy objects.

[0053] The player can also control the second identifier through a sliding operation to indicate a certain enemy object, and then control the controlled virtual object to release the first skill toward the enemy object; then control the second identifier to indicate the display area of ​​other enemy objects, and control the controlled virtual object to release the first skill toward the enemy object, until the controlled virtual object can no longer release the first skill.

[0054] The skill release control method in the above-mentioned game, in response to the game match start instruction, displays the game battle scene corresponding to the game match on the graphical user interface; when the game match enters the battle round corresponding to the controlled virtual object, responds to the skill release trigger event corresponding to the first skill, and displays the first identifier corresponding to the first skill; responds to the sliding operation acting on the first identifier, based on the operation position of the sliding operation and the first identifier, displays the second identifier on the graphical user interface; controls the movement of the second identifier according to the sliding operation, so that the second identifier indicates a different enemy object, and controls the controlled virtual object to release the first skill to the enemy object indicated by the second identifier. In this method, the player can select the enemy object as the skill action object by sliding the operation acting on the easy-touch area, so that the player can select the enemy object as the skill action object with one hand, which improves the player's gaming experience.

[0055] The following embodiment provides an implementation method for displaying a first identifier corresponding to the first skill in response to a skill release trigger event corresponding to the first skill.

[0056] In actual applications, the game battle scene is usually displayed on a graphical user interface provided by a terminal device that controls the controlled virtual object. When the game is in portrait mode, the scene area where the enemy objects in the first game camp are located is usually displayed in the upper area of ​​the graphical user interface, and the scene area where the virtual objects in the second game camp are located is usually displayed in the lower area of ​​the graphical user interface.

[0057] In portrait mode, the area that is convenient for players to operate with one hand is in the lower middle part of the screen. To facilitate the player's operation, after the skill release trigger event corresponding to the first skill is generated, the first logo can be displayed in the center area of ​​the graphical user interface, or in the lower center area, without limitation.

[0058] The following embodiment provides a method for displaying a second identifier based on the operation position of the sliding operation and the first identifier in response to a sliding operation on a first identifier.

[0059] Since the player needs to control the second identifier to be displayed in the display area of ​​the enemy object, or point to the enemy object, so as to select the corresponding enemy object to release the first skill to it, the sliding direction of the player is downward at least part of the time during the sliding operation. In practical applications, it can be limited to start selecting the skill action object only when the initial sliding direction of the sliding operation is downward. In practical applications, in response to a sliding operation with the first identifier as the starting point and the initial sliding direction downward, the second identifier is displayed based on the operation position of the sliding operation and the first identifier.

[0060] In a specific implementation, the center of the first mark can be used as the symmetry center to determine a target position in the graphical user interface that is symmetrical to the operation position of the sliding operation, and the second mark can be displayed at the target position. While displaying the second mark, a line between the operation position and the target position can also be displayed.

[0061] The following embodiment provides a method for controlling the movement of the second identifier according to a sliding operation so that the second identifier indicates a different enemy object, and controlling the controlled virtual object to release the first skill toward the enemy object indicated by the second identifier.

[0062] When the player performs a sliding operation, the operating position of the sliding operation on the graphical user interface can be changed, which can also be regarded as changing the contact position of the sliding operation on the graphical user interface. Since the second identifier is displayed based on the operating position of the sliding operation and the first identifier, when the operating position of the sliding operation changes, the display position of the second identifier will also change. In a specific implementation, in response to the operating position of the sliding operation being updated, the target position can be updated based on the updated operating position; the updated target position and the updated operating position are symmetrical with the center of the first identifier as the symmetry center. That is, during the sliding operation, the symmetrical relationship between the second identifier and the operating position is always maintained.

[0063] In order to facilitate players to understand the skill information of the first skill, the skill information of the first skill, such as the skill name, skill effect, etc., can be displayed on the first mark. Operation prompts can also be displayed on the first mark, such as "Please select 1 skill target." At this time, it is usually difficult for players to realize that the first mark is the center of symmetry. Therefore, in response to a sliding operation starting from the first mark and with an initial sliding direction downward, a symmetry center mark can be displayed at the center of the first mark. The symmetry center mark can generally be displayed as a circular mark, or as other marks, which are not limited here. Figure 3 As shown, the black circle represents the symmetry center mark.

[0064] When the player controls the second identifier to move to the display area of ​​a certain enemy object or point to a certain enemy object through a sliding operation, the player may have made an error operation or may want to change the selection. In this case, it can be set that the first skill is released to the second identifier only when the sliding operation ends. Specifically, when the second identifier indicates the first object among the enemy objects, in response to the end of the sliding operation, the controlled virtual object is controlled to release the first skill to the first object.

[0065] The embodiment of the present invention also provides another method for controlling skill release in a game. Figure 1 This method can be implemented on the basis of the method shown in the figure. This method can realize that in the vertical screen, the enemy unit can be selected very conveniently with one hand, and it will not cause occlusion to the model in the scene, and the operation is convenient.

[0066] The method is implemented by the following steps:

[0067] 1. After the player clicks on a skill, the target selection state is entered, and information about the currently selected skill (equivalent to the above-mentioned "first indicator") is displayed in the middle of the graphical user interface. Figure 4 shown.

[0068] 2. If you want to select our unit at this time, just click on our unit.

[0069] 3. If you want to select an enemy unit at this time, press and hold the skill icon in the middle and drag it downwards. A symmetrical cursor will appear with the center of the screen as the center point (equivalent to the "second mark" mentioned above). Figure 5 Shown

[0070] 4. Control the cursor to float over the enemy unit and then release it to complete the selection of the enemy unit.

[0071] This method combines point selection and drag selection, and uses catapult to select units very conveniently with one hand without blocking the scene model. It will not block the model in the scene and is easy to operate.

[0072] For the above method embodiments, see Figure 6 The embodiment of the present invention shown provides a skill release control device in a game, which provides a graphical user interface through a terminal device, and the device includes:

[0073] The scene display module 602 is used to display the game battle scene corresponding to the game game in response to the game game start instruction; the game battle scene includes a first game camp and a second game camp that are relatively set, wherein the first game camp includes a plurality of enemy objects, and the second game camp includes at least a controlled virtual object; the controlled virtual object has a first skill;

[0074] The skill trigger module 604 is used to respond to a skill release trigger event corresponding to the first skill and display a first identifier corresponding to the first skill when the game enters a battle round corresponding to the controlled virtual object;

[0075] The sliding control module 606 is used to respond to the sliding operation on the first mark, and based on the operation position of the sliding operation and the first mark, display the second mark; the connection direction of the second mark and the connection direction of the operation position and the first mark are opposite;

[0076] The skill release module 608 is used to control the movement of the second identifier according to the sliding operation so that the second identifier indicates a different enemy object, and control the controlled virtual object to release the first skill to the enemy object indicated by the second identifier.

[0077] The skill release control device in the above-mentioned game, in response to the game match start instruction, displays the game battle scene corresponding to the game match on the graphical user interface; when the game match enters the battle round corresponding to the controlled virtual object, responds to the skill release trigger event corresponding to the first skill, and displays the first identifier corresponding to the first skill; responds to the sliding operation acting on the first identifier, based on the operation position of the sliding operation and the first identifier, displays the second identifier on the graphical user interface; controls the movement of the second identifier according to the sliding operation, so that the second identifier indicates a different enemy object, and controls the controlled virtual object to release the first skill to the enemy object indicated by the second identifier. In this way, the player can select the enemy object as the skill action object by sliding the operation acting on the easy-touch area, so that the player can select the enemy object as the skill action object with one hand, which improves the player's game experience.

[0078] The above-mentioned device provides a graphical user interface through a terminal device; the graphical user interface is used to display the game battle scene; the scene area where the enemy objects in the first game camp are located is displayed in the upper area of ​​the graphical user interface, and the scene area where the virtual objects in the second game camp are located is displayed in the lower area of ​​the graphical user interface; the above-mentioned step of displaying the first identifier corresponding to the first skill includes: displaying the first identifier in the central area of ​​the graphical user interface.

[0079] The sliding control module is further used to: respond to a sliding operation starting from the first mark and with an initial sliding direction downward, and display a second mark based on the operation position of the sliding operation and the first mark.

[0080] The above-mentioned device provides a graphical user interface through the terminal device; the above-mentioned sliding control module is also used to: determine the target position in the graphical user interface that is symmetrical to the operation position of the sliding operation with the center of the first mark as the symmetry center, and display the second mark at the target position.

[0081] The skill release module is also used to: respond to the update of the operation position of the sliding operation, update the target position based on the updated operation position, and display a second identifier at the updated target position; the updated target position and the updated operation position are symmetrical with the center of the first identifier as the center of symmetry.

[0082] The sliding control module is further used to: display a second mark at the target position, and display a connection line between the operating position and the target position.

[0083] The above-mentioned first identifier displays the skill information and / or operation prompts of the first skill; the above-mentioned device also includes: a symmetry center identifier display module, which is used to respond to a sliding operation with the first identifier as the starting point and the initial sliding direction downward, and display the symmetry center identifier at the center of the first identifier.

[0084] The skill release module is also used to: when the second identifier indicates a first object among the enemy objects, in response to the end of the sliding operation, control the controlled virtual object to release the first skill to the first object.

[0085] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the skill release control method in the above game. The details are as follows:

[0086] In response to a game match start instruction, a game battle scene corresponding to the game match is displayed; the game battle scene includes a first game camp and a second game camp that are relatively set, wherein the first game camp includes multiple enemy objects, and the second game camp includes at least a controlled virtual object; the controlled virtual object has a first skill; when the game match enters a battle round corresponding to the controlled virtual object, in response to a skill release trigger event corresponding to the first skill, a first identifier corresponding to the first skill is displayed; in response to a sliding operation acting on the first identifier, a second identifier is displayed based on the operation position of the sliding operation and the first identifier; the connection direction and operation position of the second identifier and the first identifier are opposite to the connection direction of the first identifier; the second identifier is controlled to move according to the sliding operation so that the second identifier indicates a different enemy object, and the controlled virtual object is controlled to release the first skill to the enemy object indicated by the second identifier.

[0087] In the above method, the player can select the enemy object as the skill target by sliding on the easy-touch area, so that the player can select the enemy object as the skill target with one hand, which improves the player's gaming experience.

[0088] Optionally, the method provides a graphical user interface through a terminal device; the graphical user interface is used to display the game battle scene; the scene area where the enemy objects in the first game camp are located is displayed in the upper area of ​​the graphical user interface, and the scene area where the virtual objects in the second game camp are located is displayed in the lower area of ​​the graphical user interface;

[0089] Optionally, the step of displaying the first identifier corresponding to the first skill includes: displaying the first identifier in a central area of ​​the graphical user interface.

[0090] Optionally, the above-mentioned step of responding to a sliding operation on the first identifier and displaying the second identifier based on the operation position of the sliding operation and the first identifier includes: responding to a sliding operation with the first identifier as the starting point and an initial sliding direction downward, and displaying the second identifier based on the operation position of the sliding operation and the first identifier.

[0091] Optionally, the above method provides a graphical user interface through a terminal device; based on the operation position of the sliding operation and the first identifier, the step of displaying the second identifier includes: taking the center of the first identifier as the center of symmetry, determining a target position in the graphical user interface that is symmetrical to the operation position of the sliding operation, and displaying the second identifier at the target position.

[0092] Optionally, the above-mentioned step of controlling the movement of the second identifier according to the sliding operation includes: in response to the operation position update of the sliding operation, updating the target position based on the updated operation position, and displaying the second identifier at the updated target position; the updated target position and the updated operation position are symmetrical with the center of the first identifier as the center of symmetry.

[0093] Optionally, the step of displaying the second mark at the target position includes: displaying the second mark at the target position, and displaying a line between the operating position and the target position.

[0094] Optionally, the first identifier displays skill information and / or operation prompts of the first skill; the method further includes: in response to a sliding operation starting from the first identifier and with an initial sliding direction downward, a symmetrical center identifier is displayed at the center of the first identifier.

[0095] Optionally, the step of controlling the controlled virtual object to release the first skill to the enemy object indicated by the second identifier includes: when the second identifier indicates the first object among the enemy objects, in response to the end of the sliding operation, controlling the controlled virtual object to release the first skill to the first object.

[0096] See also Figure 7 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the skill release control method in the above-mentioned game.

[0097] Further, Figure 7 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0098] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 7 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.

[0099] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present invention can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0100] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the skill release control method in the above game.

[0101] The embodiments of the present invention provide a method, device and electronic device for controlling skill release in a game, including a computer-readable storage medium storing program code, wherein the program code includes instructions that can be used to execute the method described in the above method embodiments. Specifically, as follows:

[0102] In response to a game match start instruction, a game battle scene corresponding to the game match is displayed; the game battle scene includes a first game camp and a second game camp that are relatively set, wherein the first game camp includes multiple enemy objects, and the second game camp includes at least a controlled virtual object; the controlled virtual object has a first skill; when the game match enters a battle round corresponding to the controlled virtual object, in response to a skill release trigger event corresponding to the first skill, a first identifier corresponding to the first skill is displayed; in response to a sliding operation acting on the first identifier, a second identifier is displayed based on the operation position of the sliding operation and the first identifier; the connection direction and operation position of the second identifier and the first identifier are opposite to the connection direction of the first identifier; the second identifier is controlled to move according to the sliding operation so that the second identifier indicates a different enemy object, and the controlled virtual object is controlled to release the first skill to the enemy object indicated by the second identifier.

[0103] In the above method, the player can select the enemy object as the skill target by sliding on the easy-touch area, so that the player can select the enemy object as the skill target with one hand, which improves the player's gaming experience.

[0104] Optionally, the method provides a graphical user interface through a terminal device; the graphical user interface is used to display the game battle scene; the scene area where the enemy objects in the first game camp are located is displayed in the upper area of ​​the graphical user interface, and the scene area where the virtual objects in the second game camp are located is displayed in the lower area of ​​the graphical user interface;

[0105] Optionally, the step of displaying the first identifier corresponding to the first skill includes: displaying the first identifier in a central area of ​​the graphical user interface.

[0106] Optionally, the above-mentioned step of responding to a sliding operation on the first identifier and displaying the second identifier based on the operation position of the sliding operation and the first identifier includes: responding to a sliding operation with the first identifier as the starting point and an initial sliding direction downward, and displaying the second identifier based on the operation position of the sliding operation and the first identifier.

[0107] Optionally, the above method provides a graphical user interface through a terminal device; based on the operation position of the sliding operation and the first identifier, the step of displaying the second identifier includes: taking the center of the first identifier as the center of symmetry, determining a target position in the graphical user interface that is symmetrical to the operation position of the sliding operation, and displaying the second identifier at the target position.

[0108] Optionally, the above-mentioned step of controlling the movement of the second identifier according to the sliding operation includes: in response to the operation position update of the sliding operation, updating the target position based on the updated operation position, and displaying the second identifier at the updated target position; the updated target position and the updated operation position are symmetrical with the center of the first identifier as the center of symmetry.

[0109] Optionally, the step of displaying the second mark at the target position includes: displaying the second mark at the target position, and displaying a line between the operating position and the target position.

[0110] Optionally, the first identifier displays skill information and / or operation prompts of the first skill; the method further includes: in response to a sliding operation starting from the first identifier and with an initial sliding direction downward, a symmetrical center identifier is displayed at the center of the first identifier.

[0111] Optionally, the step of controlling the controlled virtual object to release the first skill to the enemy object indicated by the second identifier includes: when the second identifier indicates the first object among the enemy objects, in response to the end of the sliding operation, controlling the controlled virtual object to release the first skill to the first object.

[0112] See also Figure 7 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the skill release control method in the above-mentioned game.

[0113] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0114] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection or an indirect connection through an intermediate medium, and it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.

[0115] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0116] In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the present invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0117] Finally, it should be noted that the above embodiments are only specific implementations of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. The protection scope of the present invention is not limited thereto. Although the present invention is described in detail with reference to the above embodiments, those skilled in the art should understand that any person skilled in the art can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed by the present invention, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the protection scope of the present invention. Therefore, the protection scope of the present invention shall be based on the protection scope of the claims.

Claims

1. A skill release control method in a game, characterized in that: The method comprises: In response to a game match start instruction, a game battle scene corresponding to the game match is displayed; the game battle scene includes a first game camp and a second game camp that are relatively set, wherein the first game camp includes a plurality of enemy objects, and the second game camp includes at least a controlled virtual object; the controlled virtual object has a first skill; When the game game enters a battle round corresponding to the controlled virtual object, responding to a skill release trigger event corresponding to the first skill, displaying a first identifier corresponding to the first skill; In response to a sliding operation on the first identifier, a second identifier is displayed based on an operation position of the sliding operation and the first identifier; a direction of a line connecting the second identifier and the first identifier is opposite to a direction of a line connecting the operation position and the first identifier; The second identifier is controlled to move according to the sliding operation so that the second identifier indicates a different enemy object, and the controlled virtual object is controlled to release the first skill to the enemy object indicated by the second identifier.

2. The method according to claim 1, characterized in that A graphical user interface is provided through a terminal device; the graphical user interface is used to display the game battle scene; the scene area where the enemy objects in the first game camp are located is displayed in the upper area of ​​the graphical user interface, and the scene area where the virtual objects in the second game camp are located is displayed in the lower area of ​​the graphical user interface; The step of displaying a first identifier corresponding to the first skill includes: The first logo is displayed in a central area of ​​the graphical user interface.

3. The method according to claim 2, characterized in that In response to a sliding operation on the first identifier, the step of displaying a second identifier based on an operation position of the sliding operation and the first identifier includes: In response to a sliding operation starting from the first mark and with an initial sliding direction downward, a second mark is displayed based on the operation position of the sliding operation and the first mark.

4. The method according to claim 1, characterized in that: Providing a graphical user interface through the terminal device; The step of displaying a second identifier based on the operation position of the sliding operation and the first identifier includes: Taking the center of the first mark as the symmetry center, a target position in the graphical user interface that is symmetrical to the operation position of the sliding operation is determined, and a second mark is displayed at the target position.

5. The method according to claim 4, characterized in that The step of controlling the movement of the second identifier according to the sliding operation includes: In response to the operation position update of the sliding operation, the target position is updated based on the updated operation position, and the second identifier is displayed at the updated target position; the updated target position and the updated operation position are symmetrical with the center of the first identifier as the symmetry center.

6. The method according to claim 4, characterized in that The step of displaying a second mark at the target location comprises: A second mark is displayed at the target position, and a line between the operating position and the target position is displayed.

7. The method according to claim 4, characterized in that The first identifier displays skill information and / or operation prompts of the first skill; The method further comprises: In response to a sliding operation starting from the first mark and with an initial sliding direction downward, a symmetrical center mark is displayed at the center of the first mark.

8. The method according to claim 1, characterized in that The step of controlling the controlled virtual object to release the first skill toward the enemy object indicated by the second identifier includes: When the second identifier indicates a first object among the enemy objects, in response to the sliding operation ending, the controlled virtual object is controlled to release the first skill toward the first object.

9. A skill release control device in a game, characterized in that: The device comprises: A scene display module, configured to display a game scene corresponding to the game in response to a game match start instruction; the game scene includes a first game camp and a second game camp that are relatively set, wherein the first game camp includes a plurality of enemy objects, and the second game camp includes at least a controlled virtual object; the controlled virtual object has a first skill; a skill triggering module, configured to respond to a skill release triggering event corresponding to the first skill and display a first identifier corresponding to the first skill when the game enters a battle round corresponding to the controlled virtual object; a sliding control module, configured to respond to a sliding operation on the first identifier, and display a second identifier based on an operation position of the sliding operation and the first identifier; a direction of a line connecting the second identifier and the first identifier being opposite to a direction of a line connecting the operation position and the first identifier; A skill release module is used to control the movement of the second identifier according to the sliding operation so that the second identifier indicates a different enemy object, and control the controlled virtual object to release the first skill to the enemy object indicated by the second identifier.

10. An electronic device, characterized in that: It includes a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the skill release control method in the game described in any one of claims 1-8.

11. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by the processor, the machine-executable instructions prompt the processor to implement the skill release control method in the game described in any one of claims 1-8.