Skill release method and device, electronic equipment and readable storage medium

Through the height movement of the virtual camera and the perspective switching, the problem of cumbersome selection of target virtual characters' attack direction is solved, the attack direction determination efficiency and human-computer interaction efficiency are improved, and the game duration and resource consumption are reduced.

CN120053970APending Publication Date: 2025-05-30SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202311630520.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-11-30
Publication Date
2025-05-30

AI Technical Summary

Technical Problem

At this stage, the target virtual characters have complicated steps to select and determine the attack direction in the game, which is inefficient, resulting in low human-computer interaction efficiency.

Method used

By controlling the virtual camera bound to the target virtual character to move to a specified height and switching the shooting angle from the first viewing angle to the second viewing angle, the observation range of the target virtual character is increased, thereby simplifying the determination of the attack direction.

Benefits of technology

The operation steps for determining the attack direction are reduced, the efficiency of determining the attack direction and human-computer interaction efficiency are improved, the game duration is reduced, and the power consumption of terminal equipment and the performance overhead of game servers is saved.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a skill release method and device, electronic equipment and a readable storage medium, and the method comprises the steps: when a target virtual character releases a common skill, responding to the target virtual character to release a target skill in a game scene, and moving a virtual camera bound with the target virtual character to a specified height in the game scene; controlling the shooting angle of the virtual camera to be switched from the first visual angle to a second visual angle determined based on the target virtual character; switching a first game picture displayed on the graphical user interface into a second game picture formed by shooting the game scene through a second visual angle; and in response to a preset attack instruction, controlling the target virtual character to attack at a specified height. Therefore, the operation steps of determining the attack direction of the target virtual character are reduced, the attack direction determination efficiency and the man-machine interaction efficiency are improved, and the game duration is further reduced, so that the power consumption of the terminal equipment is saved, and the performance overhead of the game server is reduced.
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Description

Technical Field

[0001] The present application relates to the field of game technologies, and in particular, to a skill release method, device, electronic device, and readable storage medium. Background Art

[0002] With the development of the network, more and more games have emerged in front of players. For competitive battles between different camps, for example, a battle game with 5v5 competitive battles is one of them. Different camps may include a specified number of virtual characters, and different virtual characters may have different skills. By releasing skills and attacking each other between virtual characters, when all virtual characters in the enemy camp lose their health points, the game is won.

[0003] At present, the target virtual character can attack the enemy virtual character after determining the position of the enemy virtual character. However, due to the limited field of view of the target virtual character, it is necessary to move multiple times and repeatedly adjust the perspective to determine the attack direction. In summary, at present, there are problems of cumbersome steps and low determination efficiency in the selection and determination of the attack direction, resulting in low human-computer interaction efficiency. Summary of the Invention

[0004] In view of this, the present application provides a skill release method, device, electronic device, and readable storage medium. After determining that the target virtual character releases the target skill, the virtual camera bound to the target virtual character is controlled to move to a specified height in the game scene, and the shooting angle of the virtual camera is switched from the first perspective to the second perspective determined based on the target virtual character, so as to increase the observation range of the target virtual character, and then control the target virtual character to attack, reduce the operation steps for determining the attack direction of the target virtual character, improve the attack direction determination efficiency and the human-computer interaction efficiency. Further, the game duration is reduced, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0005] In a first aspect, an embodiment of the present application provides a skill release method. A graphical user interface is provided through a terminal device, and a first game screen is displayed in the graphical user interface. The first game screen is a game screen formed by the virtual camera shooting the game scene from a first perspective determined based on a target virtual character in the game scene, where the target virtual character is controlled by the terminal device and the target virtual character is configured with a target skill. The skill release method includes:

[0006] In response to the target virtual character releasing the target skill in the game scene, control the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height, and control the shooting angle of the virtual camera to switch from the first perspective to a second perspective determined based on the target virtual character, so as to switch the first game screen displayed on the graphical user interface to a second game screen formed by shooting the game scene through the second perspective, where the observation range of the target virtual character is determined based on the target field of view range corresponding to the target virtual character, and the second game screen corresponds to the observation range;

[0007] In response to a preset attack instruction, control the target virtual character to perform an attack at the specified height.

[0008] In a second aspect, an embodiment of the present application further provides a skill release device. A graphical user interface is provided through a terminal device, and a first game screen is displayed in the graphical user interface. The first game screen is a game screen formed by a virtual camera shooting the game scene from a first perspective determined based on a target virtual character in the game scene, where the target virtual character is controlled by the terminal device, and the target virtual character is configured with a target skill; the skill release device includes:

[0009] A screen switching module, configured to, in response to the target virtual character releasing the target skill in the game scene, control the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height, and control the shooting angle of the virtual camera to switch from the first perspective to a second perspective determined based on the target virtual character, so as to switch the first game screen displayed on the graphical user interface to a second game screen formed by shooting the game scene through the second perspective, where the observation range of the target virtual character is determined based on the target field of view range corresponding to the target virtual character, and the second game screen corresponds to the observation range;

[0010] A character attack module, configured to, in response to a preset attack instruction, control the target virtual character to perform an attack at the specified height.

[0011] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the skill release method according to any one of the first aspects.

[0012] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the steps of the skill release method according to any one of the first aspects.

[0013] A skill release method, device, electronic device and readable storage medium provided by an embodiment of the present application, in response to a target virtual character releasing a target skill in a game scene, move a virtual camera bound to the target virtual character to a specified height in the game scene; control the shooting angle of the virtual camera to switch from a first perspective to a second perspective determined based on the target virtual character; so as to switch a first game screen displayed on a graphical user interface to a second game screen formed by shooting the game scene from the second perspective; in response to a preset attack instruction, control the target virtual character to perform an attack at the specified height. In this way, after determining that the target virtual character releases the target skill, control the virtual camera bound to the target virtual character to move to the specified height in the game scene, switch the shooting angle of the virtual camera from the first perspective to the second perspective determined based on the target virtual character, increase the viewing range of the target virtual character, and then control the target virtual character to perform an attack, reduce the operation steps of determining the attack direction of the target virtual character, improve the attack direction determination efficiency and the human-computer interaction efficiency. Further, reduce the game duration, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0014] To make the above objects, features, and advantages of the present application more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, makes the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other related drawings can also be obtained based on these drawings.

[0016] Figure 1 It is a flowchart of a skill release method provided by an embodiment of the present application;

[0017] Figure 2 It is one of the schematic diagrams of the graphical user interface provided by an embodiment of the present application;

[0018] Figure 3 It is another schematic diagram of the graphical user interface provided by an embodiment of the present application;

[0019] Figure 4The third schematic diagram of the graphical user interface provided by the embodiments of the present application;

[0020] Figure 5 The fourth schematic diagram of the graphical user interface provided by the embodiments of the present application;

[0021] Figure 6 The first schematic diagram of the structure of a skill release device provided by the embodiments of the present application;

[0022] Figure 7 The second schematic diagram of the structure of a skill release device provided by the embodiments of the present application;

[0023] Figure 8 The schematic diagram of the structure of an electronic device provided by the embodiments of the present application. Detailed implementation manners

[0024] To make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, rather than all the embodiments. Usually, the components of the embodiments of the present application described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the claimed present application, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, every other embodiment obtained by those skilled in the art without creative efforts belongs to the scope of protection of the present application.

[0025] First, the nouns related to the present application are introduced:

[0026] (1) Game scene

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

[0028] (2) Graphical User Interface

[0029] A graphical user interface is a format for displaying the interface of human-computer communication, which allows users to manipulate icons, identifiers, or menu options on the screen using input devices such as a mouse or keyboard, and also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs, or perform other tasks, etc.

[0030] (3) Target Virtual Character

[0031] The target virtual character refers to a virtual object that can be controlled by a player to move in the game environment, also known as a player virtual character or a player virtual object, and can also be called a shikigami character or a hero character in some video games. The player character can be at least one of different forms such as a virtual human, a virtual animal, an anime character, and a virtual vehicle.

[0032] Secondly, the technical background of this application is introduced:

[0033] With the development of the network, more and more games emerge in front of players. Among them, combat games for competitive battles between different camps, such as 5v5 combat games, are one of them. Different camps can include a specified number of virtual characters, and different virtual characters can have different skills. By releasing skills and attacking each other among virtual characters, when all virtual characters in the enemy camp lose their health points, the game is won.

[0034] At present, the target virtual character can attack the enemy virtual character after determining the position of the enemy virtual character. However, due to the limited field of view of the target virtual character, it is necessary to move multiple times and repeatedly adjust the perspective to determine the attack direction. In summary, at present, there are problems of cumbersome steps and low search efficiency in the selection and determination of the attack direction, resulting in low human-computer interaction efficiency.

[0035] Based on this, the embodiments of the present application provide a skill release method to improve the efficiency of determining the attack direction and the human-computer interaction efficiency, reduce the game duration, save the power consumption of the terminal device, and reduce the performance overhead of the game server.

[0036] The skill release method in one of the embodiments of the present application can run on a local terminal device or a server. When the skill release method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.

[0037] In an optional implementation manner, various cloud applications can 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 running entity of the game program and the presenting entity of the game screen are separated. The storage and operation of the skill release method are completed on the cloud game server, and the role of the client device is to receive, send, and present the game screen. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the information processing is performed by the cloud game server in the cloud. When playing a 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 data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.

[0038] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present game scenes. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The ways for the local terminal device to provide the graphical user interface to the player can include various types. For example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present the graphical user interface, which includes game scenes, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0039] In a possible embodiment, an embodiment of the present invention provides a skill release method. A graphical user interface is provided through a terminal device. The terminal device may be the aforementioned local terminal device (such as a local touch terminal) or the client device in the aforementioned cloud interaction system. The following takes the above skill release method running on the local terminal device (hereinafter referred to as the terminal device) as an example for description.

[0040] Please refer to Figure 1 , Figure 1 which is a flowchart of a skill release method provided by an embodiment of the present application. As Figure 1 shown therein, the skill release method provided by the embodiment of the present application includes:

[0041] S101. In response to the target virtual character releasing the target skill in the game scene, control the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height, and control the shooting angle of the virtual camera to switch from the first perspective to a second perspective determined based on the target virtual character, so as to switch the first game scene displayed on the graphical user interface to a second game scene formed by shooting the game scene through the second perspective. Among them, the observation range of the target virtual character is determined based on the target field of view range corresponding to the target virtual character, and the second game scene corresponds to the observation range.

[0042] S102. In response to a preset attack instruction, control the target virtual character to perform an attack at the specified height.

[0043] A skill release method provided by an embodiment of the present application, after determining that a target virtual character releases a target skill, controls the virtual camera bound to the target virtual character to move to a specified height in the game scene, switches the shooting angle of the virtual camera from the first perspective to a second perspective determined based on the target virtual character, increases the viewing range of the target virtual character, and then controls the target virtual character to attack, reducing the operation steps for determining the attack direction of the target virtual character, improving the attack direction determination efficiency and the human-computer interaction efficiency. Further, it reduces the game duration, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0044] The following describes the exemplary steps of an embodiment of the present application:

[0045] S101. In response to the target virtual character releasing the target skill in the game scene, control the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height, and control the shooting angle of the virtual camera to switch from the first perspective to a second perspective determined based on the target virtual character, so as to switch the first game screen displayed on the graphical user interface to a second game screen formed by shooting the game scene through the second perspective. Wherein, the viewing range of the target virtual character is determined based on the target field of view range corresponding to the target virtual character, and the second game screen corresponds to the viewing range.

[0046] In an embodiment of the present application, the game scene of the present application may be a competitive battle between different camps. For example, it may be a 5v5 competitive battle. Different camps may include a specified number of virtual characters, and different virtual characters may have different skills. The skills of virtual characters are divided into ordinary skills and ultimate skills. When the target virtual character uses an ordinary skill to attack, it makes an ordinary attack according to the corresponding skill of the target virtual character itself. When the target virtual character uses an ultimate skill to attack, it will release a damage value or a buff effect that exceeds the ordinary skill.

[0047] On the one hand, when the target virtual character releases an ordinary skill, the game scene is displayed from a third-person perspective, and at the same time, the skill release process of the target virtual character releasing the ordinary skill is displayed.

[0048] It should be noted that when the target virtual character does not release the target skill, the game scene is always displayed from a third-person perspective. That is, when the target virtual character moves, the movement process of the target virtual character in the game scene is also displayed from a third-person perspective in the graphical user interface.

[0049] In a possible implementation, when the target virtual character does not release the target skill, the target virtual character can release a normal skill in the game scene to attack the enemy virtual characters in the game scene.

[0050] Specifically, the skill release method further includes:

[0051] a1: When the target virtual character releases a normal skill, control the target virtual character to face the position where the enemy virtual character is located and release the first auxiliary attack object to attack the enemy virtual character.

[0052] In a possible implementation, when the target virtual character releases a normal skill, the game screen displayed in the graphical user interface is in the third-person perspective. At the same time, when releasing the normal skill, it is necessary to display the enemy virtual characters within the field of view of the target virtual character and not blocked. And when attacking, attack the enemy virtual character by releasing the first auxiliary attack object.

[0053] Among them, both the attack range of the first auxiliary attack object and the damage value to the enemy virtual character after the attack are within the normal range of attack values.

[0054] For example, when the target virtual character releases a normal skill, only the enemy virtual characters within the field of view of the target virtual character and not blocked are displayed (at this time, if the enemy virtual character is behind the virtual occlusion or inside the virtual building, the specific position of the enemy virtual character cannot be determined). And it is necessary to determine that the enemy virtual character is within the preset skill attack range to attack and cause damage to the enemy virtual character.

[0055] In a possible implementation, when the target virtual character releases the target skill in the game scene, the virtual camera bound to the target virtual character will be controlled to move to a specified height to simulate the situation where the target virtual character moves to the specified height in the game scene to observe the game scene.

[0056] Regarding the method of moving the virtual camera bound to the target virtual character to a specified height in the game scene, on the one hand, it can be achieved by moving the target virtual character in the game scene to move the virtual camera to the specified height in the game scene; on the other hand, it can also be to keep the position of the target virtual character in the game scene unchanged and only move the virtual camera to switch the game screen in the game scene to simulate the target virtual character observing the game scene at the specified height.

[0057] In a possible implementation, in order to ensure that the displayed game screen is more realistic, in an embodiment of the present application, a control method of moving the virtual camera to a specified height in the game scene by moving the target virtual character in the game scene is preferably selected.

[0058] Specifically, the step of "controlling the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height" includes:

[0059] b1: Control the target virtual character to move to a specified height in the game scene, so that the virtual camera bound to the target virtual character moves to the specified height in the game scene.

[0060] In a possible implementation, while controlling the target virtual character to move to a specified height in the game scene, the game scene can be photographed by a virtual camera, and the changes in the game screen during the target virtual character moving to the specified height can be displayed in a graphical user interface.

[0061] For example, for a virtual building located in front of a target virtual character in a game scene, while controlling the target virtual character to move to a specified height in the game scene, a game screen of the virtual building from bottom to middle to top can be displayed in a graphical user interface.

[0062] Furthermore, when the target virtual character rises to a specified height, the location of the enemy virtual character will be displayed in the graphical user interface, so that the target virtual character can release the target skill toward the enemy virtual character.

[0063] Specifically, after the step of “controlling the shooting angle of the virtual camera to be switched from the first perspective to a second perspective determined based on the target virtual character, so as to switch the first game screen displayed on the graphical user interface to a second game screen formed by shooting the game scene through the second perspective”, the skill release method further includes:

[0064] c1: displaying at least one enemy virtual character and / or at least one enemy virtual character logo within the observation range of the target virtual character in the second game screen.

[0065] The enemy virtual character is a virtual character that is located within the observation range and is not blocked by any obstruction; and the enemy virtual character identifier is used to identify the position of the virtual character blocked by any obstruction in the game scene.

[0066] In a possible implementation, when the target virtual character attacks by releasing a normal skill, accurate attacks cannot be made on enemy virtual characters that cannot be seen (the enemy virtual characters are behind a virtual occlusion or inside a virtual building) or enemy virtual characters outside the attack range. At this time, it may lead to game failure. Therefore, after the target virtual character releases the target skill, an attack bonus will be applied to the target virtual character. That is, after controlling the target virtual character to move to a specified height, and at the specified height, the perspectives of all virtual characters in the game scene can be obtained, increasing the field of view, and the positions of all enemy virtual characters in the game scene can be seen (including enemy virtual characters behind a virtual occlusion or inside a virtual building), and then corresponding enemy virtual characters can be selected for attack.

[0067] In the embodiments of the present application, for the operation of the target virtual character to release the target skill, for a game running on a mobile terminal, an ultimate skill release control can be displayed in the graphical user interface, and triggered by a touch operation (long press operation, click operation, or swipe operation, etc.) on the ultimate skill release control; for a game running on a PC, the ultimate skill can be triggered by an input operation of an external output device. For example, it can be triggered by pressing the Q key on the keyboard.

[0068] Specifically, the step of "displaying at least one enemy virtual character and / or at least one enemy virtual character identifier within the observation range of the target virtual character in the second game screen" includes:

[0069] d1: Displaying the character contour information of the enemy virtual characters within the observation range that are not blocked by an occlusion at the position of the enemy virtual characters; and / or,

[0070] d2: Displaying the enemy virtual character identifier of the enemy virtual characters within the observation range that are blocked by an occlusion at the relative position of the occlusion.

[0071] In a possible implementation, if the current enemy virtual character is within the field of view of the target virtual character and is not blocked by an occlusion, at this time, the character contour information can be directly displayed at the position of the enemy virtual character to prompt the position of the virtual character.

[0072] Furthermore, for enemy virtual characters that are not blocked by an occlusion, since the enemy virtual characters are displayed in the game scene at this time, the contour information of the enemy virtual characters can no longer be displayed, and the position prompt information can be directly displayed at the preset position of the enemy virtual character to prompt the position of the enemy virtual character.

[0073] In another possible implementation, when the enemy virtual character is blocked by an occluder from the perspective position of the target virtual character (the enemy virtual character is behind the virtual occluder or inside a virtual building), the position of the enemy virtual character also needs to be displayed at this time. At this time, the enemy virtual character identifier of the enemy virtual character can be displayed at the relative position of the occluder.

[0074] Among them, the enemy virtual character identifier can be the contour information of the enemy virtual character or the position prompt information of the enemy virtual character (text information, icon information, etc.).

[0075] In a possible implementation, taking the enemy virtual character identifier as the contour information of the enemy virtual character as an example, it can be projected based on the current position of the enemy virtual character towards the current position of the target virtual character, and the character contour information of the enemy virtual character is projected on the occluder, so that the target virtual character has a "perspective" visual effect and "penetrates" the occluder to display the location of the enemy virtual character.

[0076] Specifically, the character contour information of the enemy virtual character can be the projected shape of the entire contour information of the enemy virtual character, move following the movement of the enemy virtual character, and when the enemy virtual character moves to a position where it is no longer blocked, the contour information of the enemy virtual character can no longer be displayed, but directly display the movement of the enemy virtual character in the game scene.

[0077] In a possible implementation, it is necessary to determine the viewing range of the target virtual character, and then display the enemy virtual character and / or the enemy virtual character identifier according to the viewing range.

[0078] Specifically, the viewing range is determined through the following steps:

[0079] e1: After controlling the target virtual character to move to the specified height, within the target's field of view, determine the viewing range based on the current orientation of the target virtual character and the specified height.

[0080] In a possible implementation, for each level, the specified height to which the target virtual character is controlled to move is fixed. Based on the ground in the current game scene as the reference plane, it then rises to the specified height, and the specified height can be set according to the game level before the game starts, or can be set according to the specific position of the virtual character in the game during the game process.

[0081] Specifically, the specified height is determined through the following steps:

[0082] f1: Determine the specified height based on the height values of multiple scene elements in the game scene; and / or,

[0083] f2: Determine the specified height based on the positions of multiple enemy virtual characters in the game scene.

[0084] In a possible implementation, for different game levels, the number of scene elements included in the game scene and the heights of the scene elements in the game scene may be different. Before entering different game levels, the specified height can be determined based on the target height of the scene element with the highest height among multiple game scene elements.

[0085] For example, the specified height can be determined by adding a preset increased height value to the target height of the highest scene element.

[0086] In another possible implementation, it can also be to determine the positions of multiple enemy virtual characters in the game scene during the game process, as well as the position heights of the positions where each enemy virtual character is located, and determine the specified height based on the target height of the position of the enemy virtual character with the highest position among the positions of multiple enemy virtual characters.

[0087] For example, the specified height can be determined by adding a preset increased height value to the position of the enemy virtual character with the highest position.

[0088] In a possible implementation, after controlling the target virtual character to move to the specified height, the target virtual character can be controlled to perform a direction conversion at the specified height to adjust the viewing angle range. However, since the target virtual character has now risen to the specified height of the entire game scene, theoretically, this specified height is already higher than the position of any enemy virtual character in the game scene. Therefore, for the orientation adjustment of the target virtual character, it is not necessary to adjust the orientation of the target virtual character to the upward direction again. Therefore, when the target virtual character rises to the specified height, the viewing pitch angle of the target virtual character will be restricted, that is, the viewing range of the target virtual character needs to be adjusted within the target viewing range.

[0089] It should be noted that after the target virtual character rises to the specified height, the position of the target virtual character will no longer move but be fixed at the specified height.

[0090] Furthermore, after the target virtual character rises to the specified height, the character contour information of all enemy virtual characters located within the viewing range (the positions of enemy virtual characters located behind the target virtual character will not be displayed) can be displayed, and the character contour information will move as the enemy virtual characters move.

[0091] Furthermore, for the situation where the position of the enemy virtual character located behind the target virtual character cannot be displayed, the orientation of the target virtual character can be adjusted according to the position of the enemy virtual character. After fixing the target virtual character at a specified height, the orientation of the target virtual character can be adjusted within a preset pitch angle range.

[0092] Specifically, after the step of "controlling the virtual camera bound to the target virtual character to move to a specified height in the game scene", the skill release method further includes:

[0093] g1: Respond to the orientation adjustment operation for the target virtual character, and control to adjust different shooting angles of the virtual camera in the second perspective, so as to display the corresponding screen of the adjusted orientation of the target virtual character in the graphical user interface.

[0094] Among them, by adjusting different shooting angles of the virtual camera in the second perspective, the corresponding third game screen can be displayed in the graphical user interface as the screen corresponding to the adjusted orientation of the target virtual character in the first-person perspective (second perspective).

[0095] In the embodiment of the present application, upon receiving the orientation adjustment operation for the target virtual character, the third game screen is determined according to the current orientation of the adjusted target virtual character.

[0096] It should be noted that the third game screen is the screen corresponding to the adjusted orientation of the target virtual character in the first-person perspective. That is, the third game screen is also the game screen in the first-person perspective of the target virtual character. The target virtual character only adjusts its current orientation without adjusting the perspective.

[0097] In summary, by adjusting the orientation of the target virtual character, the target virtual character can better observe the current game scene, more accurately obtain the position of the current enemy virtual character, and thus improve the accuracy of skill attacks.

[0098] In a possible implementation manner, after the target virtual character releases the target skill, before the target virtual character moves to the specified height, the display form of the target virtual character will change. After the display form of the target virtual character changes, after moving the target virtual character to the specified height.

[0099] Specifically, after the step of "controlling the shooting angle of the virtual camera to switch from the first perspective to the second perspective determined based on the target virtual character", the skill release method further includes:

[0100] h1: Adjust the display form of the target virtual character.

[0101] Among them, the display form includes at least one of the following:

[0102] The display size of the target virtual character, the display form of the accessories of the target virtual character.

[0103] In a possible implementation manner, after the target virtual character releases the target skill, the display form of the target virtual character will also change to prompt the player that the target virtual character has currently released the target skill under control.

[0104] In a possible implementation manner, when the target virtual character releases the target skill, the display size of the target virtual character will change. Specifically, the character size of the target virtual character becomes larger. At the same time, the display form of the accessories of the target virtual character will also change. Specifically, it can be that the clothing accessories of the target virtual character become in an unfolded state.

[0105] Furthermore, after determining that the target virtual character rises to a specified height, the target virtual character can be controlled to release a skill to attack the enemy virtual character in the game scene.

[0106] In a possible implementation manner, when the target virtual character releases the target skill and rises to a specified height, for the target virtual character, all other skills are prohibited from being used, and only the skill for performing a normal attack on the corresponding auxiliary object can be released at the specified height.

[0107] Specifically, after the step of "controlling the target virtual character to move to a specified height in the game scene", the skill release method further includes:

[0108] i1: Set the other skills of the target virtual character except the normal attack skill to a prohibited use state.

[0109] The step of "responding to a preset attack instruction and controlling the target virtual character to attack at the specified height" includes:

[0110] j1: Respond to a preset attack instruction and control the target virtual character to release the normal attack skill to attack at the specified height.

[0111] Furthermore, the skill release range and skill damage value of the target virtual character using the normal attack skill when moving to the specified height are greater than the skill release range and skill damage value of the target virtual character using the normal attack skill when not moving to the specified height.

[0112] Specifically, the skill release further includes:

[0113] k1: In response to the target virtual character moving to the specified height, increase the skill release range of the normal attack skill corresponding to the target virtual character, and / or increase the skill damage value of the normal attack skill.

[0114] In a possible implementation manner, the normal skill released by the target virtual character at the specified height can still be used to attack the enemy virtual character by releasing the first auxiliary attack target.

[0115] Among them, after the target virtual character releases the target skill, the first auxiliary attack target released is a strengthened version of the normal skill. The attack range of the released first auxiliary attack target is wider, and the damage value to the enemy virtual character is also greater. It can attack any marked enemy virtual character and cause a higher damage value to the enemy virtual character.

[0116] In a possible implementation manner, when the target virtual character is in the target skill release stage, the released first auxiliary attack target can reach the position where the character contour information of the enemy virtual character is located or the position where the enemy virtual character is located to attack. For the attack method of the first auxiliary attack target, it can be to observe the movement route of the enemy virtual character in real time according to the character contour information, and directly attack the enemy virtual character when the enemy virtual character is no longer blocked (the enemy virtual character appears from behind the virtual occluder or comes out of the virtual building); it can also be to directly control the first auxiliary attack target to "penetrate" the occluder and directly attack the enemy virtual character according to the character contour information of the enemy virtual character.

[0117] Regarding the above two attack methods, the first attack method can attack the enemy virtual character more accurately (the enemy virtual character is visible, and the position judgment of the enemy virtual character is accurate at this time), but it may miss the best attack opportunity due to uncertain factors during the movement of the enemy virtual character (the enemy virtual character moves into the blind spot of the target virtual character's vision or the target virtual character is killed during this process); the second attack method can attack the enemy virtual character as soon as the enemy virtual character is discovered and will not miss the attack opportunity; however, due to the occlusion of the enemy virtual character by the virtual occluder, there may be a deviation in the judgment of the character position of the enemy virtual character. At this time, the attack accuracy rate may decrease. The above two methods can be set in advance according to the specific game logic, or the player can be guided to independently select the attack method before the game starts according to the player's attack intention, so as to provide a more attack method that meets the player's attack needs.

[0118] Furthermore, for the target skill, there is a valid time for the target skill. After the valid time is exceeded, the target skill will no longer be effective. Therefore, after determining that the player controls the target virtual character to release the target skill, the effective time of the ultimate skill can be displayed in the graphical user interface to prompt the player how long the current skill can continue to attack.

[0119] Specifically, the skill release method further includes:

[0120] l1: In response to the release of the target skill by the target virtual character in the game scene, time the continuous effective time of the target skill, and display a timing identifier in the second game screen to remind the time prompt information corresponding to the target skill.

[0121] In a possible implementation manner, after determining that the player controls the target virtual character to release the ultimate skill, a timing identifier will be displayed in the second game screen. The display position of the timing identifier can be at a preset position in the graphical user interface, and it is displayed based on the criterion of not obscuring other display controls in the graphical user interface; it can also be directly displayed at a preset position of the target virtual character after adjusting the display form for prompting.

[0122] In a possible implementation manner, the timing identifier can be displayed in the form of a progress bar, and the effective time of the ultimate skill is displayed at a preset position of the progress bar; as the target skill is released, the progress bar starts to decrease from the filled state until the filling of the entire progress bar disappears; at the same time, the effective time also decreases in a decreasing trend until it becomes 0 (for example, if the effective time of the ultimate skill is 8s, then during the prompt of the timing identifier, it gradually decreases from 8s until it becomes 0s).

[0123] Among them, there is a mapping relationship between the reduction speed of the progress bar and the numerical update speed of the effective time, and the reduction display is performed according to the relevant mapping relationship. For the above example, when the effective time becomes 4s, the filled area in the progress bar should also be at the middle position of the entire progress bar.

[0124] Furthermore, when the target skill release end event is triggered, end the release process of the target skill, and at the same time adjust the display form of the target virtual character to the normal ordinary form, and switch from the first-person perspective to the third-person perspective, and display the fourth game screen after switching the perspective to the third-person perspective.

[0125] Specifically, the skill release method further includes:

[0126] m1: In response to the triggering of the ultimate skill release end event, end the release of the ultimate skill.

[0127] Among them, the target skill release end event includes at least one of the following:

[0128] The effective time of the target skill ends, the target skill is interrupted, the target virtual character is killed or eliminated.

[0129] After the target virtual character moves to the specified height, the health value of the target virtual character increases; the target virtual character being killed or eliminated means that after the target virtual character is attacked by an enemy virtual character in the game scene at the specified height, the health value is reduced to a preset health value threshold.

[0130] In a possible implementation manner, the preset time threshold can be 0s, that is, when the effective time of the target skill is reduced to 0s, it is determined that the target skill release is completed, triggering the target skill release end event, adjusting the display form of the target virtual character to the normal ordinary form, and switching from the first-person perspective to the third-person perspective to display the fourth game screen after switching the perspective to the third-person perspective.

[0131] In another possible implementation manner, when the target virtual character moves to the specified height, other enemy virtual characters can observe the position of the target virtual character. At this time, other enemy virtual characters can attack the target virtual character during the process of the target virtual character releasing the target skill. However, it should be noted that if the target virtual character releases the target skill and rises to the specified height, the health value of the target virtual character increases (the blood volume increases), and the attack power and / or attack time required for other enemy virtual characters to attack the target virtual character and reduce the health value of the target virtual character to the preset health value threshold increases. If it is determined that the current health value of the target virtual character is reduced to the preset health value threshold (which can be 0, that is, the target virtual character loses its life after being attacked, or the health value is reduced to a certain extent and cannot output the target skill, and is killed or eliminated), it is determined that the target skill release is completed, triggering the target skill release end event, adjusting the display form of the target virtual character to the normal ordinary form, and switching from the first-person perspective to the third-person perspective to display the fourth game screen after switching the perspective to the third-person perspective; among them, for the solution where the target virtual character loses its life after being attacked, the normal ordinary form of the target virtual character will no longer be displayed, but the death form of the target virtual character will be directly displayed.

[0132] Next, specific examples will be used to elaborate on the skill release process in the embodiments of the present application:

[0133] Please refer to Figure 2 , Figure 2 which is one of the schematic diagrams of the graphical user interface provided by the embodiments of the present application. As Figure 2As shown, the game screen in the third-person perspective is displayed in the graphical user interface 200. In the graphical user interface 200, the complete target virtual character 210 and the enemy virtual character 220 are displayed. When the target virtual character 210 releases a normal skill, the released second auxiliary attack object 230 attacks towards the position where the enemy virtual character 220 is located.

[0134] Please refer to Figure 3 , Figure 3 which is the second schematic diagram of the graphical user interface provided by the embodiment of the present application. As Figure 3 shown, after the target virtual character 210 releases the ultimate skill, the display form of the target virtual character 210 becomes larger, and at the same time, the position of the target virtual character 210 starts to rise.

[0135] Please refer to Figure 4 , Figure 4 which is the third schematic diagram of the graphical user interface provided by the embodiment of the present application. As Figure 4 shown, when the target virtual character rises to the specified height, the game screen in the first-person perspective is displayed. At this time, in the graphical user interface 200, the entire building in the game scene can no longer be seen, but only the top of the building can be seen. Moreover, in the game screen, only the positions of the two arms of the target virtual character 210 are displayed, and the complete target virtual character 210 is no longer displayed.

[0136] Please refer to Figure 5 , Figure 5 which is the fourth schematic diagram of the graphical user interface provided by the embodiment of the present application. As Figure 5 shown, after the target virtual character 210 rises to the specified height, the game screen in the first-person perspective of the target virtual character 210 is displayed. At this time, only the positions of the two arms of the target virtual character 210 are displayed in the game screen, and the complete target virtual character 210 is no longer displayed. At the same time, a timing identifier 240 is displayed in the graphical user interface 200. The timing identifier 240 includes a progress bar 241 and an effective time 242 to prompt the remaining effective time of the current target skill; at the same time, the positions of all the enemy virtual characters 220 are displayed, including the position prompts of the enemy virtual characters 220 that are not directly blocked by obstacles and are located in front of the target virtual character 210, as well as the character contour information 260 of the enemy virtual characters 220 located in the virtual building 250, to prompt the positions of all the enemy virtual characters in the game scene.

[0137] A skill release method provided by an embodiment of the present application, in response to a target virtual character releasing a target skill in a game scene, moves a virtual camera bound to the target virtual character to a specified height in the game scene; controls the shooting angle of the virtual camera to switch from a first perspective to a second perspective determined based on the target virtual character; thereby switching a first game screen displayed on a graphical user interface to a second game screen formed by shooting the game scene through the second perspective; and in response to a preset attack instruction, controls the target virtual character to perform an attack at the specified height. In this way, after determining that the target virtual character releases the target skill, it is controlled to move the virtual camera bound to the target virtual character to the specified height in the game scene, switch the shooting angle of the virtual camera from the first perspective to the second perspective determined based on the target virtual character, increase the viewing range of the target virtual character, and then control the target virtual character to perform an attack, reducing the operation steps for determining the attack direction of the target virtual character, improving the attack direction determination efficiency and the human-computer interaction efficiency. Further, the game duration is reduced, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0138] Based on the same inventive concept, an embodiment of the present application also provides a skill release device corresponding to the skill release method. Since the principle of solving problems by the device in the embodiment of the present application is similar to that of the above-mentioned skill release method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be elaborated.

[0139] Please refer to Figure 6 、 Figure 7 , Figure 6 which is one of the structural schematic diagrams of a skill release device provided by an embodiment of the present application. Figure 7 which is the second structural schematic diagram of a skill release device provided by an embodiment of the present application. As shown in Figure 6 , the skill release device 600 includes:

[0140] A screen switching module 601, configured to, in response to the target virtual character releasing the target skill in the game scene, control the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height, and control the shooting angle of the virtual camera to switch from the first perspective to a second perspective determined based on the target virtual character, so as to switch the first game screen displayed on the graphical user interface to a second game screen formed by shooting the game scene through the second perspective, where the viewing range of the target virtual character is determined based on the target visual field range corresponding to the target virtual character, and the second game screen corresponds to the viewing range;

[0141] The character attack module 602 is used to control the target virtual character to perform an attack at the specified height in response to a preset attack instruction.

[0142] In a possible implementation, as Figure 7 shown, the skill release device 600 further includes a character position display module 603, and the character position display module 603 is used to:

[0143] Display at least one enemy virtual character and / or at least one enemy virtual character identifier within the viewing range of the target virtual character in the second game screen;

[0144] Wherein, the enemy virtual character is a virtual character within the viewing range and not blocked by an occlusion; the enemy virtual character identifier is used to identify the character position of the virtual character blocked by the occlusion in the game scene.

[0145] In a possible implementation, as Figure 7 shown, the skill release device 600 further includes a skill disabling module 604, and the skill disabling module 604 is used to:

[0146] Set other skills of the target virtual character except the normal attack skill to a prohibited use state;

[0147] The controlling the target virtual character to perform an attack at the specified height in response to a preset attack instruction includes:

[0148] In response to a preset attack instruction, control the target virtual character to release the normal attack skill at the specified height to perform an attack.

[0149] In a possible implementation, as Figure 7 shown, the skill release device 600 further includes a skill enhancement module 605, and the skill enhancement module 605 is used to:

[0150] In response to the target virtual character moving to the specified height, increase the skill release range of the corresponding normal attack skill of the target virtual character, and / or increase the skill damage value of the normal attack skill.

[0151] In a possible implementation, as Figure 7 shown, the skill release device 600 further includes a height determination module 606, and the height determination module 606 is used to:

[0152] Based on the height values of multiple scene elements in the game scene, determine the specified height; and / or,

[0153] Determine the specified height based on the positions of multiple enemy virtual characters in the game scene.

[0154] In a possible implementation, as Figure 7 shown, the skill release device 600 further includes an orientation adjustment module 607, and the orientation adjustment module 607 is used for:

[0155] Respond to the orientation adjustment operation for the target virtual character, and control and adjust different shooting angles of the virtual camera in the second perspective, so as to display the picture corresponding to the adjusted orientation of the target virtual character in the graphical user interface.

[0156] In a possible implementation, as Figure 7 shown, the skill release device 600 further includes a form adjustment module 608, and the form adjustment module 608 is used for:

[0157] Adjust the display form of the target virtual character;

[0158] Wherein, the display form includes at least one of the following:

[0159] The display size of the target virtual character, the display form of the accessories of the target virtual character.

[0160] In a possible implementation, as Figure 7 shown, the skill release device 600 further includes a timing prompt module 609, and the timing prompt module 609 is used for:

[0161] Respond to the release of the target skill by the target virtual character in the game scene, time the continuous effective time of the target skill, and display a timing identifier in the second game screen to remind the time prompt information corresponding to the target skill.

[0162] In a possible implementation, as Figure 7 shown, the skill release device 600 further includes a skill release end module 610, and the skill release end module 610 is used for:

[0163] Respond to the trigger of the ultimate skill release end event, and end the release of the target skill;

[0164] Wherein, the target skill release end event includes at least one of the following:

[0165] The effective time of the target skill ends, the target skill is interrupted, the target virtual character is killed or eliminated;

[0166] After the target virtual character moves to the specified height, the health value of the target virtual character is increased; when the target virtual character is killed or eliminated, it means that after the target virtual character is attacked by an enemy virtual character in the game scene at the specified height, the health value is reduced to a preset health value threshold.

[0167] In a possible implementation manner, when the screen switching module 601 is used to control the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height, the screen switching module 601 is used for:

[0168] Control the target virtual character to move to a specified height in the game scene, so that the virtual camera bound to the target virtual character moves to a specified height in the game scene.

[0169] In a possible implementation manner, the screen switching module 601 is used to determine the viewing range through the following steps:

[0170] After controlling the target virtual character to move to the specified height, within the target field of view, determine the viewing range based on the current orientation of the target virtual character and the specified height.

[0171] In a possible implementation manner, when the character position display module 603 is used to display at least one enemy virtual character and / or at least one enemy virtual character identifier within the viewing range of the target virtual character in the second game screen, the character position display module 603 is used for:

[0172] At the position where the enemy virtual character is located, display the character contour information of the enemy virtual character that is not blocked by an occluder within the viewing range; and / or,

[0173] At the relative position of the occluder, display the enemy virtual character identifier of the enemy virtual character that is blocked by the occluder within the viewing range.

[0174] In a possible implementation manner, the first perspective is a third-person perspective, and the second perspective is a first-person perspective.

[0175] A skill release device provided by an embodiment of the present application, in response to a target virtual character releasing a target skill in a game scene, moves a virtual camera bound to the target virtual character to a specified height in the game scene; controls the shooting angle of the virtual camera to switch from a first perspective to a second perspective determined based on the target virtual character; so as to switch a first game screen displayed on a graphical user interface to a second game screen formed by shooting the game scene through the second perspective; and in response to a preset attack instruction, controls the target virtual character to perform an attack at the specified height. In this way, after determining that the target virtual character releases the target skill, it is controlled to move the virtual camera bound to the target virtual character to the specified height in the game scene, switch the shooting angle of the virtual camera from the first perspective to the second perspective determined based on the target virtual character, increase the viewing range of the target virtual character, and then control the target virtual character to perform an attack, reducing the operation steps for determining the attack direction of the target virtual character, improving the attack direction determination efficiency and the human-computer interaction efficiency. Further, the game duration is reduced, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0176] Please refer to Figure 8 , Figure 8 which is a schematic structural diagram of an electronic device provided by an embodiment of the present application. As Figure 8 shown in

[0177] the electronic device 800 includes a processor 810, a memory 820, and a bus 830.

[0178] In response to the target virtual character releasing the target skill in the game scene, control the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height, and control the shooting angle of the virtual camera to switch from the first perspective to a second perspective determined based on the target virtual character, so as to switch the first game screen displayed on the graphical user interface to a second game screen formed by shooting the game scene through the second perspective, wherein the viewing range of the target virtual character is determined based on the target field of view corresponding to the target virtual character, and the second game screen corresponds to the viewing range;

[0179] In response to a preset attack instruction, control the target virtual character to perform an attack at the specified height.

[0180] In a possible implementation manner, the instructions executed by the processor 810 further include:

[0181] Display at least one enemy virtual character and / or at least one enemy virtual character identifier within the observation range of the target virtual character in the second game screen;

[0182] Wherein, the enemy virtual character is a virtual character within the observation range and not blocked by an occluder; the enemy virtual character identifier is used to identify the character position of the virtual character blocked by the occluder in the game scene.

[0183] In a possible implementation, among the instructions executed by the processor 810, controlling the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height includes:

[0184] Control the target virtual character to move to the specified height in the game scene, so that the virtual camera bound to the target virtual character moves to the specified height in the game scene.

[0185] In a possible implementation, among the instructions executed by the processor 810, determine the observation range through the following steps:

[0186] After controlling the target virtual character to move to the specified height, within the target field of view, determine the observation range based on the current orientation of the target virtual character and the specified height.

[0187] In a possible implementation, among the instructions executed by the processor 810, displaying at least one enemy virtual character and / or at least one enemy virtual character identifier within the observation range of the target virtual character in the second game screen includes:

[0188] At the position of the enemy virtual character, display the character contour information of the enemy virtual character within the observation range and not blocked by an occluder; and / or,

[0189] At the relative position of the occluder, display the enemy virtual character identifier of the enemy virtual character within the observation range and blocked by the occluder.

[0190] In a possible implementation, among the instructions executed by the processor 810, further include:

[0191] Set other skills of the target virtual character except the normal attack skill to a prohibited use state;

[0192] The responding to a preset attack instruction and controlling the target virtual character to attack at the specified height includes:

[0193] In response to a preset attack instruction, control the target virtual character to release a normal attack skill at the specified height for attack.

[0194] In a possible implementation, the instructions executed by the processor 810 further include:

[0195] In response to the target virtual character moving to the specified height, increase the skill release range of the normal attack skill corresponding to the target virtual character, and / or increase the skill damage value of the normal attack skill.

[0196] In a possible implementation, the instructions executed by the processor 810 determine the specified height through the following steps:

[0197] Based on the height values of multiple scene elements in the game scene, determine the specified height; and / or,

[0198] Based on the positions of multiple enemy virtual characters in the game scene, determine the specified height.

[0199] In a possible implementation, the instructions executed by the processor 810 further include:

[0200] In response to an orientation adjustment operation for the target virtual character, control and adjust different shooting angles of the virtual camera in the second perspective to display, in the graphical user interface, the image corresponding to the adjusted orientation of the target virtual character.

[0201] In a possible implementation, the instructions executed by the processor 810 further include:

[0202] Adjust the display form of the target virtual character;

[0203] Wherein, the display form includes at least one of the following:

[0204] The display size of the target virtual character, the display form of the accessories of the target virtual character.

[0205] In a possible implementation, the instructions executed by the processor 810 further include:

[0206] In response to the target virtual character releasing the target skill in the game scene, time the continuous effective time of the target skill, and display a timing identifier in the second game screen to remind of the time prompt information corresponding to the target skill.

[0207] In a possible implementation, the instructions executed by the processor 810 further include:

[0208] In response to the triggering of the end event of the ultimate skill release, end the release of the target skill;

[0209] Among them, the end event of the target skill release includes at least one of the following:

[0210] The effective time of the target skill ends, the target skill is interrupted, the target virtual character is killed or eliminated;

[0211] After the target virtual character moves to the specified height, the health value of the target virtual character increases; the target virtual character being killed or eliminated means that after the target virtual character is attacked by the enemy virtual character in the game scene at the specified height, the health value is reduced to the preset health value threshold.

[0212] In a possible implementation manner, the first perspective is the third-person perspective, and the second perspective is the first-person perspective.

[0213] By the above method, after determining that the target virtual character releases the target skill, control the virtual camera bound to the target virtual character to move to the specified height in the game scene, switch the shooting angle of the virtual camera from the first perspective to the second perspective determined based on the target virtual character, increase the observation range of the target virtual character, and then control the target virtual character to attack, reduce the operation steps of determining the attack direction of the target virtual character, improve the efficiency of determining the attack direction and the human-computer interaction efficiency. Further, reduce the game duration, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0214] The embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored, so that when the computer program is run by a processor, the following instructions are executed:

[0215] In response to the target virtual character releasing the target skill in the game scene, control the virtual camera bound to the target virtual character to move to the specified height in the game scene to simulate the target virtual character observing the game scene at the specified height, and control the shooting angle of the virtual camera to switch from the first perspective to the second perspective determined based on the target virtual character, so as to switch the first game screen displayed on the graphical user interface to the second game screen formed by shooting the game scene through the second perspective, where the observation range of the target virtual character is determined based on the target visual field range corresponding to the target virtual character, and the second game screen corresponds to the observation range;

[0216] In response to a preset attack instruction, control the target virtual character to attack at the specified height.

[0217] In a possible implementation manner, among the instructions executed by the computer-readable storage medium, there is further included:

[0218] Display at least one enemy virtual character and / or at least one enemy virtual character identifier within the observation range of the target virtual character in the second game screen;

[0219] Wherein, the enemy virtual character is a virtual character within the observation range and not blocked by an occlusion; the enemy virtual character identifier is used to identify the character position of the virtual character blocked by the occlusion in the game scene.

[0220] In a possible implementation manner, among the instructions executed by the computer-readable storage medium, controlling the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height includes:

[0221] Control the target virtual character to move to the specified height in the game scene, so that the virtual camera bound to the target virtual character moves to the specified height in the game scene.

[0222] In a possible implementation manner, among the instructions executed by the computer-readable storage medium, the observation range is determined through the following steps:

[0223] After controlling the target virtual character to move to the specified height, within the target field of view, determine the observation range based on the current orientation of the target virtual character and the specified height.

[0224] In a possible implementation manner, among the instructions executed by the computer-readable storage medium, displaying at least one enemy virtual character and / or at least one enemy virtual character identifier within the observation range of the target virtual character in the second game screen includes:

[0225] At the position of the enemy virtual character, display the character contour information of the enemy virtual character within the observation range that is not blocked by an occlusion; and / or,

[0226] At the relative position of the occlusion, display the enemy virtual character identifier of the enemy virtual character within the observation range that is blocked by the occlusion.

[0227] In a possible implementation manner, among the instructions executed by the computer-readable storage medium, there is further included:

[0228] Set other skills of the target virtual character except for the normal attack skill to a prohibited use state;

[0229] In response to a preset attack instruction, controlling the target virtual character to perform an attack at the specified height, including:

[0230] In response to a preset attack instruction, controlling the target virtual character to perform an attack by releasing a normal attack skill at the specified height.

[0231] In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:

[0232] In response to the target virtual character moving to the specified height, increasing the skill release range of the normal attack skill corresponding to the target virtual character, and / or increasing the skill damage value of the normal attack skill.

[0233] In a possible implementation manner, the instructions executed by the computer-readable storage medium determine the specified height through the following steps:

[0234] Based on the height values of multiple scene elements in the game scene, determining the specified height; and / or,

[0235] Based on the positions of multiple enemy virtual characters in the game scene, determining the specified height.

[0236] In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:

[0237] In response to an orientation adjustment operation for the target virtual character, controlling to adjust different shooting angles of the virtual camera in the second perspective to display, in the graphical user interface, the image corresponding to the adjusted orientation of the target virtual character.

[0238] In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:

[0239] Adjusting the display form of the target virtual character;

[0240] Wherein, the display form includes at least one of the following:

[0241] The display size of the target virtual character, the display form of the accessories of the target virtual character.

[0242] In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:

[0243] In response to the target virtual character releasing the target skill in the game scene, timing the continuous effective time of the target skill, and displaying a timing identifier in the second game screen to remind of the time prompt information corresponding to the target skill.

[0244] In a possible implementation manner, among the instructions executed by the computer-readable storage medium, there is further included:

[0245] In response to the triggering of the ultimate skill release end event, end the release of the target skill;

[0246] Wherein, the target skill release end event includes at least one of the following:

[0247] The effective time of the target skill ends, the target skill is interrupted, the target virtual character is killed or eliminated;

[0248] After the target virtual character moves to the specified height, the health value of the target virtual character increases; the target virtual character being killed or eliminated means that after the target virtual character is attacked by the enemy virtual character in the game scene at the specified height, the health value is reduced to the preset health value threshold.

[0249] In a possible implementation manner, the first perspective is a third-person perspective, and the second perspective is a first-person perspective.

[0250] By the above method, after determining that the target virtual character releases the target skill, control the virtual camera bound to the target virtual character to move to the specified height in the game scene, switch the shooting angle of the virtual camera from the first perspective to the second perspective determined based on the target virtual character, increase the viewing range of the target virtual character, and then control the target virtual character to attack, reducing the operation steps for determining the attack direction of the target virtual character, improving the attack direction determination efficiency and the human-computer interaction efficiency. Further, the game duration is reduced, thereby saving the power consumption of the terminal device and reducing the performance overhead of the game server.

[0251] Those skilled in the art can clearly understand that for the convenience and conciseness of description, the specific working processes of the systems, devices, and units described above can refer to the corresponding processes in the foregoing method embodiments, and will not be elaborated herein.

[0252] In several embodiments provided in the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point, the couplings or direct couplings or communication connections shown or discussed with each other can be through some communication interfaces, and the indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.

[0253] The unit described as a separation component may or may not be physically separated. The component shown as a unit may or may not be a physical unit, that is, it may be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0254] In addition, each functional unit in various embodiments of the present application may be integrated in a processing unit, may exist physically separately for each unit, or two or more units may be integrated in one unit.

[0255] If the above 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 executable by a processor. Based on such understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.

[0256] Finally, it should be noted that: the above-mentioned embodiments are only specific implementation manners of the present application, used to illustrate the technical solutions of the present application, rather than limiting it. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed in the present application can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements for some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A skill release method, characterized in that, a graphical user interface is provided by a terminal device, and a first game screen is displayed in the graphical user interface. The first game screen is a game screen formed by a virtual camera shooting the game scene from a first perspective determined based on a target virtual character in the game scene. Wherein, the target virtual character is controlled by the terminal device, and the target virtual character is configured with a target skill. The skill release method includes: in response to the target virtual character releasing the target skill in the game scene, controlling the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height, and controlling the shooting angle of the virtual camera to switch from the first perspective to a second perspective determined based on the target virtual character, so as to switch the first game screen displayed on the graphical user interface to a second game screen formed by shooting the game scene through the second perspective. Wherein, the observation range of the target virtual character is determined based on the target field of view range corresponding to the target virtual character, and the second game screen corresponds to the observation range; in response to a preset attack instruction, controlling the target virtual character to attack at the specified height.

2. The skill release method according to claim 1, characterized in that, after the control switches the shooting angle of the virtual camera from the first perspective to the second perspective determined based on the target virtual character, so as to switch the first game screen displayed on the graphical user interface to the second game screen formed by shooting the game scene through the second perspective, the skill release method further includes: displaying at least one enemy virtual character and / or at least one enemy virtual character identifier within the observation range of the target virtual character in the second game screen; wherein, the enemy virtual character is a virtual character within the observation range and not blocked by an occlusion; the enemy virtual character identifier is used to identify the character position of the virtual character blocked by the occlusion in the game scene.

3. The skill release method according to claim 1, characterized in that, the control of moving the virtual camera bound to the target virtual character to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height includes: controlling the target virtual character to move to the specified height in the game scene, so that the virtual camera bound to the target virtual character moves to the specified height in the game scene.

4. The skill release method according to claim 3, characterized in that, the observation range is determined by the following steps: after controlling the target virtual character to move to the specified height, within the target field of view range, determining the observation range based on the current orientation of the target virtual character and the specified height.

5. The skill release method according to claim 2, characterized in that, Displaying at least one enemy virtual character and / or at least one enemy virtual character identifier within the viewing range of the target virtual character in the second game screen, including: At the position of the enemy virtual character, displaying the character outline information of the enemy virtual character that is not blocked by an occluder within the viewing range; and / or, At the relative position of the occluder, displaying the enemy virtual character identifier of the enemy virtual character that is blocked by the occluder within the viewing range.

6. The skill release method according to claim 3, characterized in that, After controlling the target virtual character to move to a specified height in the game scene, the skill release method further includes: Setting other skills of the target virtual character except the normal attack skill to a prohibited use state; The controlling the target virtual character to attack at the specified height in response to a preset attack instruction includes: In response to a preset attack instruction, controlling the target virtual character to release the normal attack skill to attack at the specified height.

7. The skill release method according to claim 6, characterized in that, The skill release method further includes: In response to the target virtual character moving to the specified height, increasing the skill release range of the normal attack skill corresponding to the target virtual character, and / or increasing the skill damage value of the normal attack skill.

8. The skill release method according to claim 1, characterized in that, Determining the specified height through the following steps: Based on the height values of multiple scene elements in the game scene, determining the specified height; and / or, Based on the positions of multiple enemy virtual characters in the game scene, determining the specified height.

9. The skill release method according to claim 1, characterized in that, After controlling the virtual camera bound to the target virtual character to move to a specified height in the game scene, the skill release method further includes: In response to an orientation adjustment operation for the target virtual character, controlling to adjust different shooting angles of the virtual camera in the second perspective to display, in the graphical user interface, the corresponding image of the adjusted orientation of the target virtual character.

10. The skill release method according to claim 1, characterized in that, After controlling the shooting angle of the virtual camera to switch from the first perspective to the second perspective determined based on the target virtual character, the skill release method further includes: Adjusting the display form of the target virtual character; wherein, the display form includes at least one of the following: The display size of the target virtual character, the display form of the accessories of the target virtual character.

11. The skill release method according to claim 1, characterized in that, The skill release method further includes: In response to the target virtual character releasing the target skill in the game scene, timing the continuous effective time of the target skill, and displaying a timing identifier in the second game screen to remind of the time prompt information corresponding to the target skill.

12. The skill release method according to claim 1, characterized in that, the skill release method further includes: responding to the triggering of the ultimate skill release end event, ending the release of the target skill; wherein, the target skill release end event includes at least one of the following: the expiration of the effective time of the target skill, the interruption of the target skill, the target virtual character being killed or eliminated; after the target virtual character moves to the specified height, the health value of the target virtual character is increased; the target virtual character being killed or eliminated means that after the target virtual character is attacked by an enemy virtual character in the game scene at the specified height, the health value is reduced to a preset health value threshold.

13. The skill release method according to claim 1, characterized in that, the first perspective is a third-person perspective, and the second perspective is a first-person perspective.

14. A skill release device, characterized in that, providing a graphical user interface through a terminal device, the graphical user interface displays a first game screen, the first game screen is a game screen formed by a virtual camera shooting the game scene from a first perspective determined based on a target virtual character in the game scene, wherein, the target virtual character is controlled by the terminal device, and the target virtual character is configured with a target skill; the skill release device includes: a screen switching module, configured to respond to the target virtual character releasing the target skill in the game scene, control the virtual camera bound to the target virtual character to move to a specified height in the game scene to simulate the target virtual character observing the game scene at the specified height, and control the shooting angle of the virtual camera to switch from the first perspective to a second perspective determined based on the target virtual character, so as to switch the first game screen displayed on the graphical user interface to a second game screen formed by shooting the game scene through the second perspective, wherein, the observation range of the target virtual character is determined based on the target field of view range corresponding to the target virtual character, and the second game screen corresponds to the observation range; a character attack module, configured to respond to a preset attack instruction, and control the target virtual character to perform an attack at the specified height.

15. An electronic device, characterized in that, including: a processor, a storage medium and a bus, the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the skill release method according to any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, a computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, it performs the steps of the skill release method according to any one of claims 1 to 13.