Game skill release method and device, electronic equipment and storage medium

By providing a graphical user interface in MOBA games and displaying the identification of skill controls at the target virtual object, the complexity of skill casting operations in the existing technology is solved, and a simpler and more efficient skill casting process is achieved, and the player's gaming experience is improved.

CN120154897APending Publication Date: 2025-06-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510271927.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2021-10-11
Publication Date
2025-06-17

AI Technical Summary

Technical Problem

In existing MOBA games, players need complex operation processes when casting skills, including touch skill controls, sliding to determine the casting direction and position, and completing the casting when they let go, resulting in high reaction speed and operation difficulty, which is not conducive to improving the player's gaming experience.

Method used

By providing a graphical user interface on the terminal device, the game skill control and game field of view corresponding to the virtual object are displayed, and the corresponding game skill is displayed at the target virtual object when it appears, and the corresponding game skill is directly cast when the identifier is triggered.

Benefits of technology

It simplifies the game skill casting process, reduces the difficulty of getting started and the requirements for player operations, and improves the player's game experience effect.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game skill application method and device, electronic equipment and a storage medium, and relates to the technical field of computers. The method comprises the steps that a graphical user interface is provided through terminal equipment, and the content displayed by the graphical user interface comprises a game skill control corresponding to a first virtual object and a game view image determined according to the position of the first virtual object in a virtual scene and / or game view adjustment operation; in response to the situation that the target virtual object appears in the game view picture, controlling to display a first identifier corresponding to the first game skill control at the target virtual object; and in response to a trigger operation acting on the first identifier, controlling to apply a first game skill corresponding to the first identifier to the target virtual object or to the position of the target virtual object in the virtual scene. According to the method and the device, the game skills can be accurately played to the target virtual object without aiming, and the game experience effect of players is improved.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and more particularly, to a method, device, electronic device, and storage medium for releasing game skills. Background Art

[0002] Multiplayer Online Battle Arena (MOBA) is a popular game. During the game, users can control a controlled virtual object through a terminal to fight against target virtual objects in different camps controlled by other users or the server.

[0003] In existing MOBA games, when a player releases a skill on a target virtual object that appears in the game's visual field, first, the player needs to touch the skill control to trigger the skill, then slide their finger on the skill control to select the release direction and position of the skill, and finally release their finger to complete the release of the skill. The above operation process is very complex and difficult, requiring a relatively high reaction speed and operation difficulty from the player, which is not conducive to improving the player's game experience. Summary of the Invention

[0004] The purpose of the present invention is to provide a method, device, electronic device, and storage medium for releasing game skills to achieve the rapid release of game skills in view of the above deficiencies in the prior art.

[0005] To achieve the above object, the technical solutions adopted in the embodiments of the present invention are as follows:

[0006] In a first aspect, an embodiment of the present invention provides a method for releasing game skills. The game includes a virtual scene providing a battle environment and a plurality of virtual objects located in the virtual scene. The method includes:

[0007] Providing a graphical user interface through a terminal device, where the content displayed on the graphical user interface includes a game skill control corresponding to a first virtual object and a game visual field screen determined according to the position of the first virtual object in the virtual scene and / or an operation for adjusting the game visual field;

[0008] In response to a target virtual object appearing in the game visual field screen, controlling the display of a first identifier corresponding to the first game skill control at the target virtual object. The first game skill control is a game skill control capable of triggering the release of a first game skill towards the target virtual object or the position where the target virtual object is located;

[0009] In response to a triggering operation acting on the first identifier, controlling the release of the first game skill corresponding to the first identifier towards the target virtual object or the position where the target virtual object is located in the virtual scene.

[0010] Optionally, after the step of the target virtual object appearing in the game field of view screen, the method includes:

[0011] Obtain the effective range of the first game skill corresponding to the first game skill control;

[0012] When the distance between the first virtual object and the target virtual object is within the effective range of the skill, perform the step of controlling to display a first identifier corresponding to the first game skill control at the target virtual object;

[0013] When the distance between the first virtual object and the target virtual object is outside the effective range of the skill, do not perform the step of controlling to display a first identifier corresponding to the first game skill control at the target virtual object.

[0014] Optionally, after the step of, in response to the target virtual object appearing in the game field of view screen, controlling to display a first identifier corresponding to the first game skill control at the target virtual object, the method further includes:

[0015] Determine the effective range of the first game skill corresponding to the first identifier;

[0016] When the distance between the first virtual object and the target virtual object is within the effective range of the first game skill, control to highlight the first identifier corresponding to the first game skill.

[0017] Optionally, after the step of the target virtual object appearing in the game field of view screen, the method includes:

[0018] Obtain the skill state of the first game skill corresponding to the first game skill control;

[0019] When the skill state of the first game skill is in a non-cooling state, perform the step of controlling to display a first identifier corresponding to the first game skill control at the target virtual object;

[0020] When the skill state of the first game skill is in a cooling state, do not perform the step of controlling to display a first identifier corresponding to the first game skill control at the target virtual object.

[0021] Optionally, the step of, in response to a trigger operation on the first identifier, controlling to cast the first game skill corresponding to the first identifier on the target virtual object or at the position where the target virtual object is located in the virtual scene, includes:

[0022] In response to a trigger operation on the first identifier, determine the effective range of the first game skill corresponding to the first identifier;

[0023] When the distance between the first virtual object and the target virtual object is within the effective range of the skill, control the release of the first game skill towards the target virtual object or towards the position of the target virtual object in the virtual scene.

[0024] Optionally, the method further includes:

[0025] When the distance between the first virtual object and the target virtual object is outside the effective range of the skill, control the first virtual object to move towards the target virtual object;

[0026] When the first virtual object moves within the effective range of the skill, execute the step of controlling the release of the first game skill towards the target virtual object or towards the position of the target virtual object in the virtual scene.

[0027] Optionally, after the step of controlling the release of the first game skill towards the target virtual object or towards the position of the target virtual object in the virtual scene, the method further includes:

[0028] Obtain the cooldown time of the first game skill;

[0029] During the cooldown time, hide the first identifier corresponding to the first game skill, and redisplay the first identifier corresponding to the first game skill when the cooldown time ends.

[0030] Optionally, the method includes:

[0031] In response to a perspective locking operation on the graphical user interface, control to lock the game view screen displayed in the graphical user interface.

[0032] In a second aspect, the present invention further provides a game skill release device. The game includes a virtual scene providing a battle environment and a plurality of virtual objects located in the virtual scene. The device includes:

[0033] An interface display module, configured to provide a graphical user interface through a terminal device. The content displayed on the graphical user interface includes a game skill control corresponding to a first virtual object and a game view screen determined according to the position of the first virtual object in the virtual scene and / or a game view adjustment operation;

[0034] An identifier display module, configured to control the display of a first identifier corresponding to the first game skill control at the target virtual object in response to the appearance of the target virtual object in the game view screen. The first game skill control is a game skill control capable of triggering the release of the first game skill towards the target virtual object or the position where the target virtual object is located;

[0035] The first skill casting module is used to respond to a trigger operation acting on the first identifier, and control the casting of the first game skill corresponding to the first identifier to the target virtual object or to the position where the target virtual object is located in the virtual scene.

[0036] Optionally, the identifier display module includes:

[0037] The first skill effective range acquisition unit is used to acquire the skill effective range of the first game skill corresponding to the first game skill control;

[0038] The first identifier display unit is used to execute the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object when the distance between the first virtual object and the target virtual object is within the skill effective range; when the distance between the first virtual object and the target virtual object is outside the skill effective range, do not execute the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object.

[0039] Optionally, after the identifier display module, the device further includes:

[0040] The second skill effective range acquisition unit is used to determine the skill effective range of the first game skill corresponding to the first identifier;

[0041] The identifier highlighting unit is used to control the highlighting display of the first identifier corresponding to the first game skill when the distance between the first virtual object and the target virtual object is within the skill effective range of the first game skill.

[0042] Optionally, the identifier display module includes:

[0043] The skill state acquisition unit is used to acquire the skill state of the first game skill corresponding to the first game skill control;

[0044] The second identifier display unit is used to execute the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object when the skill state of the first game skill is in a non-cooling state; when the skill state of the first game skill is in a cooling state, do not execute the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object.

[0045] Optionally, the first skill casting module includes:

[0046] The third skill effective range acquisition unit is used to respond to a trigger operation acting on the first identifier and determine the skill effective range of the first game skill corresponding to the first identifier;

[0047] The skill casting unit is used to control the casting of the first game skill to the target virtual object or to the position of the target virtual object in the virtual scene when the distance between the first virtual object and the target virtual object is within the effective range of the skill.

[0048] Optionally, the device further comprises:

[0049] a movement control module, configured to control the first virtual object to move toward the target virtual object when the distance between the first virtual object and the target virtual object is outside the skill effective range;

[0050] The second skill casting module is used to execute the step of controlling the casting of the first game skill to the target virtual object or to the position of the target virtual object in the virtual scene when the first virtual object moves into the effective range of the skill.

[0051] Optionally, after the first skill casting module or the second skill casting module, the device further includes:

[0052] A cooling time acquisition module, used to acquire the cooling time of the first game skill;

[0053] The identification hiding and displaying module is used to hide the first identification corresponding to the first game skill during the cooling time, and to redisplay the first identification corresponding to the first game skill when the cooling time ends.

[0054] Optionally, the device further comprises:

[0055] The viewing angle locking module is used to respond to the viewing angle locking operation acting on the graphical user interface and control the locking of the game viewing angle screen displayed in the graphical user interface.

[0056] In a third aspect, an embodiment of the present invention further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the game skill casting method as described in any of the above embodiments.

[0057] In a fourth aspect, an embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the game skill casting method as described in any of the above embodiments are executed.

[0058] The beneficial effects of the present invention are:

[0059] The present invention provides a method and apparatus for releasing game skills, an electronic device, and a storage medium. The game includes a virtual scene providing a battle environment and a plurality of virtual objects located in the virtual scene. The method for releasing game skills includes: providing a graphical user interface through a terminal device, where the content displayed on the graphical user interface includes a game skill control corresponding to a first virtual object and a game field view screen determined according to the position of the first virtual object in the virtual scene and / or a game field adjustment operation; in response to a target virtual object appearing in the game field view screen, controlling to display a first identifier corresponding to the first game skill control at the target virtual object, where the first game skill control is a game skill control capable of triggering the release of a first game skill towards the target virtual object or the position where the target virtual object is located; in response to a trigger operation acting on the first identifier, controlling to release the first game skill corresponding to the first identifier towards the target virtual object or the position where the target virtual object is located in the virtual scene. By displaying an identifier corresponding to the game skill control at the target virtual object, the present invention indicates to the player that they can release skills towards the target virtual object, and through the trigger operation acting on the identifier, the player can accurately release skills towards the target virtual object without aiming, simplifying the skill release process, reducing the difficulty of getting started with the game and the requirements for player operations, and helping to improve the game experience effect of the player. BRIEF DESCRIPTION OF THE DRAWINGS

[0060] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the following will briefly introduce the drawings required to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present invention, 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.

[0061] Figure 1 It is a schematic diagram of the graphical user interface of a common MOBA game;

[0062] Figure 2 It is a schematic diagram of the interface for a virtual object to release skills in an existing MOBA game;

[0063] Figure 3 It is a flowchart of the method for the first embodiment of the game skill release method of the present invention;

[0064] Figure 4 It is a flowchart of the method for the second embodiment of the game skill release method of the present invention;

[0065] Figure 5 It is a flowchart of the method for the third embodiment of the game skill release method of the present invention;

[0066] Figure 6 It is a flowchart of the method for the fourth embodiment of the game skill release method of the present invention;

[0067] Figure 7 This is the flowchart of the method for the fifth embodiment of the game skill casting method of the present invention;

[0068] Figure 8 This is a schematic diagram of the interface of a skill casting range provided by an embodiment of the game skill casting method of the present invention;

[0069] Figure 9 This is the flowchart of the method for the sixth embodiment of the game skill casting method of the present invention;

[0070] Figure 10 This is the flowchart of the method for the seventh embodiment of the game skill casting method of the present invention;

[0071] Figure 11 This is the schematic structural diagram of the game skill casting device of the present invention;

[0072] Figure 12 This is the schematic diagram of the electronic device provided by the embodiment of the present invention. Detailed implementation manners

[0073] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Apparently, the described embodiments are some, but not all, of the embodiments of the present invention.

[0074] Therefore, the following detailed description of the embodiments of the present invention provided in the drawings is not intended to limit the scope of the claimed present invention, but merely represents selected embodiments of the present invention. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope of the present invention.

[0075] In the description of the present invention, it should be noted that if terms such as "upper", "lower", etc. are used to indicate the orientation or positional relationship, it is based on the orientation or positional relationship shown in the drawings or the orientation or positional relationship in which the product of this application is usually placed during use. It is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore should not be construed as a limitation to the present invention.

[0076] In addition, the terms "first", "second", etc. in the description, claims and the above-mentioned drawings of the present invention are used to distinguish similar objects and do not necessarily have to be used to describe a specific order or sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device comprising a series of steps or units does not have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.

[0077] It should be noted that, without conflict, the features in the embodiments of the present invention can be combined with each other.

[0078] For a better understanding of the technical solution of the present invention, the related technologies involved in the present invention will be further introduced in detail below.

[0079] With the development of mobile communication technology, more and more multiplayer online tactical competitive games have emerged, such as common MOBA games, etc. MOBA games generally include a virtual scene providing a battle environment and a plurality of virtual objects located in the virtual scene. The plurality of virtual objects usually belong to different game teams and are in a hostile state. The plurality of game teams can occupy their respective areas in the virtual scene provided by the game for battle until a certain game team finally destroys a specific building of the enemy to obtain the game victory and the game ends.

[0080] For ease of understanding, please refer to Figure 1 , which is a schematic diagram of the graphical user interface of a common MOBA game. As Figure 1 shown, the graphical user interface of a MOBA game usually includes a virtual object 11 controlled by a certain player located in the virtual scene, a mobile joystick 12 for controlling the movement of the virtual object 11 in the virtual scene, a game thumbnail map 13 for displaying the changes of game elements in the game scene, one or more skill controls 14 for triggering the virtual object 11 to cast corresponding game skills (1 normal attack skill control and 4 special skill controls are shown in the figure), and a field-of-view adjustment area 15 for switching the game field-of-view screen displayed in the graphical user interface in response to the player's touch operation, etc.

[0081] As Figure 1 shown, the graphical user interface of a MOBA game can usually be divided into two areas on the left and right. Among them:

[0082] The mobile joystick 12 is usually located in the lower left area of the graphical user interface and is used to control the virtual object 11 to move in different directions in response to the player's touch operation. For example, it controls the virtual object 11 to move up, down, left, and right in response to the player's swiping operations up, down, left, and right within the left area. Among them, the mobile joystick 12 can be displayed or not. For example, the mobile joystick 12 can be circularly displayed in the lower left area of the graphical user interface, etc.

[0083] The game thumbnail map 13 is generally displayed in the upper left area of the graphical user interface and is used to present in real time the changes in elements such as the positions of different virtual objects in the game scene, the states of the buildings in the game, and the map markers marked by the player in the game.

[0084] The skill control 14 is usually located in the lower right area of the graphical user interface and is used to control the virtual object 11 to cast the corresponding game skills in response to the player's triggering operation. Among them, the skill control 14 generally includes a normal attack skill control and a special skill control. The normal attack skill control is used to trigger and control the virtual object 11 to cast the normal attack skill. The normal attack skills owned by the virtual objects 11 controlled by different players are generally the same. The special skill control is used to trigger and control the virtual object 11 to cast the special attack skill. The special skills owned by the virtual objects 11 controlled by different players are generally different. In addition, for some special skills that require aiming, the special skill control can also be used to control the aiming direction of the skill in response to the player's swiping operation on the special skill control.

[0085] The field of view adjustment area 15 is usually located in the middle right area of the graphical user interface, that is, the area outside the skill control 14, and is used to switch the game field of view screen displayed in the graphical user interface in response to the player's swiping operation, so as to view the screen that is not within the field of view of the virtual object. For example, it controls the graphical user interface to switch and display different game field of view screens in the up, down, left, and right directions in response to the player's swiping operations up, down, left, and right within the field of view adjustment area 15. Among them, the field of view adjustment area 15 can be displayed or not. For example, the field of view adjustment area 15 is located in the middle right area of the graphical user interface in a transparent form, and the player cannot see the exact position of the field of view adjustment area 15 with the naked eye.

[0086] It should be noted that the positions of the above-mentioned mobile joystick 12, game thumbnail map 13, skill control 14, and field of view adjustment area 15 in the graphical user interface are not limited. Usually, the player can also customize the design according to their own operation habits. For example, the player can swap the positions of the controls on the left and right sides of the graphical user interface according to the operation habits of the left and right hands.

[0087] In a MOBA game, when the target virtual object 16 appears in the game vision screen of the virtual object 11 controlled by the player (for example, the player controls the virtual object 11 to approach the target virtual object 16 through the above-mentioned movement joystick 12 so that the target virtual object 16 appears in the game vision screen, or the player switches the game vision screen displayed in the graphical user interface through the above-mentioned vision adjustment area 15 so that the target virtual object 16 appears in the game vision screen), the player can cast a skill on the target virtual object 16 to cause damage or control to the target virtual object.

[0088] Please refer to Figure 2 , which is a schematic diagram of the interface for casting skills by the virtual object 11 in the existing MOBA game. As Figure 2 shown, generally, the process of a player casting a certain game skill on the target virtual object 16 generally includes at least the following steps: First, the player needs to touch the skill control to trigger the corresponding game skill; Second, select the skill casting direction and casting position by sliding a finger on the skill control; Finally, release the finger to complete the casting of the game skill. The operation of the entire skill casting process is complex, requiring relatively high reaction speed and operation difficulty for the player, making it difficult for the player to get started with the game, which is not conducive to the promotion of the game and the player's game experience.

[0089] In view of the above problems in the prior art, the present invention proposes the following technical concept: By directly displaying the game skill icon of the virtual object 11 controlled by the player at the target virtual object 16, when the player casts a skill, the player only needs to touch the icon at the target virtual object 16 to trigger the casting of the corresponding game skill on the target virtual object 16 or the position where the target virtual object 16 is located, thereby reducing the operation difficulty of casting game skills and the difficulty for the player to get started with the game, and improving the player's game experience.

[0090] Based on the above introduction, the game skill casting method, device, electronic device and storage medium provided by the present invention will be introduced in detail below.

[0091] First, the present invention provides a game skill casting method.

[0092] As Figure 3 shown, it is a flowchart of the method of the first embodiment of the game skill casting method described in the present invention. In this embodiment, the game skill casting method includes:

[0093] S10: Provide a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes the game skill control corresponding to the first virtual object and the game vision screen determined according to the position of the first virtual object in the virtual scene and / or the game vision adjustment operation.

[0094] Generally, a player installs and runs a client that supports virtual scene display through a terminal device. The client can be a game application program. When the terminal device runs the client, a graphical user interface of the client is displayed on the screen of the terminal device. In this embodiment, the content displayed on the graphical user interface provided by the terminal device includes a first virtual object manipulated by the player through the terminal device, game skill controls corresponding to the first virtual object, and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or game field of view adjustment operations. Among them, the game skill controls corresponding to the first virtual object are multiple controls corresponding to multiple game skills owned by the first virtual object and displayed on the graphical user interface. The player can trigger and cast different game skills by clicking different game skill controls.

[0095] As described above, when casting a game skill, the player can generally also adjust the casting direction of the game skill during casting by performing a sliding operation on the game skill control. During the game, the game field of view screen displayed on the graphical user interface can, on the one hand, be the game field of view screen corresponding to the position where the first virtual object is located as displayed according to the position of the first virtual object in the virtual scene, and on the other hand, can also be the game field of view screen determined after the player performs a game field of view adjustment operation in the field of view adjustment area.

[0096] S20: In response to a target virtual object appearing in the game field of view screen, control to display a first identifier corresponding to the first game skill control at the target virtual object.

[0097] Generally, in addition to the first virtual object manipulated by the player in the virtual scene, there are also multiple other virtual objects controlled by other players. Among them, the target virtual object in this embodiment can be any one or more of the other virtual objects. Usually, when the target virtual object appears in the game field of view screen, the player can manipulate the first virtual object to cast a game skill on the target virtual object to cause damage or control to the target virtual object.

[0098] It can be understood that the ways for the target virtual object to appear in the game field of view screen generally include two types: First, the player manipulates the movement joystick to move the first virtual object in the virtual scene. For example, control the first virtual object to move in a direction close to the target virtual object. The game field of view screen changes with the movement position of the first virtual object. When the distance between the first virtual object and the target virtual object is close enough, the target virtual object will appear in the changed game field of view screen. Second, the player directly adjusts and switches the game field of view screen displayed on the graphical user interface by performing a sliding operation in the view adjustment area on the graphical user interface, so that the target virtual object appears in the switched game field of view screen displayed on the graphical user interface.

[0099] It can be understood that the first game skill control is one or more of the multiple game skill controls corresponding to the first virtual object. The determination of the first game skill control can be determined by the player's custom or by the game default. In some alternative embodiments, the determination of the first game skill control can be made with reference to the casting difficulty of the corresponding game skill, preferably the game skill control corresponding to the game skill with complex operations and high casting difficulty. For example, the game skill control corresponding to the game skill with a large effective range and a long casting distance. For example, assuming that the first virtual object controlled by the player includes 4 game skills, namely: Q skill, W skill, E skill, and R skill, where the R skill is a game skill with an ultra-long casting distance, then this embodiment can select the game skill control corresponding to the R skill as the first game skill control. Among them, the first game skill control can include a game skill control that can trigger the casting of the first game skill on the target virtual object, or a game skill control that casts the first game skill on the position where the target virtual object is located.

[0100] In this embodiment, when the target virtual object appears in the game field of view screen, a first identifier corresponding to the first game skill control can be displayed at the target virtual object. Among them, the first identifier can be displayed on the target virtual object or within the effective attack range of the target virtual object, such as the preset model area of the target virtual object. Further, the first identifier is preferably the corresponding game skill icon. Among them, when the number of the first game skills is more than one, to avoid blocking the target virtual object, the size of the first identifier displayed at the target virtual object can be adjusted according to the game needs, such as reducing the identifier size of the displayed first identifier, which is not limited in the present invention.

[0101] It should be added that when the number of target virtual objects is more than one, that is, when there are multiple target virtual objects appearing in the game field of view, in this embodiment, the first identifier corresponding to the first game skill control can be displayed at multiple target virtual objects, or one or more target virtual objects can be determined from multiple target virtual objects as the display target of the first identifier according to a preset first identifier display strategy to display the first identifier corresponding to the first game skill control. Among them, the first identifier display strategy can be to determine the display target of the first identifier based on the distance between the first virtual object and the target virtual object. For example, the first identifier is only displayed at the target virtual object with the closest distance. Further, the first identifier display strategy can also be to determine the display target of the first identifier based on the type of the target virtual object (for example, whether the target virtual object is an output type, a healing type, or a tank type). For example, the first identifier is only displayed at a target virtual object of a specific type (such as a healing type). In addition, the first identifier display strategy can also be to determine the display target of the first identifier based on the current state of the target virtual object. For example, the first identifier is only displayed at the target virtual object with the worst current state (such as the lowest health value or the highest absorbed damage).

[0102] S30: In response to the trigger operation on the first identifier, control the release of the first game skill corresponding to the first identifier to the target virtual object or to the position where the target virtual object is located in the virtual scene.

[0103] Generally, game skills include two types: locked game skills and non-locked game skills. Among them, a locked game skill refers to a skill that can lock an attack target and directly hit the attack target after being released; a non-locked game skill refers to a skill that cannot lock an attack target, only releases in the general direction of the position where the attack target is located, and cannot guarantee that it can directly hit the attack target. At the same time, game skills generally have specific release actions or skill animations during the release process. Players can judge whether the corresponding game skill will attack the game character they control based on the release action or skill animation of the game skill, and then control the game character to move to avoid. Among them, locked skills cannot be avoided, while non-locked skills can be avoided.

[0104] In this regard, to maintain the balance of the game, in this embodiment, when a player touches the first identifier to trigger the casting of a first game skill corresponding to the first identifier on a target virtual object, if the first game skill is a lock-on game skill, then in this embodiment, the first game skill can be directly cast on the target virtual object, that is, the casting of the game skill is not affected by the dodging operation of the target virtual object's movement. On the contrary, if the first game skill is a non-lock-on game skill, then in this embodiment, the first game skill can only be cast on the position where the target virtual object is located when the first identifier is triggered, that is, the casting of the game skill is affected by the dodging operation of the target virtual object's movement.

[0105] Through the above steps S10 - S30, the game skill casting method provided by the present invention, during the game, in response to the appearance of a target virtual object in the game field of view screen, controls the display of a first identifier corresponding to a first game skill control at the target virtual object, and when the first identifier is triggered, directly controls the casting of the first game skill corresponding to the first identifier on the target virtual object or on the position where the target virtual object is located in the virtual scene, simplifies the casting process of game skills in the game, reduces the difficulty of getting started with the game and the requirements for player operations, and helps to improve the game experience effect of players.

[0106] Based on the above embodiment of the present invention, a second embodiment of the game skill casting method of the present invention is further proposed.

[0107] Please refer to Figure 4 , which is a flowchart of the method of the second embodiment of the game skill casting method of the present invention. As shown in the figure, in this embodiment, the game skill casting method includes steps S10, S21 - S23, S30, where steps S10 and S30 are the same as those in the above first embodiment respectively, and will not be elaborated here.

[0108] Specifically, the game skill casting method includes:

[0109] S10: Provide a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes a game skill control corresponding to a first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or game field of view adjustment operations.

[0110] S21: In response to the appearance of a target virtual object in the game field of view screen, obtain the effective range of a first game skill corresponding to the first game skill control.

[0111] Generally, game skills have corresponding skill effective ranges. When the virtual object controlled by the player casts a game skill on a friendly or enemy unit within the skill effective range, the game skill is generally determined to be effective, and thus the corresponding game skill effect is generated. Conversely, when the game character controlled by the player casts a game skill outside the skill effective range, the game skill either cannot be cast or is determined to be ineffective, and thus the corresponding game skill effect is not generated.

[0112] Therefore, to avoid wasting game skill resources, in this embodiment, when the target virtual object appears in the game view screen, the skill effective range of each game skill control of the first virtual object can be obtained first, and then the corresponding identification is displayed according to the effective range of the first game skill, so as to prevent the player from triggering and casting the game skill outside the skill effective range and wasting game skill resources.

[0113] S22: When the distance between the first virtual object and the target virtual object is within the skill effective range, control to display the first identification corresponding to the first game skill control at the target virtual object.

[0114] It can be understood that when the distance between the first virtual object and the target virtual object is within the skill effective range of the first game skill, when the player controls the first virtual object to cast the first game skill on the target virtual object, it can basically ensure the effective casting of the first game skill. Therefore, in this embodiment, when the distance between the first virtual object and the target virtual object is within the skill effective range of the first game skill, the first identification corresponding to the first game skill control is displayed at the target virtual object. In this way, on the one hand, it can prompt the player that the target virtual object is within the skill effective range of the first game skill, and on the other hand, it can also avoid the premature display of the first identification, which may cause the player to prematurely trigger the first game skill corresponding to the first identification, resulting in the ineffective casting of the first game skill and wasting game skill resources.

[0115] It should be noted that when there is more than one first game skill, for the case where there are multiple first game skills, the skill effective ranges of different first game skills may be the same or different, and each game skill is determined separately. That is, if the distance between the first virtual object and the target virtual object is within the skill effective range of one or more first game skills, the corresponding one or more first identifications can be displayed at the target virtual object.

[0116] S23: When the distance between the first virtual object and the target virtual object is outside the skill effective range, control not to display the first identification corresponding to the first game skill control at the target virtual object.

[0117] As can be seen from the foregoing, when the distance between the first virtual object and the target virtual object is outside the effective range of the skill, if the player controls the first virtual object to cast the first game skill on the target virtual object, it is generally determined as an invalid casting of the game skill. Therefore, in this embodiment, when the distance between the first virtual object and the target virtual object is outside the effective range of the skill, the first identifier corresponding to the first game skill control is not displayed at the target virtual object. On the one hand, it keeps the graphical user interface clean, and on the other hand, it also facilitates prompting the player that although the target virtual object is already in the player's game field of view, the target virtual object is not within the attack range of the player's skill. The player needs to control the first virtual object to move in the virtual scene to narrow the distance between the first virtual object and the target virtual object until the distance between the first virtual object and the target virtual object is within the effective range of the skill, so as to cast the game skill on the target virtual object.

[0118] S30: In response to the trigger operation acting on the first identifier, control to cast the first game skill corresponding to the first identifier on the target virtual object or on the position where the target virtual object is located in the virtual scene.

[0119] Through the above steps S10, S21 - S23, S30, the game skill casting method provided by the second embodiment of the present invention further determines the effective range of the first game skill corresponding to the first game skill control after the target virtual object appears in the game field of view, and only controls to display the first identifier corresponding to the first game skill control at the target virtual object when the distance between the first virtual object and the target virtual object is within the effective range of the skill. On the one hand, it ensures the simplicity of the game screen, and on the other hand, it ensures the effective casting of the game skill, reduces the frustration of the player caused by the invalid casting of the skill, and helps to improve the game experience effect of the player.

[0120] Based on the above embodiments of the present invention, a third embodiment of the game skill casting method described in the present invention is further proposed.

[0121] Please refer to Figure 5 , which is the flowchart of the method of the third embodiment of the game skill casting method described in the present invention. As shown in the figure, in this embodiment, the game skill casting method includes S10, S20, S24 - S25, S30, where steps S10 and S30 are the same as those in the above first embodiment respectively, and will not be described in detail here.

[0122] Specifically, the game skill casting method includes:

[0123] S10: Provide a graphical user interface through a terminal device. The content displayed on the graphical user interface includes a game skill control corresponding to a first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or an adjustment operation of the game field of view.

[0124] S20: In response to a target virtual object appearing in the game field of view screen, control to display a first identifier corresponding to the first game skill control at the target virtual object.

[0125] S24: Determine the skill effective range of the first game skill corresponding to the first identifier.

[0126] It can be understood that when the target virtual object appears in the game field of view screen and the first identifier is displayed at the target virtual object, the skill effective range of the first game skill corresponding to each first identifier can also be determined.

[0127] S25: When the distance between the first virtual object and the target virtual object is within the skill effective range of the first game skill, control to highlight the first identifier corresponding to the first game skill.

[0128] It can be understood that due to the limitation of the skill effective range of the game skill, after the target virtual object appears in the game field of view screen and the first identifier is displayed at the target virtual object, the player cannot determine whether triggering the first identifier can effectively cast the first game skill corresponding to the first identifier at this time. Therefore, in this embodiment, the distance between the first virtual object and the target virtual object can be continuously determined after the first identifier is displayed at the target virtual object. When it is detected that the distance between the first virtual object and the target virtual object is within the skill effective range of the first game skill, the first identifier corresponding to the target virtual object is highlighted to prompt the player that the distance between our side and the enemy is within the casting range of the first game skill corresponding to the first identifier. Triggering the first identifier at this time can effectively cast the first game skill.

[0129] It should be added that if multiple first identifiers are displayed at the target virtual object, it is necessary to confirm the skill effective range of each first game skill corresponding to each first identifier, and when the distance between the first virtual object and the target virtual object is within the skill effective range of one or more first game skills, highlight the corresponding one or more first identifiers.

[0130] S30: In response to a trigger operation acting on the first identifier, control to cast the first game skill corresponding to the first identifier towards the target virtual object or towards the position where the target virtual object is located in the virtual scene.

[0131] Through the above steps S10, S20, S24 - S25, S30, for the game skill casting method provided by the third embodiment of the present invention, after further displaying the first identifier corresponding to the first game skill control at the target virtual object, the effective range of the skill of the first game skill corresponding to the first identifier is judged. Only when the distance between the first virtual object and the target virtual object is within the effective range of the skill, the first identifier corresponding to the first game skill is controlled to be highlighted, so as to ensure that the player can timely receive the indication that the first identifier can be triggered for operation, reduce the reaction time of the player, improve the operation speed of the player, and contribute to improving the game experience effect of the player.

[0132] Based on the above embodiments of the present invention, a fourth embodiment of the game skill casting method of the present invention is further proposed.

[0133] Please refer to Figure 6 , which is the flowchart of the method of the fourth embodiment of the game skill casting method of the present invention. As shown in the figure, in this embodiment, the game skill casting method includes steps S10, S26 - S28, S30, where steps S10 and S30 are the same as those in the above first embodiment respectively, and will not be described in detail here.

[0134] Specifically, the game skill casting method includes:

[0135] S10: Provide a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes a game skill control corresponding to a first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or the operation of adjusting the game field of view.

[0136] S26: In response to the target virtual object appearing in the game field of view screen, obtain the skill state of the first game skill corresponding to the first game skill control.

[0137] Generally, the skill state of a game skill often includes a cooling state and a non - cooling state. Among them, when the skill state of the game skill is in the cooling state, the game skill cannot be cast. At this time, the game skill control corresponding to the game skill in the graphical user interface will display the corresponding cooling waiting time, and the player cannot trigger the casting of the corresponding game skill by clicking on the game skill control; when the skill state of the game skill is in the non - cooling state, the game skill can be cast. At this time, when the game skill control in the graphical user interface is clicked by the player, the corresponding game skill can be triggered to be cast. Therefore, in this embodiment, when the first game skill is in the cooling state, the player cannot trigger the casting of the first game skill through the displayed first identifier. Therefore, it can be understood that when the first game skill is in the cooling state, the first identifier displayed at the target virtual object is meaningless and will instead reduce the simplicity of the graphical user interface.

[0138] S27: When the skill state of the first game skill is in a non-cooling state, control to display the first identifier corresponding to the first game skill control at the target virtual object.

[0139] As can be seen from the foregoing, when it is detected that the skill state of the first game skill is in a non-cooling state, the first game skill can be cast. In this non-cooling state, the casting of the first game skill can be triggered through the first identifier. Therefore, the first identifier corresponding to the first game skill control can be displayed at the target virtual object to indicate to the player that the first game skill can be cast at this time. The player can click on the first identifier to cast the first game skill on the target virtual object.

[0140] S28: When the skill state of the first game skill is in a cooling state, control not to display the first identifier corresponding to the first game skill control at the target virtual object.

[0141] As can be seen from the foregoing, when it is detected that the skill state of the first game skill is in a cooling state, the first game skill cannot be cast. Displaying the first identifier is not conducive to keeping the game interface simple. Therefore, the first identifier is not displayed at the target virtual object. On the one hand, it keeps the graphical user interface simple, and on the other hand, it also allows the player to determine whether the next movement direction is to move away from the target virtual object first or gradually approach the target virtual object.

[0142] In an alternative embodiment, without considering the simplicity of the graphical user interface, the first identifier can be displayed in grayscale at the target virtual object when the skill state of the first game skill is in a cooling state, and the first identifier can be highlighted at the target virtual object when the skill state of the first game skill is in a non-cooling state, so as to quickly trigger the casting of the skill by the first identifier when the first identifier changes from the grayscale state to the highlighted state, improving the game experience effect.

[0143] S30: In response to a trigger operation on the first identifier, control to cast the first game skill corresponding to the first identifier on the target virtual object or at the position where the target virtual object is located in the virtual scene.

[0144] Through the above steps S10, S26 - S28, and S30, the game skill casting method provided by the fourth embodiment of the present invention further determines the skill state of the first game skill corresponding to the first game skill control after the target virtual object appears in the game visual field screen. Only when the skill state of the first game skill is in a non-cooling state, control to display the first identifier corresponding to the first game skill control at the target virtual object. On the one hand, it ensures the simplicity of the game interface, and on the other hand, it ensures that the player can timely determine the change in the skill state, so as to quickly perform a touch operation on the first identifier after the first identifier is displayed, improving the player's game experience effect.

[0145] Based on the above embodiments of the present invention, a fifth embodiment of the game skill casting method according to the present invention is further proposed.

[0146] Please refer to Figure 7 , which is a flowchart of the method of the fifth embodiment of the game skill casting method according to the present invention. As shown in the figure, in this embodiment, the game skill casting method includes steps S10, S20, S31 - S34, where steps S10 and S20 are the same as those in the above first embodiment respectively, and will not be elaborated here.

[0147] Specifically, the game skill casting method includes:

[0148] S10: Provide a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes a game skill control corresponding to a first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or the adjustment operation of the game field of view.

[0149] S20: In response to the appearance of a target virtual object in the game field of view screen, control to display a first identifier corresponding to the first game skill control at the target virtual object.

[0150] S31: In response to a trigger operation on the first identifier, determine the skill effective range of the first game skill corresponding to the first identifier.

[0151] Generally, when a player touches a game skill control, the aiming direction of the game skill will be displayed on the graphical user interface. The player can slide the game skill control according to the position of the target virtual object to adjust the aiming direction of the game skill. In the embodiment of the present invention, by performing a trigger operation on the first identifier, without releasing the hand, the aiming direction of the first game skill towards the target virtual object and the skill effective range towards the aiming direction are displayed on the graphical user interface. Based on the trigger operation of the first identifier, the first game skill can directly aim at the target virtual object without the player adjusting the aiming direction.

[0152] S32: When the distance between the first virtual object and the target virtual object is within the skill effective range, control to cast the first game skill towards the target virtual object or towards the position where the target virtual object is located in the virtual scene.

[0153] Generally, a player touches a game skill control to determine the skill effective range of a game skill, and releases the game skill when it is determined that the target virtual object is within the skill effective range of the game skill. Therefore, in the embodiments of the present invention, after determining the skill effective range of the first game skill through the triggering operation of the first identifier, it is determined whether the distance between the first virtual object and the target virtual object is within the skill effective range, that is, when the player determines whether the target virtual object is within the skill effective range of the first game skill in the graphical user interface, when the distance between the first virtual object and the target virtual object is within the skill effective range, the player releases the triggering operation on the first identifier to release the first game skill to the target virtual object or to the position where the target virtual object is located in the virtual scene.

[0154] Exemplarily, Figure 8 FIG. is a schematic diagram of an interface for a skill release range provided by an embodiment of the present invention. As Figure 8 shown, the skill effective range 17 has a certain length and width, Figure 8 and the target virtual object is exactly within the skill effective range.

[0155] Based on the above fifth embodiment, when the distance between the first virtual object and the target virtual object is outside the game skill range, as Figure 7 shown, the method further includes:

[0156] S33: When the distance between the first virtual object and the target virtual object is outside the skill effective range, control the first virtual object to move towards the target virtual object.

[0157] Generally, when a player touches a game skill control to release a game skill to a target virtual object, if the distance between the first virtual object and the target virtual object is outside the skill effective range, the first virtual object cannot directly release the game skill based on the player's release operation of the game skill. Therefore, in the embodiments of the present invention, to ensure the effective release of the first game skill, when the first identifier is triggered, if it is determined that the target virtual object is outside the skill effective range of the first game skill, control the first virtual object to move forward automatically towards the position where the target virtual object is located to reduce the distance between the first virtual object and the target virtual object.

[0158] S34: When the first virtual object moves into the skill effective range, control to release the first game skill to the target virtual object or to the position where the target virtual object is located in the virtual scene.

[0159] As can be seen from the foregoing, in this embodiment, when the first identifier is triggered and the distance between the first virtual object and the target virtual object is outside the skill game range, the first virtual object will move forward by itself towards the position where the target virtual object is located. When the distance between the first virtual object and the target virtual object is within the skill effective range, this embodiment can cast the first game skill on the target virtual object or on the position where the target virtual object is located in the virtual scene, ensuring that the first game skill will not be cast in vain.

[0160] Through the above steps S10, S20, S31 - S34, for the game skill casting method provided by the fifth embodiment of the present invention, after further displaying the first identifier corresponding to the first game skill control at the target virtual object and then responding to the trigger operation on the first identifier, it judges the skill effective range of the first game skill corresponding to the first identifier. Only when the distance between the first virtual object and the target virtual object is within the skill effective range, it controls to cast the first game skill on the target virtual object or on the position where the target virtual object is located in the virtual scene. When the distance between the first virtual object and the target virtual object is outside the skill effective range, it automatically controls the first virtual object to move towards the target virtual object until the first virtual object moves into the skill effective range, and then casts the first game skill, so as to ensure that the game skill can be effectively cast, avoid the situation that the game skill has no casting effect due to the excessive distance between the first virtual object and the target virtual object, reduce the frustration of the player caused by the ineffective casting of the skill, and help improve the operation certainty and game experience effect of the player.

[0161] Based on the above embodiments of the present invention, a sixth embodiment of the game skill casting method described in the present invention is further proposed.

[0162] Please refer to Figure 9 , which is the flowchart of the method of the sixth embodiment of the game skill casting method described in the present invention. As shown in the figure, in this embodiment, the game skill casting method includes steps S10, S20, S30, S41 - S42, where steps S10, S20 and S30 are the same as those in the above first embodiment respectively, and will not be elaborated here.

[0163] Specifically, the game skill casting method includes:

[0164] S10: Provide a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes the game skill control corresponding to the first virtual object and the game field of view screen determined according to the position of the first virtual object in the virtual scene and / or the operation of adjusting the game field of view.

[0165] S20: In response to the appearance of the target virtual object in the game field of view screen, control to display the first identifier corresponding to the first game skill control at the target virtual object.

[0166] S30: In response to a triggering operation on the first identifier, control the casting of the first game skill corresponding to the first identifier on the target virtual object or at the position where the target virtual object is located in the virtual scene.

[0167] S41: Obtain the cooldown time of the first game skill.

[0168] Generally, game skills cannot be continuously cast. After each casting of a game skill, the game skill will enter a cooldown state, and the duration of the cooldown state is the cooldown time. During the cooldown time, the game skill cannot be released. After the cooldown time ends, the skill state of the game skill is a non-cooling state, and the game skill can be cast. Therefore, in the embodiments of the present invention, after casting the first game skill, the preset cooldown time of the first game skill can be obtained, and the cooldown time decreases in a countdown manner.

[0169] S42: Hide the first identifier corresponding to the first game skill during the cooldown time, and redisplay the first identifier corresponding to the first game skill when the cooldown time ends.

[0170] As can be seen from the foregoing, when the skill state of a game skill is in the cooldown state, the game skill cannot be cast. Therefore, in the embodiments of the present invention, when the first game skill is still within the cooldown time, that is, before the cooldown time ends, the player cannot trigger the casting of the first game skill through the displayed first identifier. Therefore, it can be understood that displaying the first identifier at the target virtual object during the cooldown time is meaningless and will instead reduce the simplicity of the graphical user interface. Therefore, the first identifier corresponding to the first game skill can be hidden at the target virtual object during the cooldown time to ensure the simplicity of the graphical user interface, and the first identifier is redisplayed after the cooldown time ends. The player can perform a touch operation on the first identifier to cast the first game skill again.

[0171] Through the above steps S10 - S30, S41 - S42, the game skill casting method provided by the embodiments of the present invention further determines the cooldown time of the first game skill after the step of casting the first game skill on the target virtual object or at the position where the target virtual object is located in the virtual scene, hides the first identifier corresponding to the first game skill during the cooldown time, and redisplay the first identifier corresponding to the first game skill when the cooldown time ends, avoiding the occupation of the graphical user interface space by displaying the first identifier when the first game skill is cooling down, saving space resources, and improving the simplicity of the graphical user interface.

[0172] Based on the above embodiments of the present invention, a seventh embodiment of the game skill casting method described in the present invention is further proposed.

[0173] Please refer toFigure 10 This is the flowchart of the seventh embodiment of the game skill casting method according to the present invention. As shown in the figure, in this embodiment, the game skill casting method includes S10, S20, S29, and S30, where steps S10, S20, and S30 are the same as those in the first embodiment described above and will not be elaborated here.

[0174] Specifically, the game skill casting method includes:

[0175] S10: Provide a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes a game skill control corresponding to a first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or an operation for adjusting the game field of view.

[0176] S20: In response to a target virtual object appearing in the game field of view screen, control to display a first identifier corresponding to the first game skill control at the target virtual object.

[0177] S29: In response to a view locking operation on the graphical user interface, control to lock the game field of view screen displayed in the graphical user interface.

[0178] Generally, if a player adjusts the game field of view screen displayed in the graphical user interface by performing a sliding operation in the view adjustment area so that the target virtual object appears in the game field of view screen displayed in the graphical user interface, at this time, since the player's right hand operates the view adjustment area, if the player releases the hand at this time, the graphical user interface will return to the game field of view screen where the first virtual object is located in the virtual scene. Therefore, in the embodiment of the present invention, if a touch operation is to be performed on the displayed first identifier to cast the corresponding first game skill within the game field of view screen where the target virtual object is located, the player also needs to use the other hand to trigger the operation on the first identifier. However, this operation method is relatively difficult, and the player's finger may not be able to accurately click on the first identifier, which is not conducive to the player's game experience effect.

[0179] Therefore, in the embodiment of the present invention, a more preferred operation method is to lock the game field of view screen displayed in the graphical user interface through a view locking operation on the graphical user interface. At this time, the player's right hand used for the view adjustment area can be freed to trigger the operation on the first identifier, reducing the player's operation difficulty and improving the game experience effect. For example, the view locking operation can be a screen pressing operation on the current game field of view screen.

[0180] S30: In response to a trigger operation on the first identifier, control to cast the first game skill corresponding to the first identifier towards the target virtual object or towards the position where the target virtual object is located in the virtual scene.

[0181] Through the above steps S10, S20, S29, and S30, the game skill casting method provided by the seventh embodiment of the present invention further locks the game view screen displayed in the graphical user interface in response to a perspective locking operation on the graphical user interface after displaying the first identifier corresponding to the first game skill control at the target virtual object, so as to lock the displayed game view screen through the perspective locking operation, facilitating the player to perform a triggering operation on the first identifier, reducing the operation difficulty of the player, and improving the game experience effect.

[0182] Secondly, the present invention also provides a game skill casting device.

[0183] Please refer to Figure 11 , which is a schematic structural diagram of the game skill casting device of the present invention. As shown in the figure, in this embodiment, the game skill casting device includes:

[0184] An interface display module 100, configured to provide a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes a game skill control corresponding to a first virtual object and a game view screen determined according to the position of the first virtual object in the virtual scene and / or a game view adjustment operation;

[0185] An identifier display module 200, configured to control the display of a first identifier corresponding to the first game skill control at the target virtual object in response to the appearance of the target virtual object in the game view screen, where the first game skill control is a game skill control capable of triggering the casting of a first game skill on the target virtual object or the position where the target virtual object is located;

[0186] A first skill casting module 300, configured to control the casting of the first game skill corresponding to the first identifier on the target virtual object or on the position where the target virtual object is located in the virtual scene in response to a triggering operation on the first identifier.

[0187] Optionally, the identifier display module 200 includes:

[0188] A first skill effective range acquisition unit, configured to acquire the skill effective range of the first game skill corresponding to the first game skill control;

[0189] A first identifier display unit, configured to execute the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object when the distance between the first virtual object and the target virtual object is within the skill effective range; and not execute the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object when the distance between the first virtual object and the target virtual object is outside the skill effective range.

[0190] Optionally, after the identifier display module 200, the device further includes:

[0191] A second skill effective range acquisition unit, configured to determine the skill effective range of a first game skill corresponding to a first identifier;

[0192] An identifier highlighting unit, configured to control the highlighting display of the first identifier corresponding to the first game skill when the distance between the first virtual object and the target virtual object is within the skill effective range of the first game skill.

[0193] Optionally, the identifier display module 200 includes:

[0194] A skill state acquisition unit, configured to acquire the skill state of the first game skill corresponding to the first game skill control;

[0195] A second identifier display unit, configured to perform the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object when the skill state of the first game skill is in a non-cooling state; and not perform the step of controlling the display of the first identifier corresponding to the first game skill control at the target virtual object when the skill state of the first game skill is in a cooling state.

[0196] Optionally, the first skill casting module 300 includes:

[0197] A third skill effective range acquisition unit, configured to determine the skill effective range of the first game skill corresponding to the first identifier in response to a trigger operation acting on the first identifier;

[0198] A skill casting unit, configured to control the casting of the first game skill on the target virtual object or on the position where the target virtual object is located in the virtual scene when the distance between the first virtual object and the target virtual object is within the skill effective range.

[0199] Optionally, the apparatus further includes:

[0200] A movement control module, configured to control the movement of the first virtual object towards the target virtual object when the distance between the first virtual object and the target virtual object is outside the skill effective range;

[0201] A second skill casting module, configured to perform the step of controlling the casting of the first game skill on the target virtual object or on the position where the target virtual object is located in the virtual scene when the first virtual object moves into the skill effective range.

[0202] Optionally, after the first skill casting module 300 or the second skill casting module, the apparatus further includes:

[0203] A cooling time acquisition module, configured to acquire the cooling time of the first game skill;

[0204] An identification hiding and displaying module, configured to hide a first identification corresponding to a first game skill during a cooling time, and to redisplay the first identification corresponding to the first game skill when the cooling time ends.

[0205] Optionally, the apparatus further includes:

[0206] A perspective locking module, configured to respond to a perspective locking operation on a graphical user interface, and to control the locking of a game view screen displayed in the graphical user interface.

[0207] The above apparatus is used to execute the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and will not be elaborated herein.

[0208] These above modules may be one or more integrated circuits configured to implement the above method, for example: one or more application specific integrated circuits (ASICs), or, one or more digital signal processors (DSPs), or, one or more field programmable gate arrays (FPGAs), etc. Again, when a certain above module is implemented in the form of a processing element dispatching program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processors that can call program code. Again, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0209] Then, the present invention further provides an electronic device.

[0210] As Figure 12 shown, it is a schematic diagram of an embodiment of an electronic device provided by the present invention. As shown in the figure, the electronic device 400 includes: a processor 401, a storage medium 402, and a bus. The storage medium 402 stores program instructions executable by the processor 401. When the electronic device 400 runs, communication between the processor 401 and the storage medium 402 is performed through the bus. The processor 401 executes the program instructions to execute the above method embodiment, and the specific implementation manner and technical effects are similar, and will not be elaborated herein.

[0211] Finally, optionally, the present invention 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 above method embodiment, and the specific implementation manner and technical effects are similar, and will not be elaborated herein.

[0212] In several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical or other forms.

[0213] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can 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.

[0214] In addition, in each embodiment of the present invention, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated units can be implemented in the form of hardware or in the form of hardware plus software functional units.

[0215] The above integrated units implemented in the form of software functional units can be stored in a computer-readable storage medium. The above software functional units stored in a storage medium include several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in each embodiment of the present invention. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (English: Read-Only Memory, abbreviated as: ROM), random access memories (English: Random Access Memory, abbreviated as: RAM), magnetic disks or optical discs that can store program codes.

[0216] The above is only the specific implementation manner of the present invention, but the protection scope of the present invention is not limited thereto. Any person skilled in the art within the technical scope disclosed by the present invention can easily think of changes or substitutions, which should all be covered by the protection scope of the present invention. Therefore, the protection scope of the present invention should be subject to the protection scope of the claims.

Claims

1. A method for casting game skills, characterized in that, The game includes a virtual scene providing a battle environment and a plurality of virtual objects located in the virtual scene. The method includes: Providing a graphical user interface through a terminal device. The content displayed on the graphical user interface includes a game skill control corresponding to a first virtual object and a game field of view screen determined according to the position of the first virtual object in the virtual scene and / or an adjustment operation of the game field of view; In response to a target virtual object appearing in the game field of view screen, obtaining the skill state of a first game skill corresponding to a first game skill control. When the skill state of the first game skill is a non-cooling state, controlling to display a first identifier corresponding to the first game skill control at the target virtual object. The first game skill control is a game skill control capable of triggering the casting of the first game skill to the target virtual object or the position where the target virtual object is located; In response to a trigger operation acting on the first identifier, controlling to cast the first game skill corresponding to the first identifier to the target virtual object or to the position where the target virtual object is located in the virtual scene.

2. The method according to claim 1, characterized in that, The step of obtaining the skill state of the first game skill corresponding to the first game skill control and, when the skill state of the first game skill is a non-cooling state, controlling to display the first identifier corresponding to the first game skill control at the target virtual object includes: Obtaining the skill state of the first game skill corresponding to the first game skill control and the skill effective range of the first game skill corresponding to the first game skill control; When the skill state of the first game skill is a non-cooling state and the distance between the first virtual object and the target virtual object is within the skill effective range, performing the step of controlling to display the first identifier corresponding to the first game skill control at the target virtual object; Otherwise, not performing the step of controlling to display the first identifier corresponding to the first game skill control at the target virtual object.

3. The method according to claim 1, characterized in that, After the step of, in response to a target virtual object appearing in the game field of view screen, controlling to display the first identifier corresponding to the first game skill control at the target virtual object, the method further includes: When the distance between the first virtual object and the target virtual object is within the skill effective range of the first game skill, controlling to highlight the first identifier corresponding to the first game skill.

4. The method according to claim 1, characterized in that, After the step of, in response to a target virtual object appearing in the game field of view screen, the method further includes: When the skill state of the first game skill is a cooling state, not performing the step of controlling to display the first identifier corresponding to the first game skill control at the target virtual object.

5. The method according to claim 1, characterized in that, The step of, in response to a trigger operation acting on the first identifier, controlling to cast the first game skill corresponding to the first identifier to the target virtual object or to the position where the target virtual object is located in the virtual scene includes: In response to a trigger operation acting on the first identifier, determining the skill effective range of the first game skill corresponding to the first identifier; When the distance between the first virtual object and the target virtual object is within the effective range of the skill, control the casting of the first game skill on the target virtual object or on the position where the target virtual object is located in the virtual scene.

6. The method according to claim 5, characterized in that, The method further includes: When the distance between the first virtual object and the target virtual object is outside the effective range of the skill, control the first virtual object to move towards the target virtual object; When the first virtual object moves within the effective range of the skill, perform the step of controlling the casting of the first game skill on the target virtual object or on the position where the target virtual object is located in the virtual scene.

7. The method according to claim 5 or 6, characterized in that, After the step of controlling the casting of the first game skill on the target virtual object or on the position where the target virtual object is located in the virtual scene, the method further includes: Obtain the cooldown time of the first game skill; Hide the first identifier corresponding to the first game skill during the cooldown time, and redisplay the first identifier corresponding to the first game skill when the cooldown time ends.

8. The method according to claim 1, characterized in that, The method includes: In response to a perspective locking operation on the graphical user interface, control the locking of the game view screen displayed on the graphical user interface.

9. A game skill casting device, characterized in that, The game includes a virtual scene providing a battle environment and a plurality of virtual objects located in the virtual scene. The device includes: An interface display module for providing a graphical user interface through a terminal device. The content displayed on the graphical user interface includes a game skill control corresponding to the first virtual object and a game view screen determined according to the position of the first virtual object in the virtual scene and / or a game view adjustment operation; An identifier display module for, in response to the appearance of a target virtual object in the game view screen, controlling the display of a first identifier corresponding to the first game skill control at the target virtual object. The first game skill control is a game skill control capable of triggering the casting of the first game skill on the target virtual object or on the position where the target virtual object is located; A skill casting module for, in response to a trigger operation on the first identifier, controlling the casting of the first game skill corresponding to the first identifier on the target virtual object or on the position where the target virtual object is located in the virtual scene.

10. An electronic device, characterized in that, Includes: A processor, a storage medium, and a bus. The storage medium stores program instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus. The processor executes the program instructions to perform the steps of the game skill casting method according to any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that, A computer program is stored on the storage medium. When the computer program is run by the processor, it performs the steps of the game skill casting method according to any one of claims 1 to 8.