Game control method and device, computer equipment and storage medium

By providing aiming controls on the game interface, responding to sliding operations to determine the direction of skill release and keeping the field of view unchanged, the problem of low skill release efficiency in the existing technology is solved and the game operation experience is improved.

CN120643907APending Publication Date: 2025-09-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202410289313.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-03-13
Publication Date
2025-09-16

AI Technical Summary

Technical Problem

In the existing technology, the accuracy of game aiming operations is required to be high, resulting in low efficiency in skill release, which affects the player's gaming experience.

Method used

By providing aiming controls in the graphical user interface, responding to the player's sliding operation to determine the direction of skill release, and keeping the game field of view unchanged during the sliding process, the target skill can be quickly released.

Benefits of technology

It enables the quick and accurate release of skills in low-accuracy game scenarios, improving the player's gaming experience.

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Patent Text Reader

Abstract

The embodiment of the invention discloses a game control method and device, computer equipment and a computer readable storage medium. According to the scheme, the aiming control of the target skill and the trigger instruction designed for the aiming control of the target skill are provided on the graphical user interface, and the method can comprise the steps that when the sliding operation of a game player on the aiming control of the target skill is detected, the skill release direction can be rapidly determined according to the sliding direction of the sliding operation, in the sliding operation action process, the game view picture displayed by the graphical user interface is kept unchanged, and then the target skill is released based on the skill release direction. Therefore, the skill can be quickly released in a low-accuracy game scene, so that the game operation experience of players is improved.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a game control method, device, computer equipment, and computer-readable storage medium. Background Art

[0002] With the development of the internet, a large number of different types of games have emerged to meet users' daily entertainment needs. Aiming functions are common in some shooting and action games. For example, a gun prop enters the aiming state, a bow prop draws the bow and aims, or a grappling prop selects a target.

[0003] In related art, a crosshair button is provided on the game interface to perform the aiming function. Long-pressing this button triggers the aiming state. Releasing the button in this state triggers the corresponding skill release. This is commonly used for guns, bows and arrows, grappling props, etc. However, this method requires the player to aim the crosshair button at a precise location in the game scene, which requires high precision. As a result, the skill release efficiency is low, which affects the player's gaming experience. Summary of the Invention

[0004] The embodiments of the present application provide a game control method, apparatus, computer device, and computer-readable storage medium, which can improve the efficiency of releasing game skills and thereby enhance the player's gaming experience.

[0005] An embodiment of the present application provides a game control method, wherein a terminal device provides a graphical user interface, wherein the graphical user interface displays a game field of view and aiming controls for target skills, the method comprising:

[0006] In response to a field of view adjustment operation, changing a game field of view picture displayed on the graphical user interface according to the field of view adjustment operation;

[0007] In response to a first sliding operation on the aiming control, determining a skill release direction of the target skill in the game scene according to a sliding direction of the first sliding operation, wherein during the first sliding operation, the game field of view displayed on the graphical user interface remains unchanged;

[0008] Release the target skill based on the skill release direction.

[0009] Accordingly, an embodiment of the present application further provides a game control device, which provides a graphical user interface through a terminal device, wherein the graphical user interface displays a game field of view and aiming controls for target skills, and the device includes:

[0010] A display unit, configured to respond to a field of view adjustment operation and change a game field of view image displayed on the graphical user interface according to the field of view adjustment operation;

[0011] a first determining unit configured to, in response to a first sliding operation on the aiming control, determine a skill release direction of the target skill in the game scene according to a sliding direction of the first sliding operation, wherein during the first sliding operation, a game field of view displayed on the graphical user interface remains unchanged;

[0012] The first releasing unit is configured to release the target skill based on the skill releasing direction.

[0013] Accordingly, an embodiment of the present application further provides a computer device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes any game control method provided in any embodiment of the present application.

[0014] Accordingly, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the above game control method.

[0015] In an embodiment of the present application, by providing an aiming control for a target skill in a graphical user interface, the triggering instructions designed for the aiming control for the target skill may include: upon detecting a sliding operation of the aiming control by a game player, the skill release direction may be quickly determined based on the sliding direction of the sliding operation. During the sliding operation, the game field of view displayed in the graphical user interface remains unchanged, and then the target skill is released based on the skill release direction. In this way, it is possible to quickly release skills in low-accuracy game scenarios, thereby improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0017] Figure 1 A schematic diagram of a game control system according to an embodiment of the present invention.

[0018] Figure 2 A flowchart of a game control method provided in an embodiment of the present application.

[0019] Figure 3 A schematic diagram of an application scenario of a game control method provided in an embodiment of the present application.

[0020] Figure 4A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0021] Figure 5 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0022] Figure 6 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0023] Figure 7 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0024] Figure 8 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0025] Figure 9 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0026] Figure 10 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0027] Figure 11 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0028] Figure 12 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0029] Figure 13 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0030] Figure 14 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.

[0031] Figure 15 This is a structural block diagram of a game control device provided in an embodiment of the present application.

[0032] Figure 16 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0033] The following will be combined with the drawings in the embodiments of this application to clearly and completely describe the technical solutions in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without making any creative efforts shall fall within the scope of protection of this application.

[0034] The embodiments of the present application provide a game control method, device, computer-readable storage medium and computer equipment. Specifically, the game control method of the embodiments of the present application can be executed by a computer device, wherein the computer device can be a terminal or server or other equipment. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network, content distribution network), and basic cloud computing services such as big data and artificial intelligence platforms.

[0035] For example, when the game control method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, by downloading, installing and running the game application through the terminal device. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch screen and a processor, the touch screen being used to present the graphical user interface and receive operation instructions generated by the user acting on the graphical user interface, the graphical user interface including the game screen, and the processor being used to run the game, generate the graphical user interface, respond to operation instructions and control the display of the graphical user interface on the touch screen.

[0036] For example, when the game control method runs on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the operating body of the game application and the body that presents the game screen are separate. The storage and operation of the game control method are completed on the cloud gaming server. The game screen is presented on the cloud gaming client. The cloud gaming client is mainly used to receive and send game data and present the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, TV, computer, PDA, personal digital assistant, etc., but the terminal device that processes the game data is the cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud gaming client via the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0037] See also Figure 1 , Figure 1 A schematic diagram of a game control system provided in an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the servers of different games via the network. The terminal is any device with computing hardware that can support and execute the software product corresponding to the game. In addition, the terminal has one or more multi-touch screens for sensing and obtaining the user's input through touch or sliding operations performed at multiple points on one or more touch-sensitive displays. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and thus connected and synchronized with each other through appropriate networks to support multi-player games. Additionally, the system may include multiple databases coupled to different servers, and the multiple databases may continuously store information related to the gaming environment in the databases while different users play the multi-player game online.

[0038] Embodiments of the present application provide a game control method that can be executed by a terminal or a server. This embodiment of the present application illustrates the game control method executed by a terminal. The terminal includes a touchscreen display and a processor. The touchscreen display is configured to present a graphical user interface (GUI) and receive user-generated operational instructions generated by the GUI. When a user operates the GUI via the touchscreen display, the GUI can control local content on the terminal or content on a peer server in response to the received operational instructions. For example, the operational instructions generated by the user on the GUI include instructions for launching a game application. The processor is configured to launch the game application upon receiving the user-generated instruction to launch the game application. Furthermore, the processor is configured to render and draw a GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch-sensitive screen capable of sensing touch or slide operations performed simultaneously at multiple points on the screen. A user performs a touch operation on the GUI with a finger. Upon detecting the touch operation, the GUI controls various virtual objects in the game to perform actions corresponding to the touch operation. For example, the game can be any of a variety of games, such as casual games, action games, role-playing games, strategy games, sports games, and puzzle games. Among other things, a game may include a virtual scene. Furthermore, the game's virtual scene may include one or more virtual objects, such as virtual characters, controlled by a user (or player). Furthermore, the game's virtual scene may also include one or more obstacles, such as railings, ravines, walls, etc., to restrict the movement of virtual objects, for example, restricting the movement of one or more objects to a specific area within the virtual scene. Optionally, the game's virtual scene also includes one or more elements, such as skills, scores, character health, energy, etc., to provide assistance to the player, offer virtual services, increase scores related to player performance, etc. Furthermore, the graphical user interface may also present one or more indicators to provide information to the player. For example, a game may include a player-controlled virtual object and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players in the game. For example, one or more other virtual objects may be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to implement a human-computer game mode. For example, a virtual object may possess various skills or abilities that a game player can use to achieve a goal. For example, a virtual object may possess one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game. Such skills or abilities can be activated by a game player using one of a plurality of preset touch operations with the touch display screen of the terminal. The processor can be configured to present a corresponding game screen in response to an operation instruction generated by the user's touch operation.

[0039] It should be noted that Figure 1 The scene diagram of the game control system shown is only an example. The image processing system and scene described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided by the embodiment of the present application. Ordinary technicians in this field can know that with the evolution of game control systems and the emergence of new business scenarios, the technical solution provided by the embodiment of the present application is also applicable to similar technical problems.

[0040] To address the above issues, the present invention provides a first game control method, device, computer device, and computer-readable storage medium that can improve the efficiency of game skill release and thereby enhance the player's gaming experience. These methods are described in detail below. It should be noted that the order in which the following embodiments are described does not limit the preferred order of the embodiments.

[0041] An embodiment of the present application provides a game control method, which can be executed by a terminal or a server. The embodiment of the present application takes the game control method executed by a terminal as an example for explanation.

[0042] See also Figure 2 , Figure 2 This is a flowchart of a game control method provided in an embodiment of the present application. The specific process of the game control method can be as follows:

[0043] 101. In response to a field of view adjustment operation, change a game field of view image displayed on a graphical user interface according to the field of view adjustment operation.

[0044] In an embodiment of the present application, a graphical user interface is provided via a terminal device, and the graphical user interface displays a game view of a target game. The game view is formed by capturing the game scene based on the current player's perspective in the game. The game view includes at least a portion of the game scene of the target game and a first virtual object within the game scene, which can be controlled by the current player via the terminal device.

[0045] Among them, target games may include third-person games, which are a type of game played from a third-person perspective. In a third-person game, players can observe the in-game characters and environment from a third-person perspective. The perspective of a third-person game is usually behind or beside the character, allowing players to see the character's entire body or part of it. This perspective can provide a wider field of view and richer environmental details. In a third-person game, players can usually control the character's movement, turning, jumping, and other actions. Some games may also allow players to switch weapons, use props, etc. Third-person games are widely used in various game types, such as action games, shooting games, role-playing games, adventure games, etc.

[0046] The graphical user interface may further provide an aiming control having a target skill, and the target skill may be a game skill possessed by the first virtual object.

[0047] For example, the target skill may be a game skill inherent in the first virtual object in the target game, or may be a game skill possessed by a virtual prop equipped by the first virtual object, and the like.

[0048] Among them, the target skill may include an aiming function, and the aiming control of the target skill can be used to realize the aiming function of the target skill, that is, the current player can release the target skill after aiming at the target in the game scene by controlling the aiming control of the target skill.

[0049] For example, in a third-person shooter game, the aiming control of the target skill can be a shooting control, and the player can aim at a target in the game scene by operating the shooting control, and then trigger the shooting at the target; or, in a third-person role-playing game, the aiming control of the target skill can be a grappling control, and the player can aim at a target in the game scene by operating the grappling control, and then trigger the grappling of the target and control the virtual object to move to the target's position, and so on. These are different examples.

[0050] For example, see Figure 3 , Figure 3 A schematic diagram of an application scenario of a game control method provided in an embodiment of the present application. Figure 3 The graphical user interface 10 shown shows a game scene 11 of a target game, and a first virtual object 12 controlled by the current player in the game scene 11. The graphical user interface 10 also provides aiming controls 13 for target skills, and movement controls 14, which can be used to control the movement of the first virtual object 12 in the game scene 11.

[0051] Among them, the field of view adjustment operation is used to adjust the current player's observation perspective to switch the game field of view screen displayed by the graphical user interface.

[0052] Among them, the field of view adjustment operation can include multiple methods, for example, the switching of the observation perspective can be triggered by operating the mobile control, or the switching of the observation perspective can be triggered by sliding the game scene area.

[0053] For example, see Figure 4 , Figure 4 This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 4The graphical user interface 10 shown on the upper side shows a first game view screen 111, which is a screen formed by capturing the game scene at the first observation angle. When the current player detects a sliding operation on the movement control 14, the first virtual object 12 can be controlled to move in the game scene, and at the same time, the first observation angle is switched to the second observation angle to obtain the second game view screen, that is, Figure 4 The graphical user interface 10 is shown at the bottom.

[0054] Among them, Figure 4 The graphical user interface 10 shown at the lower side displays a second game view screen 112 , which is a screen formed by capturing the game scene at a second observation angle, thereby completing the switching of the game view screen.

[0055] For another example, see Figure 5 , Figure 5 This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 5 The graphical user interface 10 shown on the upper side shows a first game view screen 111, which is a screen formed by capturing the game scene at the first observation angle. When a sliding operation of the current player on the field of view control area of ​​the game interface is detected, the first observation angle can be controlled to switch to the second observation angle, thereby obtaining a second game view screen, that is, obtaining Figure 5 The graphical user interface 10 is shown at the bottom.

[0056] Among them, Figure 5 The graphical user interface 10 shown at the lower side displays a second game view screen 112 , which is a screen formed by capturing the game scene at the second observation angle, thereby completing the switching of the game view screen.

[0057] 102. In response to a first sliding operation on the aiming control, determine a skill release direction of the target skill in the game scene according to a sliding direction of the first sliding operation.

[0058] During the first sliding operation, the game field of view displayed on the graphical user interface remains unchanged. That is, during the first sliding operation, the current player's viewing angle does not change, so that the current player can continue to observe the game scene through the previous viewing angle.

[0059] The first sliding operation refers to the operation performed by the current game player on the aiming control of the target skill.

[0060] In some embodiments, to improve the accuracy of skill release, the step of "determining the skill release direction of the target skill in the game scene based on the sliding direction of the first sliding operation" may include the following operations:

[0061] Determine the direction corresponding to the sliding direction in the game scene to obtain a first direction in the game scene;

[0062] The skill release direction is determined based on the first direction.

[0063] The first direction refers to the direction in the game scene mapped to the sliding direction of the first sliding operation on the graphical user interface. For example, the first direction may be the direction of the sliding direction relative to the orientation of the first virtual object in the game scene.

[0064] For example, see Figure 6 , Figure 6 This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 6 In the graphical user interface 10 shown, when a first sliding operation of the current player on the aiming control 13 is detected, the sliding direction 15 of the first sliding operation is obtained, and then the first direction corresponding to the sliding direction 15 in the game scene can be determined.

[0065] It should be noted that, in the embodiment of the present invention, the first sliding operation refers to the operation of quickly sliding after the player touches the aiming control, that is, the contact time here is very short and does not reach the time corresponding to the long press operation set by the system. Based on the first sliding operation of the embodiment of the present application, the aiming control can be controlled to enter the quick aiming state, which means that the aiming control quickly aims at a third direction (i.e., the skill release direction), and the third direction has no binding relationship with the camera direction or the orientation of the player character.

[0066] Among them, the skill release direction refers to the direction in which the target skill needs to be released.

[0067] In some embodiments, to further improve the accuracy of skill release, the step of "determining the skill release direction based on the first direction" may include the following operations:

[0068] Determining a direction range corresponding to the first direction from the game scene according to the first direction and the preset angle parameter;

[0069] Get the skill release direction based on the direction that meets the preset conditions in the direction range.

[0070] The preset angle parameter refers to the angle value used to assist in determining the direction of skill release. For example, the preset angle parameter can be 30 degrees.

[0071] Among them, determining the direction range corresponding to the first direction from the game scene based on the first direction and the preset angle parameter can include: rotating the preset angle parameter clockwise according to the first direction, and obtaining the direction as the first edge direction, and rotating the preset angle parameter counterclockwise according to the first direction, and obtaining the direction as the second edge direction, and then obtaining the direction range corresponding to the first direction based on the direction between the first edge direction and the second edge direction.

[0072] For example, see Figure 7 , Figure 7 This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 7 In the illustrated graphical user interface 10, when a first sliding operation of the aiming control 13 of the current game player is detected, a first direction 151 is determined according to the sliding direction 15 of the first sliding operation. The preset angle parameter may be 30 degrees.

[0073] Furthermore, the first edge direction 161 is obtained by rotating the first direction 151 clockwise by 30 degrees, and the second edge direction 162 is obtained by rotating the first direction 151 counterclockwise by 30 degrees. Then, the direction range can be obtained according to the direction between the first edge direction 162 and the second edge direction 161.

[0074] In some embodiments, to further improve the accuracy of skill release, the step of "obtaining a skill release direction based on a direction in a direction range that meets a preset condition" may include the following operations:

[0075] Determine the direction toward the second virtual object within the direction range to obtain the skill release direction.

[0076] Among them, the second virtual object can be a virtual object that attacks or damages the first virtual object, or releases the game skill of the aiming control that supports the target skill. The second virtual object can be a virtual object in the game scene that is not controlled by the current player.

[0077] For example, the second virtual object may include an NPC (non-player character) in the game scene, a scene object, or a virtual object controlled by another player.

[0078] In an embodiment of the present application, after the direction range is determined, it can be determined whether there is a second virtual object in the area corresponding to the direction range in the game field of view. If there is a second virtual object, the direction towards the second virtual object in the direction range can be used as the skill release direction.

[0079] For example, see Figure 8 , Figure 8This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 8 In the illustrated graphical user interface 10, the direction range determined by sliding direction 16 of the first sliding operation is: first edge direction 171 to second edge direction 172. If there is a direction 173 between first edge direction 171 and second edge direction 172 that is directed toward second virtual object 19, then this direction 173 can be used as the skill release direction.

[0080] In some embodiments, if there are multiple candidate directions toward different second virtual objects in the direction range, to further improve the accuracy of skill release, the step of "obtaining a skill release direction based on a direction in the direction range that meets a preset condition" may include the following operations:

[0081] A target second virtual object that is closest to the first virtual object is determined from multiple second virtual objects, and a skill release direction is obtained according to a candidate direction corresponding to the target second virtual object.

[0082] The first virtual object is a virtual object controlled by the current player in the game scene.

[0083] In an embodiment of the present application, after the direction range is determined, it is possible to determine whether a second virtual object exists in the area corresponding to the direction range in the game field of view. If there are multiple second virtual objects, the second virtual object closest to the first virtual object can be determined first, and then the skill release direction can be obtained based on the direction toward the nearest second virtual object in the direction range.

[0084] For example, see Figure 9 , Figure 9 This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 9 In the illustrated graphical user interface 10 , a direction range determined according to the sliding direction 16 of the interactive operation is: a first edge direction 171 to a second edge direction 172 .

[0085] Among first edge directions 171 and second edge directions 172, there are multiple candidate directions toward different second virtual objects. The multiple second virtual objects include second virtual object 191, second virtual object 192, and second virtual object 193. The multiple candidate directions include a direction toward second virtual object 191, a direction toward second virtual object 192, and a direction toward second virtual object 193.

[0086] Then, it can be determined that the second virtual object closest to the first virtual object 12 is: the second virtual object 193, and the direction toward the second virtual object 193 can be used as the skill release direction.

[0087] In some embodiments, if there are multiple candidate directions toward different second virtual objects in the direction range, to further improve the accuracy of skill release, the step of "obtaining a skill release direction based on a direction in the direction range that meets a preset condition" may include the following operations:

[0088] A candidate direction having the smallest angle with the first direction is determined from the multiple candidate directions to obtain a skill release direction.

[0089] For example, see Figure 10 , Figure 10 This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 10 In the illustrated graphical user interface 10 , a first direction 17 and a direction range corresponding to the first direction 17 are determined according to a sliding direction 16 of an interactive operation: a first edge direction 171 to a second edge direction 172 .

[0090] Among first edge directions 171 and second edge directions 172, there are multiple candidate directions toward different second virtual objects. The multiple second virtual objects include second virtual object 191 and second virtual object 192. The multiple candidate directions include a direction toward second virtual object 191 and a direction toward second virtual object 192.

[0091] Then, the candidate direction with the smallest angle with the first direction 17 can be determined to be the direction toward the second virtual object 192 , and the direction toward the second virtual object 192 can be used as the skill release direction.

[0092] In an embodiment of the present application, the current game player does not need to find the precise direction of the target where the skill needs to be released in the game scene. It only needs to determine the approximate direction of the target in the game scene. Then, the system background can assist in determining the precise direction of the target through preset angle parameters, which can improve the speed and accuracy of skill release.

[0093] 103. Release the target skill based on the skill release direction.

[0094] Among them, releasing the target skill based on the skill release direction may include: controlling the first virtual object to release the target skill in the skill release direction.

[0095] For example, the aiming control of the target skill can be a shooting control, which can control the first virtual object to shoot in the direction of skill release; or the aiming control of the target skill can be a hook control, which can control the first virtual object to send a hook prop in the direction of skill release.

[0096] Among them, the current player's observation perspective can also be kept unchanged during the release of the target skill and after the target skill is released.

[0097] For example, see Figure 10 , where the skill release direction is determined to be the direction where the second virtual object 193 is located, then the first virtual object 12 is controlled according to the first sliding operation to release the target skill of the aiming control 13 in the direction where the second virtual object 192 is located. During this period, the current player's observation perspective can always be maintained as the front field of view of the first virtual object 12.

[0098] That is, in the embodiment of the present application, in the process of controlling the aiming control for releasing the target skill according to the first sliding operation, there is no need to adjust the game perspective screen, and quick skill release can be achieved.

[0099] In some embodiments, if the aiming control of the target skill has a movement control function, for example, the aiming control of the target skill is a hook control that can control the movement of the first virtual object to a position in the game scene where the hook is released, the method may further include the following steps:

[0100] After determining the target skill along the skill release direction, the location where the skill prop corresponding to the target skill collides with the game scene;

[0101] The first virtual object is controlled to move to a position point in the game scene.

[0102] Among them, the skill props corresponding to the target skill refer to the virtual props with the target skill in the target game.

[0103] For example, the target skill may be a grappling skill, and the skill item corresponding to the target skill may be a grappling item; for another example, the target skill may be a shooting skill, and the skill item corresponding to the target skill may be a firearm item, and so on.

[0104] Among them, the location point where the skill prop corresponding to the target skill collides with the game scene in the skill release direction may include: the location in the game scene where the skill prop interacts with the target skill in the skill release direction.

[0105] After the location point is determined, the first virtual object can be controlled to move to the location point in the game scene. Then, the current game player can control the first virtual object to further interact with a second virtual object near the location point, such as fighting.

[0106] For example, see Figure 11 , Figure 11 This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 11In the graphical user interface 10 shown on the upper side, according to the current game player's single click operation on the aiming control of the target skill, the sliding direction 16 of the first sliding operation is determined, and then the skill release direction 161 is determined according to the sliding direction 16, the first virtual object 12 is controlled to release the target skill in the skill release direction 161, and the first virtual object 12 is moved to the position of the second virtual object 19 on the skill release direction 161, that is, Figure 11 The graphical user interface 10 is shown at the bottom.

[0107] Among them, Figure 11 In the graphical user interface 10 shown on the lower side, the first virtual object 12 has released the target skill in the skill release direction 161, and the first virtual object 12 has moved to the position of the second virtual object 19 in the skill release direction 161.

[0108] For example, see Figure 12 , Figure 12 This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 12 In the graphical user interface 10 shown above, a first virtual object 12 and a second virtual object 19 are present in a game scene 11. The aiming control for the target skill may be a hook control 13. A virtual scene object that can be released by the hook skill is located behind the first virtual object 12 in the game scene.

[0109] Among them, the second virtual object 19 is located at a relatively close distance in front of the right side of the first virtual object 12. At this time, the player wants to widen the distance between the first virtual object 12 and the second virtual object 19. The hook control 13 can be slid, and the direction of the sliding operation is the sliding direction 16. The skill release direction 161 is determined according to the sliding direction 16, that is, the direction of the virtual scene object behind. Then, the first virtual object 12 can be controlled to send a hook prop to the virtual scene object according to the sliding operation. During the period of sending the hook prop according to the sliding operation, the game perspective screen is kept unchanged. At the same time, the first virtual object 12 is controlled to move to the position of the virtual scene object to widen the distance between the first virtual object 12 and the second virtual object 19. Get Figure 12 The graphical user interface 10 shown at the bottom side, wherein the first virtual object is controlled to move to the position of the virtual scene object 20.

[0110] Among them, since the perspective of the first virtual object 12 does not change during the skill release period, the current player can still clearly observe the dynamics of the second virtual object 19 during the skill release period, which makes it convenient for the current player to control the first virtual object 12 to avoid the attack of the second virtual object 19.

[0111] It should be noted that in this embodiment of the present invention, the player can slide the aiming control downward to select any object behind the first virtual object 12 as a hook target. Since the player does not need to accurately aim at the hook target in advance, there is no need to adjust the field of view to bring the hook target within the field of view. After the hook skill is released, the first virtual object can be quickly pulled near the hook target, achieving a quick "aiming" effect.

[0112] In some embodiments, in order to meet the different operational requirements of players, the method may further include the following steps:

[0113] In response to a click operation on the aiming control, determining a target position from the game scene corresponding to a center of the graphical user interface;

[0114] Release targeted skills based on the target location.

[0115] Among them, the single-click operation refers to the operation of the current game player on the aiming control.

[0116] Among them, the target position corresponding to the center of the graphical user interface in the game scene is also the center position of the current player's field of view.

[0117] The releasing of the target skill based on the target position may include: controlling the first virtual object to release the target skill based on the target position.

[0118] For example, see Figure 13 , Figure 13 This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 13 In the illustrated graphical user interface 10, when a click operation of the current game player on the aiming control 13 for a target skill is detected, the center position of the current player's field of view is determined from the game scene 11 to be position 21, and the first virtual object 12 can be controlled to release the game skill of the aiming control 13 for the target skill toward position 21. In this way, the game skill can be quickly released at the center position of the player's field of view.

[0119] In some embodiments, in order to meet the different operational requirements of players, the method may further include the following steps:

[0120] In response to a long press operation on an aiming control for a target skill, displaying a crosshair indicator on the graphical user interface;

[0121] In response to a second sliding operation that is continuous with the long press operation, controlling the movement of the crosshair mark according to the second sliding operation;

[0122] In response to the end of the second sliding operation, the target position corresponding to the crosshair mark in the game scene is determined, and the target skill is released based on the target position.

[0123] The long press operation refers to the operation performed by the current game player on the aiming control of the target skill. The second sliding operation can be used to control the crosshair mark to select the position of releasing the target skill in the game scene.

[0124] Among them, the crosshair mark can be used to aim at a position in the game scene.

[0125] The releasing of the target skill based on the target position may include: controlling the first virtual object to release the target skill based on the target position.

[0126] For example, see Figure 14 , Figure 14 This is a schematic diagram of another application scenario of the game control method provided in the embodiment of the present application. Figure 14 In the graphical user interface 10 shown, when a long press operation of the current game player on the aiming control 13 of the target skill is detected, a crosshair mark 22 is displayed on the graphical user interface 10, and then when a second sliding operation of the current player on the aiming control 13 continuously with the long press operation is detected, the movement of the crosshair mark 22 is controlled according to the second sliding operation. When the crosshair mark 22 is moved to the target position where the skill needs to be released, the aiming control 13 is released, and the second sliding operation is ended, that is, the game skill of the aiming control 13 can be controlled to be released to the position where the crosshair mark 22 is located.

[0127] The present application discloses a game control method, comprising: responding to a field of view adjustment operation, changing a game field of view displayed on a graphical user interface according to the field of view adjustment operation; responding to a sliding operation on an aiming control, determining a skill release direction of a target skill in a game scene according to the sliding direction of the sliding operation, wherein the game field of view displayed on the graphical user interface remains unchanged during the sliding operation; and releasing the target skill based on the skill release direction. This method enables rapid skill release in low-accuracy game scenarios, thereby improving the player's gaming experience.

[0128] To facilitate better implementation of the game control method provided in the embodiment of the present application, the embodiment of the present application also provides a game control device based on the above game control method. The meanings of the terms herein are the same as those in the above game control method, and the specific implementation details can be referred to the description in the method embodiment.

[0129] See also Figure 15 , Figure 15 This is a structural block diagram of a game control device provided in an embodiment of the present application, the device comprising:

[0130] The display unit 301 is configured to respond to a field of view adjustment operation and change a game field of view image displayed on the graphical user interface according to the field of view adjustment operation;

[0131] A first determining unit 302 is configured to, in response to a first sliding operation on the aiming control, determine a skill release direction of the target skill in the game scene according to a sliding direction of the first sliding operation, wherein the game field of view displayed on the graphical user interface remains unchanged during the first sliding operation;

[0132] The first releasing unit 303 is configured to release the target skill based on the skill releasing direction.

[0133] In some embodiments, the first determining unit 302 may include:

[0134] A first determining subunit is configured to determine a direction corresponding to the sliding direction in the game scene, and obtain a first direction in the game scene;

[0135] The second determining subunit is configured to determine the skill release direction based on the first direction.

[0136] In some embodiments, the second determining subunit may be specifically configured to:

[0137] Determining a direction range corresponding to the first direction from the game scene according to the first direction and a preset angle parameter;

[0138] The skill release direction is obtained based on the direction that meets the preset conditions in the direction range.

[0139] In some embodiments, the second determining subunit may be specifically configured to:

[0140] Determining a direction range corresponding to the first direction from the game scene according to the first direction and a preset angle parameter;

[0141] Determine a direction toward a second virtual object in the direction range to obtain the skill release direction, wherein the second virtual object is a virtual object in the game scene that is not controlled by the current player.

[0142] In some embodiments, there are multiple candidate directions toward different second virtual objects in the direction range; the second determining subunit may be specifically configured to:

[0143] Determining a direction range corresponding to the first direction from the game scene according to the first direction and a preset angle parameter;

[0144] Determine a target second virtual object that is closest to the first virtual object from multiple second virtual objects, and obtain the skill release direction based on the candidate direction corresponding to the target second virtual object, wherein the first virtual object is the virtual object controlled by the current player in the game scene.

[0145] In some embodiments, there are multiple candidate directions toward different second virtual objects in the direction range; the second determining subunit may be specifically configured to:

[0146] Determining a direction range corresponding to the first direction from the game scene according to the first direction and a preset angle parameter;

[0147] A candidate direction having the smallest angle with the first direction is determined from multiple candidate directions to obtain the skill release direction.

[0148] In some embodiments, the apparatus may further comprise:

[0149] A second determining unit is configured to determine a location where a skill item corresponding to the target skill collides with the game scene after the target skill is released along the skill release direction;

[0150] The first control unit is used to control the first virtual object to move to the position point in the game scene.

[0151] In some embodiments, the apparatus may further comprise:

[0152] a third determining unit, configured to determine, in response to a single-click operation on the aiming control, a target position corresponding to a center of the graphical user interface from the game scene;

[0153] A second releasing unit is configured to release the target skill based on the target position.

[0154] In some embodiments, the apparatus may further comprise:

[0155] a second control unit, configured to display a crosshair mark on the graphical user interface in response to a long press operation on the aiming control;

[0156] In response to a second sliding operation that is continuous with the long press operation, controlling the movement of the crosshair mark according to the second sliding operation;

[0157] The third releasing unit is used to determine the target position corresponding to the crosshair mark in the game scene in response to the end of the second sliding operation, and release the target skill based on the target position.

[0158] The present application discloses a game control device, wherein a display unit 301 responds to a field of view adjustment operation and changes the game field of view displayed on the graphical user interface according to the field of view adjustment operation; a first determination unit 302 responds to a first sliding operation on the aiming control and determines the skill release direction of the target skill in the game scene according to the sliding direction of the first sliding operation, wherein the game field of view displayed on the graphical user interface remains unchanged during the first sliding operation; and a first release unit 303 releases the target skill based on the skill release direction. In this way, various types of high-level game supplies can be recommended to players, making it easier for players to pick up the different supplies they need, thereby improving the player's gaming experience.

[0159] Accordingly, the embodiment of the present application also provides a computer device, which may be a terminal. Figure 16 As shown, Figure 16 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 600 includes a processor 601 having one or more processing cores, a memory 602 having one or more computer-readable storage media, and a computer program stored in the memory 602 and executable on the processor. The processor 601 is electrically connected to the memory 602. Those skilled in the art will appreciate that the computer device structure shown in the figure does not constitute a limitation of the computer device, and may include more or fewer components than shown, or combine certain components, or arrange the components differently.

[0160] The processor 601 is the control center of the computer device 600. It uses various interfaces and lines to connect the various parts of the entire computer device 600. By running or loading software programs and / or modules stored in the memory 602 and calling data stored in the memory 602, it executes various functions of the computer device 600 and processes data, thereby monitoring the computer device 600 as a whole.

[0161] In the embodiment of the present application, the processor 601 in the computer device 600 loads instructions corresponding to one or more application processes into the memory 602 according to the following steps, and the processor 601 runs the application stored in the memory 602 to implement various functions:

[0162] In response to the field of view adjustment operation, changing the game field of view picture displayed on the graphical user interface according to the field of view adjustment operation;

[0163] In response to a first sliding operation on the aiming control, determining a skill release direction of a target skill in the game scene according to a sliding direction of the first sliding operation, wherein during the first sliding operation, a game field of view displayed on the graphical user interface remains unchanged;

[0164] Release the target skill based on the skill release direction.

[0165] In some embodiments, determining a skill release direction of a target skill in a game scene according to a sliding direction of the first sliding operation includes:

[0166] Determine the direction corresponding to the sliding direction in the game scene to obtain a first direction in the game scene;

[0167] The skill release direction is determined based on the first direction.

[0168] In some embodiments, determining a skill release direction based on the first direction includes:

[0169] Determining a direction range corresponding to the first direction from the game scene according to the first direction and the preset angle parameter;

[0170] Get the skill release direction based on the direction that meets the preset conditions in the direction range.

[0171] In some embodiments, obtaining a skill release direction based on a direction in a direction range that meets a preset condition includes:

[0172] Determine a direction toward a second virtual object in the direction range to obtain a skill release direction, wherein the second virtual object is a virtual object in the game scene that is not controlled by the current player.

[0173] In some embodiments, there are multiple candidate directions toward different second virtual objects in the direction range;

[0174] Based on the direction that meets the preset conditions in the direction range, the skill release direction is obtained, including:

[0175] Determine the target second virtual object closest to the first virtual object from multiple second virtual objects, and obtain the skill release direction based on the candidate direction corresponding to the target second virtual object, wherein the first virtual object is the virtual object controlled by the current player in the game scene.

[0176] In some embodiments, there are multiple candidate directions toward different second virtual objects in the direction range;

[0177] Based on the direction that meets the preset conditions in the direction range, the skill release direction is obtained, including:

[0178] A candidate direction having the smallest angle with the first direction is determined from the multiple candidate directions to obtain a skill release direction.

[0179] In some embodiments, the method further comprises:

[0180] Determine the location where the skill item corresponding to the target skill collides with the game scene after the target skill is released along the skill release direction;

[0181] The first virtual object is controlled to move to a position point in the game scene.

[0182] In some embodiments, the method further comprises:

[0183] determining a target location corresponding to a center of the graphical user interface from the game scene in response to a single click operation on the aiming control, wherein the single click operation is different from a swipe operation;

[0184] Release targeted skills based on the target location.

[0185] In some embodiments, the method further comprises:

[0186] In response to a long-press operation on the aiming control, displaying a crosshair mark on the graphical user interface;

[0187] In response to a second sliding operation that is continuous with the long press operation, controlling the movement of the crosshair mark according to the second sliding operation;

[0188] In response to the completion of the second sliding operation, the target position corresponding to the crosshair mark in the game scene is determined, and the target skill is released based on the target position.

[0189] In an embodiment of the present application, by providing an aiming control for a target skill in a graphical user interface, the triggering instructions for the aiming control may include: upon detecting a sliding operation of the aiming control by a game player, the skill release direction may be quickly determined based on the sliding direction of the sliding operation. During the sliding operation, the game field of view displayed in the graphical user interface remains unchanged, and then the target skill is released based on the skill release direction. In this way, the skill can be quickly released in low-accuracy game scenarios, thereby improving the player's gaming experience.

[0190] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.

[0191] Optional, such as Figure 16As shown, the computer device 600 further includes: a touch screen 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. Among them, the processor 601 is electrically connected to the touch screen 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607 respectively. It can be understood by those skilled in the art that Figure 16 The computer device structure shown in the figure does not constitute a limitation to the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0192] The touch display screen 603 can be used for displaying a graphical user interface and receiving an operation instruction generated by the user acting on the graphical user interface. The touch display screen 603 can include a display panel and a touch panel. Among them, the display panel can be used for displaying information input by the user or information provided to the user and various graphical user interfaces of a computer device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, a liquid crystal display (LCD), an organic light emitting diode (OLED, Organic Light-Emitting Diode) and the like can be used to configure the display panel. The touch panel can be used for collecting the user's touch operation on or near it (such as the user uses any suitable object or accessory such as a finger, a stylus on the touch panel or near the touch panel) and generates corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 601, and can receive the command sent by the processor 601 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 601 to determine the type of touch event, and then the processor 601 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 603 to realize input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize input and output functions. That is, the touch display screen 603 can also be used as part of the input unit 606 to realize the input function.

[0193] The RF circuit 604 may be used to transmit and receive RF signals, thereby establishing wireless communication with a network device or other computer device through wireless communication, and transmitting and receiving signals between the network device or other computer device.

[0194] Audio circuit 605 can be used to provide an audio interface between the user and the computer device through a speaker and microphone. Audio circuit 605 can convert received audio data into electrical signals and transmit them to the speaker, which then converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 605 and converted into audio data. The audio data is then output to processor 601 for processing, then transmitted via RF circuit 604 to, for example, another computer device, or to memory 602 for further processing. Audio circuit 605 may also include an earphone jack to allow communication between external headphones and the computer device.

[0195] The input unit 606 may be configured to receive input digital, character information, or user feature information (such as fingerprint, iris, or facial information), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0196] Power supply 607 is used to supply power to various components of computer device 600. Optionally, power supply 607 can be logically connected to processor 601 via a power management system, thereby enabling the power management system to manage charging, discharging, and power consumption. Power supply 607 can also include one or more DC or AC power supplies, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.

[0197] although Figure 16 Not shown in the figure, the computer device 600 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0198] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0199] From the above, it can be seen that the computer device provided by this embodiment can respond to the field of view adjustment operation and change the game field of view screen displayed by the graphical user interface according to the field of view adjustment operation; respond to the first sliding operation on the aiming control and determine the skill release direction of the target skill in the game scene according to the sliding direction of the first sliding operation, wherein, during the process of the first sliding operation, the game field of view screen displayed by the graphical user interface is kept unchanged; and release the target skill based on the skill release direction.

[0200] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be accomplished by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0201] To this end, an embodiment of the present application provides a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute the steps of any of the game control methods provided in the embodiments of the present application. For example, the computer program can execute the following steps:

[0202] In response to the field of view adjustment operation, changing the game field of view picture displayed on the graphical user interface according to the field of view adjustment operation;

[0203] In response to a first sliding operation on the aiming control, determining a skill release direction of a target skill in the game scene according to a sliding direction of the first sliding operation, wherein during the first sliding operation, a game field of view displayed on the graphical user interface remains unchanged;

[0204] Release the target skill based on the skill release direction.

[0205] In some embodiments, determining a skill release direction of a target skill in a game scene according to a sliding direction of the first sliding operation includes:

[0206] Determine the direction corresponding to the sliding direction in the game scene to obtain a first direction in the game scene;

[0207] The skill release direction is determined based on the first direction.

[0208] In some embodiments, determining a skill release direction based on the first direction includes:

[0209] Determining a direction range corresponding to the first direction from the game scene according to the first direction and the preset angle parameter;

[0210] Get the skill release direction based on the direction that meets the preset conditions in the direction range.

[0211] In some embodiments, obtaining a skill release direction based on a direction in a direction range that meets a preset condition includes:

[0212] Determine a direction toward a second virtual object in the direction range to obtain a skill release direction, wherein the second virtual object is a virtual object in the game scene that is not controlled by the current player.

[0213] In some embodiments, there are multiple candidate directions toward different second virtual objects in the direction range;

[0214] Based on the direction that meets the preset conditions in the direction range, the skill release direction is obtained, including:

[0215] Determine a target second virtual object that is closest to the first virtual object from multiple second virtual objects, and obtain a skill release direction based on the candidate direction corresponding to the target second virtual object, wherein the first virtual object is the virtual object controlled by the current player in the game scene.

[0216] In some embodiments, there are multiple candidate directions toward different second virtual objects in the direction range;

[0217] Based on the direction that meets the preset conditions in the direction range, the skill release direction is obtained, including:

[0218] A candidate direction having the smallest angle with the first direction is determined from the multiple candidate directions to obtain a skill release direction.

[0219] In some embodiments, the method further comprises:

[0220] Determine the location where the skill item corresponding to the target skill collides with the game scene after the target skill is released along the skill release direction;

[0221] The first virtual object is controlled to move to a position point in the game scene.

[0222] In some embodiments, the method further comprises:

[0223] determining a target location corresponding to a center of the graphical user interface from the game scene in response to a single click operation on the aiming control, wherein the single click operation is different from a swipe operation;

[0224] Release targeted skills based on the target location.

[0225] In some embodiments, the method further comprises:

[0226] In response to a long press operation on the aiming control, displaying a crosshair mark on the graphical user interface, and controlling the movement of the crosshair mark according to the long press operation, wherein the long press operation is different from the sliding operation;

[0227] In response to the end of the long press operation, the target position corresponding to the crosshair mark in the game scene is determined, and the target skill is released based on the target position.

[0228] In an embodiment of the present application, by providing an aiming control for a target skill in a graphical user interface, the triggering instructions designed for the aiming control for the target skill may include: upon detecting a sliding operation of the aiming control by a game player, the skill release direction may be quickly determined based on the sliding direction of the sliding operation. During the sliding operation, the game field of view displayed in the graphical user interface remains unchanged, and then the target skill is released based on the skill release direction. In this way, it is possible to quickly release skills in low-accuracy game scenarios, thereby improving the player's gaming experience.

[0229] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.

[0230] The computer-readable storage medium may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0231] Since the computer program stored in the computer-readable storage medium can execute the steps of any game control method provided in the embodiments of the present application, the beneficial effects that can be achieved by any game control method provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.

[0232] The above is a detailed introduction to a game control method, device, computer-readable storage medium and computer equipment provided in the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core ideas. At the same time, for those skilled in the art, based on the ideas of the present application, there may be changes in the specific implementation methods and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.

Claims

1. A game control method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game field of view and aiming controls for a target skill, the method comprising: In response to a field of view adjustment operation, changing a game field of view picture displayed on the graphical user interface according to the field of view adjustment operation; In response to a first sliding operation on the aiming control, determining a skill release direction of the target skill in the game scene according to a sliding direction of the first sliding operation, wherein during the first sliding operation, the game field of view displayed on the graphical user interface remains unchanged; Release the target skill based on the skill release direction.

2. The method according to claim 1, characterized in that The determining, according to the sliding direction of the first sliding operation, the skill release direction of the target skill in the game scene includes: Determine a direction corresponding to the sliding direction in the game scene to obtain a first direction in the game scene; The skill release direction is determined based on the first direction.

3. The method according to claim 2, characterized in that The determining the skill release direction based on the first direction includes: Determining a direction range corresponding to the first direction from the game scene according to the first direction and a preset angle parameter; The skill release direction is obtained based on the direction that meets the preset conditions in the direction range.

4. The method according to claim 3, characterized in that The obtaining of the skill release direction based on a direction in the direction range that meets a preset condition includes: Determine a direction toward a second virtual object in the direction range to obtain the skill release direction, wherein the second virtual object is a virtual object in the game scene that is not controlled by the current player.

5. The method according to claim 3, characterized in that There are multiple candidate directions in the direction range that are directed towards different second virtual objects; The obtaining of the skill release direction based on a direction in the direction range that meets a preset condition includes: Determine a target second virtual object that is closest to the first virtual object from multiple second virtual objects, and obtain the skill release direction based on the candidate direction corresponding to the target second virtual object, wherein the first virtual object is the virtual object controlled by the current player in the game scene.

6. The method according to claim 3, characterized in that There are multiple candidate directions in the direction range that are directed towards different second virtual objects; The obtaining of the skill release direction based on a direction in the direction range that meets a preset condition includes: A candidate direction having the smallest angle with the first direction is determined from multiple candidate directions to obtain the skill release direction.

7. The method according to claim 1, characterized in that The method further comprises: Determining a location where a skill item corresponding to the target skill collides with the game scene after the target skill is released along the skill release direction; The first virtual object is controlled to move to the position point in the game scene.

8. The method according to claim 1, characterized in that The method further comprises: In response to a single click operation on the aiming control, determining a target position corresponding to a center of the graphical user interface from the game scene; The target skill is released based on the target position.

9. The method according to claim 1, characterized in that The method further comprises: In response to a long-press operation on the aiming control, displaying a crosshair mark on the graphical user interface; In response to a second sliding operation that is continuous with the long press operation, controlling the movement of the crosshair mark according to the second sliding operation; In response to the end of the second sliding operation, the target position corresponding to the crosshair mark in the game scene is determined, and the target skill is released based on the target position.

10. A game control device, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface displays a game field of view and aiming controls for target skills, the apparatus comprising: A display unit, configured to respond to a field of view adjustment operation and change a game field of view image displayed on the graphical user interface according to the field of view adjustment operation; a first determining unit configured to, in response to a first sliding operation on the aiming control, determine a skill release direction of the target skill in the game scene according to a sliding direction of the first sliding operation, wherein during the first sliding operation, a game field of view displayed on the graphical user interface remains unchanged; The first releasing unit is configured to release the target skill based on the skill releasing direction.

11. A computer device comprising a memory, a processor, and a computer program stored in the memory and running on the processor, wherein: When the processor executes the program, the game control method according to any one of claims 1 to 9 is implemented.

12. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the game control method according to any one of claims 1 to 9.