Game control methods, devices, electronic devices, and storage media
By displaying target and switching indicators in shooting games, seamless character switching is achieved, solving the problem of tedious and time-consuming character switching in shooting games, improving the smoothness of operation and the diversity of combat strategies, and reducing the burden on devices.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- GUANGZHOU BOGUAN TELECOMM TECH LTD
- Filing Date
- 2026-03-05
- Publication Date
- 2026-06-02
AI Technical Summary
In shooting games, the character switching process is cumbersome and time-consuming, making it easy to miss skill interruption windows, resulting in unsmooth operation, increasing the device's computing burden and resource consumption, and the gameplay is monotonous, failing to meet the combat pace requirements of high-level games.
By displaying target and switching indicators in the graphical user interface, players can move the crosshair to automatically switch characters while maintaining continuous touch operation, achieving seamless connection between attack, aiming and switching states, and reducing recognition and execution time overhead.
It simplifies the operation process, improves the interactive experience and operational efficiency, enriches the diversity of combat strategies, reduces the device processing burden and memory usage, and solves the problems of game interaction response latency and resource consumption.
Smart Images

Figure CN122124454A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a game control method, device, electronic device, and storage medium. Background Technology
[0002] In shooting games, players typically control virtual characters to attack enemy targets, defeating opponents or achieving specific combat objectives through precise aiming and sustained firepower. In high-difficulty battles such as boss fights, players need to flexibly adjust their tactics based on the changing battle situation, including switching between characters with different attributes to counter the boss's special skill mechanics. In one related technology, when a boss unleashes a specific skill, players need to control a character with a specific attribute to damage a ring-shaped marker, thereby interrupting the boss's crucial skill release. To perform this action, players must first stop their current character's shooting action, then tap the character's portrait on the screen to switch, wait for the character switching animation to finish, and then press and hold the screen and swipe to re-aim at the target location before continuing to attack. However, the character switching process in the relevant technology has the following problems: On the one hand, players must interrupt their current shooting operation to switch characters, which makes the operation cumbersome and time-consuming, and makes it easy to miss the brief skill interruption window; on the other hand, the gameplay is monotonous and lacks a smooth combat experience, which cannot meet the needs of players for the combat pace of high-level games; in addition, frequent character switching operations and complex interaction processes will increase the computing burden of the device, occupy the device's storage space, and squeeze server resources. Summary of the Invention
[0003] The purpose of this disclosure is to provide a game control method, device, electronic device, and storage medium to enable rapid character switching without interrupting shooting, thereby improving the smoothness and responsiveness of combat operations.
[0004] In a first aspect, this disclosure provides a game control method, which provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of a virtual scene, including a first virtual character and a target object. The method includes: in response to the target object being in a preset state, displaying at least one target identifier on the GUI, the target identifier being used to respond to an attack action to control the target object to exit the preset state; displaying a switching identifier at an associated position of the target identifier; in response to a first trigger operation, controlling the crosshair of the first virtual character to move within the game scene; in response to the crosshair falling into the area of the switching identifier, switching the currently controlled virtual character from the first virtual character to a second virtual character; wherein the switched second virtual character performs an attack action based on the crosshair determined by the first trigger operation.
[0005] Secondly, this disclosure provides a control device for a game, which provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of a virtual scene, including a first virtual character and a target object. The device includes: a first display module, used to display at least one target identifier on the GUI in response to the target object being in a preset state, the target identifier being used to respond to an attack action to control the target object to exit the preset state; a second display module, used to display a switching identifier at an associated position of the target identifier; a movement module, used to control the crosshair of the first virtual character to move within the game scene in response to a first trigger operation; and a switching module, used to switch the currently controlled virtual character from the first virtual character to a second virtual character in response to the crosshair falling into the area of the switching identifier; wherein the switched second virtual character performs an attack action based on the crosshair determined by the first trigger operation.
[0006] Thirdly, this disclosure provides an electronic device including a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to perform the steps in the control method of the game described above.
[0007] Fourthly, this disclosure provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the steps in the aforementioned game control method.
[0008] This disclosure provides a game control method, device, electronic device, and storage medium. In response to a target object being in a preset state, at least one target identifier is displayed on a graphical user interface. The target identifier is used to respond to an attack action to control the target object to exit the preset state. A switching identifier is displayed at an associated position of the target identifier. In response to a first trigger operation, the crosshair of a first virtual character is controlled to move within the game scene. In response to the crosshair falling into the area of the switching identifier, the currently controlled virtual character is switched from the first virtual character to a second virtual character. The switched second virtual character performs an attack action based on the crosshair determined by the first trigger operation. Through the method provided in this embodiment, when a target object enters a preset state, the system automatically displays a switching identifier at an associated position of the target identifier. Players only need to move the crosshair to the switching identifier area while maintaining continuous touch operation to trigger the character switching mechanism without interrupting the shooting action or re-aiming, achieving seamless connection between attack, aiming, and state switching. This intelligent trigger mechanism based on aiming behavior effectively simplifies the operation process, reduces the time overhead from identifying combat needs to executing character switching and then restoring the attack state, and significantly improves the player's interactive experience and operational efficiency in high-intensity combat scenarios. Meanwhile, by intelligently linking character switching logic with combat status, the system can automatically match suitable virtual characters based on the target's preset state, reducing the player's cognitive burden and decision-making time, enriching the diversity of combat strategies, and enhancing the game's playability and tactical depth. Furthermore, by optimizing the interaction process and state management mechanism, this solution reduces redundant calculations caused by frequent switching and repetitive operations, lowering the device's processing load and memory consumption, effectively solving the technical problems of state switching latency and resource consumption in the computer field. Attached Figure Description
[0009] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0010] Figure 1 A flowchart illustrating a game control method provided in an embodiment of this disclosure; Figure 2 This is a schematic diagram illustrating an application scenario of the game control method provided in this embodiment of the disclosure; Figure 3 A schematic diagram of a game control device provided in an embodiment of this disclosure; Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0011] The technical solutions of this disclosure will be clearly and completely described below with reference to the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0012] This embodiment provides a game control method. The method provides a graphical user interface through a terminal device, and the graphical user interface displays the game interface, which includes the game scene screen and the user interface (UI). The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. The user interface is used to interact with the user and may include game design elements that come into direct or indirect contact with the user, such as buttons, animations, text, sounds, and windows. In an optional embodiment, the interface elements in the user interface may include the following controls: (1) controls related to the control character, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, also known as indicator information icons, such as direction indicators, character indicators, character stamina indicators, item pickup points, or treasure chest locations, etc.; (3) information display controls, also known as information display areas, such as displaying basic character information (character name, profession, health points, mana points, etc.), character status information (such as whether the character is unconscious, poisoned, etc.), or game information (such as the number of kills, match time, etc.); (4) game setting controls, such as system settings, shop, gold coins, etc. Furthermore, the controls displayed in the user interface may differ between games. Some games include a friend list control, allowing users to view information about added friends and perform actions such as chatting, visiting each other's homes, and deleting friends. Other games include quest-related controls, such as displaying a list of current quests, including main quests and side quests. These controls help users better manage and play the game.
[0013] In an optional implementation, the game scene screen is the screen corresponding to the virtual scene displayed on the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also known as player virtual characters), NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes as the controlled virtual character moves.
[0014] The aforementioned virtual scene is the content displayed (or provided) by the game application when it runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene containing the complete game logic of virtual objects controlled by the user. For example, in a sandbox-style 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects in battle. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 2.5D multiplayer online tactical competitive games, a virtual scene is a 2D or 2.5D terrain scene used by virtual objects in battle. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0015] The aforementioned virtual object refers to a controllable dynamic object within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an AI character trained and set up for battle in a virtual environment, or an NPC set up for battle in a virtual scene. Optionally, this virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined based on the number of clients joining the battle; this disclosure does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
[0016] In one embodiment of this disclosure, the game control method can run on a terminal device or a server. The terminal device can be a local terminal device, such as a touch device or a non-touch device. When the game control method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.
[0017] In an optional implementation, cloud gaming can run within the cloud interaction system. Cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of game control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game interface and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game interface.
[0018] In an optional implementation, the terminal device can be a local terminal device that stores the game program and is used to present the game interface. The local terminal device is used to interact with the player through the game interface; that is, it typically downloads, installs, and runs the game program via an electronic device. The local terminal device can provide the game interface to the player in various ways, such as rendering it on a terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the game interface, which includes game scene visuals, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.
[0019] This embodiment provides a method for controlling a game. Figure 1 This is a flowchart of a game control method according to an embodiment of the present disclosure, such as... Figure 1 As shown, the process includes the following steps: Step S110: In response to the target object being in a preset state, at least one target identifier is displayed in the graphical user interface. The target identifier is used to respond to the attack action to control the target object to exit the preset state. Step S120: Display a switching icon at the associated location of the target icon; Step S130: In response to the first trigger operation, control the crosshair of the first virtual character to move in the game scene; Step S140: In response to the crosshair falling into the area of the switching indicator, the currently controlled virtual character is switched from the first virtual character to the second virtual character; The second virtual character, after switching, performs an attack based on the crosshair determined by the first trigger operation.
[0020] The method provided in this embodiment displays a target identifier when the target object is in a preset state and a switching identifier in the response area of the target identifier, enabling players to automatically switch virtual characters while controlling the movement of the crosshair. This switching is achieved without interrupting the current touch operation, thus improving the smoothness of the interactive experience. Simultaneously, the second virtual character after switching can directly execute attack actions based on the crosshair determined by the first trigger operation, avoiding the tedious process of re-aiming after switching, effectively enhancing the richness of the game and the diversity of combat strategies. Furthermore, by combining aiming behavior with character switching logic, this solution achieves seamless maintenance of attack, aiming, and switching states, solving the technical problems of game interaction response latency and complex operation processes in the computer field.
[0021] The steps described above are explained in detail below.
[0022] In step S110, in response to the target object being in a preset state, at least one target identifier is displayed in the graphical user interface. The target identifier is used to respond to an attack action to control the target object to exit the preset state. In application, a graphical user interface is provided through a terminal, displaying at least a portion of a virtual scene, which includes a first virtual character and the target object.
[0023] Specifically, when a target object in a virtual scene is detected to have entered a preset state, the terminal renders and displays at least one target identifier in the graphical user interface. This target identifier can respond to an attack action performed by the virtual character controlled by the player and control the target object to exit the preset state based on the response result of the attack action.
[0024] The first virtual character can be the virtual game character currently controlled by the player. The first virtual character typically responds to player commands and performs attack actions in the virtual scene; it is the object of the player's control in the game.
[0025] In one optional implementation, the first virtual character can be a shooting character with specific attributes. For example, the first virtual character is the gun character currently selected and controlled by the player. This character has specific attack attributes and attack methods, and the player controls the character's crosshair movement and performs shooting attacks through touch operations.
[0026] In an alternative implementation, the first virtual character can be an active character in the player's team. For example, the player's team contains multiple virtual characters, with the first virtual character being the one currently active and responding to player actions, while the other characters are in a standby state waiting to be switched.
[0027] The target object can be a game entity in the virtual scene that needs to be attacked or interacted with. The target object usually has specific state attributes, can respond to the attack actions of the virtual character, and is a key interactive element in the game's combat mechanism.
[0028] In an alternative implementation, the target can be an enemy character in a virtual scene. For example, the target could be a BOSS character that is unleashing a special skill. When the BOSS character enters a preset state for unleashing a skill, the player needs to attack it to interrupt the skill release.
[0029] In an alternative implementation, the target object can be an interactive entity with multiple states. For example, the target object may enter different states during combat, including a normal attack state, a defensive state, and a preset state for releasing special skills. In each state, the target object responds differently to player attacks.
[0030] In an alternative implementation, the target object can be an entity occupying a specific location in the virtual scene. For example, the target object may be located in a specific area of the virtual scene, and the player needs to control the virtual character's crosshair to align with the target object's location in order to effectively perform an attack.
[0031] Among them, the preset state can be a specific game state in which the target object is located. The preset state usually has the function of triggering specific game mechanics and instructing players to perform specific actions, and is an important state node in the game's combat logic.
[0032] In an optional implementation, the preset state can be the state in which the target object is charging up or preparing to release a skill. For example, when a BOSS character begins to charge up in preparation to release a powerful skill, the system determines that the BOSS character has entered a preset state, at which point the player has the opportunity to interrupt the release of the skill by attacking the target marker.
[0033] Target identifiers can be interactive visual elements displayed in a graphical user interface. Target identifiers typically function to respond to attack actions, indicate the location of the attack target, and serve as visual guides for players to perform attack actions.
[0034] In an alternative implementation, the target identifier can be a dynamically displayed temporary identifier. For example, the target identifier is only displayed while the target object is in a preset state, and disappears from the graphical user interface when the target object exits the preset state.
[0035] In step S120, a switching identifier is displayed at the associated location of the target identifier.
[0036] Specifically, after the target identifier is displayed on the graphical user interface, the system further renders and displays a switching identifier at the associated location of the target identifier. This switching identifier serves as an interactive element that triggers the switching of the virtual character and forms a spatial association with the target identifier.
[0037] In an optional implementation, the associated location can be the surrounding area of the target marker. For example, if the target marker is a circular mark, the switching marker is displayed on the outer edge or adjacent area of the circular mark, allowing the player to easily move the crosshair into the range of the switching marker when aiming at the target marker.
[0038] In an alternative implementation, the associated location can be an internal area of the target identifier. For example, the target identifier is a circular area with a certain size, and the switching identifier is displayed at the center of the circular area or at a specific location inside it.
[0039] In an alternative implementation, the associated location can be an area that partially overlaps with the target identifier. For example, the display area of the toggle identifier partially overlaps with the edge area of the target identifier, and the player may trigger entry into the area where the toggle identifier is located while attacking the edge of the target identifier.
[0040] The switching icon can be a visual interactive element in the graphical user interface used to trigger the switching of virtual characters. The switching icon serves as a trigger area for character switching; when the crosshair falls into the area of the switching icon, it can trigger the switching of the currently controlled virtual character from the first virtual character to the second virtual character.
[0041] In an alternative implementation, the switching indicator can be a marker element with a character icon. For example, the switching indicator can be an area displaying the avatar or simplified icon of the character to be switched, allowing players to intuitively understand the target character they are about to switch to.
[0042] In step S130, in response to the first trigger operation, the aiming reticle of the first virtual character is controlled to move in the game scene.
[0043] Specifically, when the system detects that a player has performed a first trigger operation, it responds to the first trigger operation by controlling the crosshair of the currently controlled first virtual character to move in the game scene. The trajectory of the crosshair is determined by the trajectory of the first trigger operation.
[0044] The first trigger operation can be an action performed by the player on the touch screen to control the movement of the crosshair. The first trigger operation usually serves to transmit the direction and position information of the crosshair movement to the system. It is the way the player controls the virtual character to aim at the target. When the player performs a swipe operation on the touch screen, the system controls the crosshair to move accordingly in the game scene based on the direction and distance of the swipe.
[0045] In an optional implementation, the first triggering operation can be a composite operation that simultaneously controls attack and aiming. For example, when the player performs the first triggering operation, the system not only controls the movement of the crosshair, but also controls the first virtual character to continuously perform attack actions in the direction of the crosshair, thus achieving coordinated control of aiming and attack.
[0046] The crosshair is a visual element displayed in the game scene to indicate the direction of attack. It typically indicates the current aiming position and guides the attack direction, serving as a visual aid for players to execute precise attacks.
[0047] In one alternative implementation, the crosshair can be a dynamic element associated with the virtual character. The movement of the crosshair is associated with the currently controlled virtual character, and changes in the crosshair's position affect the attack direction of the virtual character; wherever the crosshair moves, the currently controlled virtual character will fire an attack in that direction.
[0048] In step S140, in response to the crosshair falling into the area of the switching indicator, the currently controlled virtual character is switched from the first virtual character to the second virtual character.
[0049] Specifically, the system continuously monitors the position of the crosshair. When the crosshair falls into the area of the switching indicator, the character switching process is triggered, switching the virtual character currently controlled by the player from the first virtual character to the second virtual character. After the switch is completed, the second virtual character responds to subsequent operation commands.
[0050] In an optional implementation, the area where the switching marker is located can be the area enclosed by the visible boundary of the switching marker. For example, if the switching marker is a circular mark, the area where the switching marker is located is the entire area within the circular boundary. When the crosshair enters the circular range, it is determined that it has fallen into the area where the switching marker is located.
[0051] In an optional implementation, the area where the switching indicator is located can be an extended area larger than the visible range of the switching indicator. For example, in a combat scenario, to improve the margin of error in operation, the area where the switching indicator is located is set to be an area slightly larger than the display range of the switching indicator, and the switching decision is triggered when the crosshair enters this extended area.
[0052] The second virtual character can be an operable character in the virtual scene that needs to be switched in. When the crosshair falls into the area of the switching indicator and triggers the character switch, the second virtual character will replace the first virtual character as the character currently controlled by the player, and will perform attack actions based on the crosshair determined by the first trigger operation.
[0053] In an alternative implementation, the second virtual character can be an alternative character in the player's team. For example, in a shooting game, the player's team contains multiple virtual characters, and the second virtual character is one of the alternative characters in the team besides the currently active first virtual character.
[0054] In an alternative implementation, the second virtual character can be a character that matches the current combat requirements. For example, the second virtual character is a character in the player's team with specific abilities or attributes, suitable for performing the attack mission of the current phase.
[0055] In an optional implementation, the second virtual character can be a character determined by the system according to preset rules. For example, the system automatically determines the second virtual character to switch to based on the current combat status and character configuration, without requiring the player to manually select a specific switching target.
[0056] The second virtual character, after switching, performs attack actions based on the crosshair determined by the first trigger operation. This means that the crosshair position remains unchanged during character switching, and the state of the first trigger operation is continued. This achieves seamless switching and continuous attacks, ensuring that character switching does not interrupt the player's attack operations. After the second virtual character switches in, it can continue to attack based on the crosshair position determined before the switch.
[0057] In one optional implementation, the second virtual character immediately launches an attack based on the crosshair position after switching, meaning the attack begins the instant the switch is completed. For example, during character switching in a shooting game, when the second virtual character switches in, it immediately launches an attack based on the current crosshair position, with the attack action seamlessly connected to the character switch.
[0058] In an optional implementation, the attack action after switching can be executed as a continuous state inheriting the first trigger operation. For example, in a combat scenario, if the player keeps their finger continuously touching the screen to execute the first trigger operation before switching, and the character switches to the second virtual character, since the touch operation is not interrupted, the second virtual character automatically inherits the touch state and continues to attack the crosshair position.
[0059] In an optional implementation, the attack execution after switching can be achieved by keeping the crosshair position and attack direction unchanged. For example, in a shooting game, when a character switches from a first virtual character to a second virtual character, the crosshair position remains within the area of the switching indicator or the original attack position, and the second virtual character performs the attack action based on this unchanged crosshair position.
[0060] like Figure 2As shown, in an exemplary application of this embodiment, a player enters a shooting game through a terminal and engages in a BOSS battle. The graphical user interface provided by the terminal displays a battle scene in a virtual environment, including the player's currently controlled first virtual character and the BOSS character 201 as the target. During the battle, when the BOSS character 201 begins to charge up in preparation to release a powerful skill, it is determined that the BOSS character 201 has entered a preset state. In response to this preset state, the system displays a circular target marker 202 around the BOSS character 201 in the graphical user interface. The target marker 202 can respond to attack actions to control the BOSS character to exit the preset state and interrupt its skill release. At the same time, the system displays a circular toggle marker 203 at the associated position of the target marker 202. The player keeps their finger touching the screen and performs a swipe operation. In response to this first trigger operation, the system controls the crosshair 204 of the first virtual character to move in the game scene. The player slides the crosshair 204 towards the circular target marker 202. When the crosshair 204 falls into the area of the switching marker 203, a character switching process is triggered, switching the currently controlled virtual character from the first virtual character 2054 to the second virtual character 206. Since the player's finger remains continuously touching the screen throughout the process, the first trigger operation is not interrupted. Therefore, the switched second virtual character 206 continues to perform attack actions based on the crosshair determined by the first trigger operation. The crosshair position remains unchanged, and the second virtual character 206's attacks are directed at the target marker 202, continuously dealing damage to the target marker to control the BOSS character and exit the preset state. The entire switching process does not require the player to interrupt the attack operation or re-aim, achieving a seamless connection between attack, aiming, and character switching.
[0061] In a game control method provided in one embodiment of this application, controlling the crosshair of a first virtual character to move within the game scene in response to a first trigger operation includes: In response to the first trigger operation, control the crosshair of the first virtual character to move in the game scene, and control the first virtual character to perform an attack action towards the position of the crosshair.
[0062] Specifically, upon receiving the first trigger operation, the system simultaneously executes two related actions: on the one hand, it controls the crosshair of the first virtual character to move in the game scene according to the input parameters of the first trigger operation; on the other hand, it controls the first virtual character to perform an attack action towards the current position of the crosshair, thereby realizing the linkage response between the crosshair movement and the attack behavior.
[0063] In an optional implementation, the first triggering operation is a continuous swiping operation performed on the touch screen, wherein the swiping direction of the continuous swiping operation is used to indicate the movement direction of the crosshair, and the attack actions of the first virtual character are continuously triggered during the swiping process.
[0064] In one optional implementation, the first triggering operation is a two-finger touch operation, where one finger is used to indicate the target position of the crosshair, and the touch state of the other finger is used to trigger the execution of the attack action. For example, during the BOSS's release of a special skill, the player touches the screen simultaneously with two fingers, where one finger slides to the position of the circular bar to control the movement of the crosshair, and the other finger remains pressed to make the first virtual character continuously perform the shooting action, thereby achieving parallel control of crosshair movement and attack output.
[0065] The attack action can be a virtual combat behavior initiated by the first virtual character towards the crosshair location. It usually has the function of causing virtual damage or producing virtual combat effects to the target object at the crosshair location, and is one of the core interactive behaviors that realize the game's combat mechanism.
[0066] In one alternative implementation, the attack action is a continuous attack sequence executed by the first virtual character toward the crosshair position, which includes multiple stages of attack effects. For example, while the player is continuously performing the first trigger operation, the first virtual character first performs a rapid-fire attack, and after the rapid-fire accumulates to a certain number of times, it automatically switches to a charged heavy attack, dealing higher single-hit damage to the ring bar at the crosshair position.
[0067] In one embodiment of this application, a game control method further includes: Step S310: In response to an attack action against the target identifier, control the reduction of the target identifier's durability value; In step S320, in response to the durability value of all target identifiers displayed in the graphical user interface dropping to zero, the target object is controlled to exit the preset state.
[0068] The method provided in this embodiment sets a durability value mechanism for target markers and associates the exit of a target object from a preset state with the zeroing of the durability value of all target markers. This allows players to gradually deplete the durability value of target markers through continuous attack behavior, thereby establishing a clear combat target feedback system and improving the interactive experience. At the same time, the durability value design of multiple target markers enriches the diversity of combat strategies. Players need to reasonably allocate attack resources to deal with different target markers, which enhances the richness of the game.
[0069] In step S310, in response to an attack action against the target identifier, the durability value of the target identifier is reduced.
[0070] Specifically, when a virtual character is detected to be performing an attack on a target identifier, the game system will deduct the durability value associated with the target identifier according to the relevant parameters of the attack action, so that the durability value of the target identifier gradually decreases as the attack actions accumulate.
[0071] Attack actions can be interactive behaviors performed by virtual characters on target identifiers through skill releases, normal attacks, or special attacks. They typically have the function of triggering game logic responses and producing numerical changes.
[0072] The durability value can be a numerical attribute associated with the target identifier. It typically serves to characterize the current state of the target identifier and determine whether the target identifier has been completely consumed.
[0073] In an alternative implementation, the durability value can be a health value expressed in numerical form. For example, in a BOSS battle scenario, a ring bar is assigned an initial health value of 100 as a durability value, serving as a target identifier. The player controls a virtual character to attack the ring bar, and each attack deducts a corresponding amount of health value based on the weapon damage. When the health value gradually decreases from 100 points to 0 points, the ring bar disappears.
[0074] In an alternative implementation, durability can be represented as a consumption rate in the form of a progress bar. For example, during the ring attack phase, the outer ring of the ring bar is displayed as a complete progress bar-like durability indicator. Each time the player's attack hits, the progress bar shortens accordingly, visually indicating the degree of durability reduction. When the progress bar disappears completely, it indicates that the durability has dropped to zero.
[0075] In step S320, in response to the durability value of all target identifiers displayed in the graphical user interface dropping to zero, the target object is controlled to exit the preset state.
[0076] Specifically, when the game system detects that the durability values of all target identifiers currently displayed in the graphical user interface have reached zero, it triggers the target object's state switching logic, changing the target object from its current preset state to another state, thereby interrupting or changing the target object's behavior.
[0077] In an alternative implementation, reducing the durability of all target markers to zero can be achieved by reducing the durability of a single target marker to zero. For example, during the ring-breaking phase of a boss battle, only one ring-shaped bar is displayed on the screen as a target marker. Players continuously attack the ring-shaped bar until its durability is completely depleted to zero. At this point, the system determines that the condition of reducing the durability of all target markers to zero has been met, thus triggering the subsequent state switching process.
[0078] In an alternative implementation, reducing the durability of all target markers to zero can be achieved by reducing the durability of multiple target markers to zero. For example, during a specific phase of a boss battle, three ring-shaped bars are displayed on the screen simultaneously as target markers. Players need to attack these three ring-shaped bars one by one. When the durability of the first ring-shaped bar drops to zero (the first ring-shaped bar disappears), the player continues to attack the second, and so on, until the durability of all three ring-shaped bars drops to zero, at which point the system determines that the condition has been met.
[0079] In an alternative implementation, reducing the durability of all target markers to zero can mean reducing the durability of all different types of target markers to zero. For example, in a complex boss battle scenario, the screen displays two different types of target markers: ring bars and energy shields. Players need to deplete the durability of both the ring bars and energy shields to zero in turn. The system determines that the condition is met after detecting that the durability of all types of target markers has reached zero.
[0080] Exiting a preset state can be the process by which a target object transitions from its current specific state to another state. It typically has the function of interrupting the target object's current behavior and changing its subsequent behavior patterns.
[0081] In one alternative implementation, exiting a preset state can interrupt a skill being cast by the target. For example, in a boss battle, if the boss is in a preset state where it is casting a special skill, and the player reduces the durability of all the ring bars to zero, the system controls the boss to interrupt the current skill casting action, the skill effect is canceled, and the boss exits the skill casting state and enters a normal attack state or a stunned state.
[0082] In an optional implementation, exiting a preset state can cancel the skill that the target is preparing to release. For example, the BOSS is in the charging phase of preparing to release a special skill as a preset state. At this time, target markers are displayed on the screen for players to attack. When the durability of all target markers drops to zero, the system controls the BOSS to cancel the skill charging and exit the preset state of preparing to release the skill.
[0083] In one alternative implementation, exiting the preset state can be done by removing the target object's defense or invincibility. For example, a BOSS may enter a defensive state at a certain stage as a preset state and generate target markers as an external manifestation of the defense mechanism. When the player depletes the durability of all target markers, the system controls the BOSS to exit the defensive state, removing its damage reduction or invincibility effects, allowing it to enter a state where it can be attacked normally.
[0084] Continue to refer to Figure 2 As shown in an exemplary application of this embodiment, the target identifier 202 displays a health bar 2021 representing durability. When a projectile hits the target identifier 202, the system responds to the attack by reducing the durability of the health bar 2021, and the length of the health bar 2021 shortens accordingly. The player continues to attack until the health bar 2021 drops to zero, at which point the target identifier 202 disappears from the interface.
[0085] In a game control method provided in one embodiment of this application, displaying a switching indicator at the associated location of the target indicator includes: Step S410: When the target object is in a preset state, determine the target attribute corresponding to the preset state; Step S420: Determine whether a second virtual character exists that matches the target attribute; Step S430: If a second virtual character that matches the target attribute exists, a switching icon is displayed at the associated position of the target icon; Among them, the first virtual character and the second virtual character are the virtual characters currently held by the user.
[0086] The virtual characters currently held by a user can be the set of characters that the user has acquired and can use in their game account. This set of characters typically serves to limit the scope of character switching and ensure the legitimacy of the switching operation, so that the system only triggers the switching process when the user actually has a matching character, thus avoiding the display of invalid interface elements.
[0087] In one alternative implementation, the virtual characters currently held by the user can be all the characters that the user has unlocked through the in-game acquisition mechanism.
[0088] In an alternative implementation, the virtual character currently held by the user can be the character that the user has assigned to their team in the current battle level.
[0089] In an optional implementation, the virtual character currently held by the user can be a character that is in a switchable state during the current battle. For example, during a BOSS battle, if a character in the team is temporarily unable to switch due to skill cooldown or a special status, the system will only consider the character currently in a switchable state when determining whether a matching second virtual character exists.
[0090] In step S410, when the target object is in a preset state, the target attribute corresponding to the preset state is determined.
[0091] Specifically, when a target object in a virtual scene is detected to have entered a preset state, the system obtains the target attribute information associated with that preset state. This target attribute is used to determine whether there is a virtual character that can match it.
[0092] The target attribute can be an attribute type identifier that is bound to a preset state.
[0093] In an optional implementation, the target attribute can be an element type attribute. For example, during the ring-breaking phase of a boss battle, the system determines that the target attribute corresponding to the current ring is the fire element attribute, indicating that only attacks from characters with the fire element attribute can cause effective damage to the ring.
[0094] In an optional implementation, the target attribute can be a weapon type attribute. For example, in a specific BOSS battle scenario, the system determines that the target attribute corresponding to the current preset state is a sniper rifle type, indicating that only a character using a sniper rifle can effectively hit the target marker.
[0095] In an optional implementation, the target attribute can be a character skill type attribute. For example, if the system determines that the target attribute corresponding to the current preset state is a penetration skill type, it means that only a character with a penetration skill can break through the target object's shield and launch an effective attack.
[0096] In step S420, it is determined whether there is a second virtual character that matches the target attribute.
[0097] Specifically, after determining the target attribute, the system searches within the range of the user's currently held virtual roles to see if there is a second virtual role with the target attribute, in order to determine whether the conditions for displaying the switching indicator are met.
[0098] Among them, matching with target attributes can mean that there is a correspondence between the attributes possessed by the virtual character and the target attributes.
[0099] In an optional implementation, matching the target attribute can mean that the inherent attribute of the virtual character is exactly the same as the target attribute. For example, if the target attribute is fire, the system searches the team to see if there is a second virtual character with the inherent attribute of fire. If character A's inherent attribute is fire, then character A is determined to match the target attribute.
[0100] In an optional implementation, matching the target attribute can be a virtual character's skill attribute corresponding to the target attribute. For example, if the target attribute is ice, the system searches the team for a second virtual character whose skill attribute includes ice. Even if character B's inherent attribute is not ice, but its skill can cause ice damage, it is still considered a match.
[0101] In an optional implementation, matching the target attribute can mean that the virtual character's equipment attributes match the target attribute. For example, if the target attribute is lightning, the system searches the team to see if there is a second virtual character equipped with lightning attribute bonuses. If character C gains lightning attribute attack ability through equipment, then character C is determined to match the target attribute.
[0102] In an optional implementation, the second virtual character can be the highest-priority character in the team that matches the target attribute. For example, if there are multiple characters in the team that match the target attribute, the system determines the highest-priority character as the second virtual character based on the character's combat power and / or position.
[0103] In an optional implementation, the second virtual character can be a character in the team whose attributes match the target character and whose cooldown period has ended. For example, when matching characters, the system checks the character's switching cooldown status and selects a character whose cooldown period has ended and which can be switched immediately as the second virtual character.
[0104] In step S430, if there is a second virtual character that matches the target attribute, a switching icon is displayed at the associated position of the target icon.
[0105] Specifically, when it is determined that a second virtual character matching the target attribute exists, the system renders and displays a switching icon at the target icon association position in the graphical user interface, providing users with a visual entry point for switching characters.
[0106] In one embodiment of this application, a game control method further includes: Display attribute identifiers in the associated area of the switching identifier. Attribute identifiers are used to characterize the target attribute.
[0107] Specifically, when the target object is in a preset state and the switching indicator is displayed in the graphical user interface, the system further renders and displays an attribute indicator in the associated area of the switching indicator. This attribute indicator is associated with the target attribute currently corresponding to the target object and is used to convey the attribute information required for the current ring-breaking operation to the user.
[0108] The associated area of the switching indicator can be a display area that is spatially adjacent to or partially overlaps with the switching indicator.
[0109] Among them, the attribute identifier can be a graphical identifier element used to represent the target attribute.
[0110] In an optional implementation, the attribute identifier can be an icon with a specific color. For example, when the target attribute is fire, the system displays a red flame icon in the associated area of the identifier switch as the attribute identifier, indicating that the current ring requires a fire attribute character to attack.
[0111] In an optional implementation, the attribute identifier can be a symbol with a specific shape. For example, when the target attribute is water, the system displays a water droplet-shaped symbol in the associated area of the switching identifier, conveying to the player through its shape that the attribute type required for the current ring is water.
[0112] In an optional implementation, the attribute identifier can be a tag element containing attribute text. For example, when the target attribute is Thunder, the system displays a tag with the word "Thunder" as the attribute identifier in the associated area of the switching identifier, directly explaining to the player through text the type of attribute required for the current ring challenge.
[0113] refer to Figure 2As shown in an exemplary application of this embodiment, a player is engaged in a BOSS battle in a vertical shooting game. When the BOSS begins to release a special skill and enters a preset state, a circular bar is displayed in the graphical user interface as a target identifier 202. The system detects that the target attribute corresponding to the preset state is a shotgun attribute and confirms whether there is a second virtual character 206 holding a shotgun among the player's currently held virtual characters. If there is, the system displays a circular switching identifier 203 in the response area of the target identifier 202, and at the same time displays an icon 207 as an attribute identifier in the outer ring associated area of the switching identifier 203. The attribute identifier 207 is used to indicate that the current target attribute is a shotgun. By observing the attribute identifier, the player can intuitively know that the crosshair 204 needs to be moved to the area of the switching identifier 203 to switch to the character holding the shotgun to perform the ring shooting operation.
[0114] In a game control method provided in one embodiment of this application, the first triggering operation is a continuous touch operation for controlling the attack direction; The second virtual character, after switching, executes attack actions based on the crosshair determined by the first trigger operation, including... While the first triggering operation remains continuous and uninterrupted, control the second virtual character to perform an attack action towards the location of the crosshair.
[0115] The method provided in this embodiment limits the first trigger operation to a continuous touch operation for controlling the attack direction, enabling players to achieve precise control of the crosshair position through continuous touch input. After the character switch is completed, the second virtual character can automatically perform an attack action towards the crosshair position while the first trigger operation remains continuous and uninterrupted. This achieves seamless maintenance of the "attack-aiming-switch" state, avoiding the interruption of shooting actions and the cumbersome operation of re-aiming during character switching. It effectively improves the smoothness and continuity of combat interaction, enhances the flow experience of players in high-intensity combat scenarios, enriches the control dimensions and strategic depth of the game, reduces the operational burden on players, and solves the computer interaction problems in the prior art that affect the combat rhythm, such as attack interruption and the need for re-aiming when switching characters.
[0116] Specifically, in this embodiment, the first trigger operation is configured as a continuous touch operation for controlling the attack direction. This continuous touch operation can continuously adjust the attack direction of the virtual character while the player is in a touch state, thereby achieving real-time control of the center position.
[0117] Among them, continuous touch operation allows players to maintain contact with the touch screen and move their position. Taking swiping as an example, players can press and slide their finger on the touch screen, and the system updates the position of the crosshair in the game scene in real time based on the direction and distance of the finger's swipe, thereby controlling the attack direction of the first virtual character.
[0118] The attack direction can be the direction the crosshair points to in the virtual scene.
[0119] In one optional implementation, the attack direction can be the angle of the crosshair relative to the current position of the virtual character. For example, the player moves the crosshair to the position of the ring bar displayed on the BOSS through continuous touch operations, the system calculates the angle of the crosshair relative to the first virtual character, and controls the first virtual character to fire an attack trajectory along that angle.
[0120] Specifically, when the system detects that the character has switched from the first virtual character to the second virtual character, if the player's first trigger operation remains continuous and uninterrupted, the system controls the second virtual character after the switch to inherit the current crosshair position information and execute attack actions based on the crosshair position, thereby achieving seamless connection of attack states during the character switching process.
[0121] Among them, the first trigger operation being continuous and uninterrupted can be the situation where the player's touch contact state on the touch screen is not broken.
[0122] In a game control method provided in one embodiment of this application, switching the currently controlled virtual character from a first virtual character to a second virtual character in response to the crosshair falling into the area of a switching indicator includes: Step S710: In response to the crosshair falling into the area of the switching marker, a progress marker is displayed. The progress marker is used to indicate the duration of the crosshair's stay in the area of the switching marker. In step S720, in response to the dwell time reaching a preset duration threshold, the currently controlled virtual character is switched from the first virtual character to the second virtual character.
[0123] The method provided in this embodiment provides clear visual feedback to players after they move their crosshair to the switching indicator area, indicating the progress of the character switching. This effectively reduces accidental switching caused by players briefly swiping past the switching indicator area. It also establishes clear psychological expectations for players, allowing them to make character switching decisions calmly during continuous attacks. This improves the controllability and smoothness of the interactive experience, enhances the strategic depth and richness of the game in high-difficulty combat scenarios, and achieves accurate recognition of user intent through a dwell time threshold determination mechanism, resolving the conflict between continuous operation and state switching in touch interaction scenarios.
[0124] The above plan will be explained in detail below.
[0125] In step S710, in response to the crosshair falling into the switching identifier, a progress indicator is displayed, which is used to indicate the duration of the crosshair's stay in the trigger area.
[0126] Specifically, when the crosshair of the first virtual character enters the area covered by the switching indicator, a progress indicator representing the dwell time is rendered and displayed in the graphical user interface. The progress indicator can dynamically update its display status as the crosshair stays in the trigger area for a period of time, thereby intuitively presenting the user with the remaining time required to trigger the character switching.
[0127] In an alternative implementation, the progress indicator can be an arc-shaped progress bar that gradually decreases in size around the switching indicator, with the change in arc used to represent the remaining dwell time.
[0128] In an optional implementation, the progress indicator can be a filled progress circle displayed inside the switching indicator, and its fill ratio is used to represent the proportion of the dwell time to a preset time threshold. For example, when the crosshair falls into the switching indicator, the system displays a gradually filling circular progress indicator in the central area of the switching indicator. The fill ratio starts from zero and increases with the dwell time. When it is fully filled, it indicates that the dwell time has reached the preset threshold.
[0129] In an alternative implementation, the progress indicator may be a digital countdown indicator displayed near the switching indicator, the value of which is used to directly represent the number of seconds remaining until the switching is triggered.
[0130] The dwell time can be the cumulative duration from when the crosshair enters the area where the switching indicator is located until the current time. If the crosshair moves out of the trigger area, it will be reset to zero.
[0131] In step S720, in response to the dwell time reaching a preset duration threshold, the currently controlled virtual character is switched from the first virtual character to the second virtual character.
[0132] The preset duration threshold can be a critical value pre-configured by the system or user to determine the dwell time for triggering character switching. The preset duration threshold can be a fixed constant or a variable parameter dynamically adjusted according to the game's difficulty level, taking different values for different difficulties. For example, the preset duration threshold might be 2.5 seconds for normal difficulty, 1.5 seconds for hard difficulty, and 1 second for hell difficulty, to accommodate the varying reaction speed requirements at different difficulty levels.
[0133] The switching from a first virtual character to a second virtual character is a system-executed operation that transfers the player's current control from one virtual character to another. This switching operation typically allows players to quickly activate a virtual character with specific attributes to meet the current combat needs, thus achieving instant character switching without interrupting the attack flow.
[0134] In an alternative implementation, the switching can be an instantaneous switching that performs the role replacement immediately after the dwell time reaches a threshold without any additional delay.
[0135] In an alternative implementation, the switch can be a transitional switch accompanied by a simplified switching animation, which plays a brief visual transition effect while the character is being replaced. For example, when the dwell time reaches a threshold, the system completes the animation transition of the first virtual character fading out and the second virtual character fading in within 0.2 seconds, during which the player's attack commands remain active to keep shooting uninterrupted.
[0136] In an optional implementation, the switching can be a seamless switching that maintains the continuity of the attack state, ensuring that the attack actions before and after the switching are uninterrupted. For example, when the first virtual character is continuously shooting at the ring bar, after the dwell time reaches a threshold, the system switches the character to the second virtual character. The second virtual character inherits the attack state of the first virtual character the moment the switching is completed and continues to shoot at the crosshair position without the player having to re-trigger the attack operation.
[0137] refer to Figure 2 As shown, the ring of the switching identifier 203 can be used to represent the preset duration threshold. As the dwell time increases, the ring decreases continuously. When the ring disappears, the dwell time of the identifier has reached the preset duration threshold.
[0138] In a game control method provided in one embodiment of this application, displaying at least one target identifier in the graphical user interface includes: Step S810: Obtain the display position of the target object in the graphical user interface; Step S820: Display the target identifier in the area surrounding or overlapping with the display position.
[0139] The method provided in this embodiment enables the rendering area of the target identifier to be dynamically determined based on the actual display position of the target object in the graphical user interface when the target object enters the preset state. This ensures that an intuitive spatial relationship is established between the target identifier and the target object, allowing players to quickly locate the target identifier that needs to be attacked, reducing the time cost of visual search and improving the smoothness of the interactive experience.
[0140] In step S810, the display position of the target object in the graphical user interface is obtained.
[0141] Specifically, when the target object is in a preset state, the display position information of the target object in the current graphical user interface can be obtained so that the rendering area of the target identifier can be determined based on the display position, thereby establishing a spatial association between the target identifier and the target object.
[0142] The display position can be the coordinate information of the target object in the coordinate system of the graphical user interface.
[0143] In an alternative implementation, the display position can be the two-dimensional coordinates of the center point of the target object in the graphical user interface. For example, in a BOSS battle scene, the system calculates the coordinates of the center point of the BOSS model projected onto the graphical user interface from the current viewpoint, and uses these coordinates as the display position so that a ring-shaped bar can be rendered around that position subsequently.
[0144] In an optional implementation, the display location can be the area of the bounding box of the target object within the graphical user interface. For example, when performing a ringing operation on a large BOSS, the system obtains the rectangular area formed by projecting the bounding box of the BOSS model onto the interface, and uses this area as a representation of the display location so that multiple target icons can be rendered within or around this area.
[0145] In an alternative implementation, the display position can be the coordinates of a specific part of the target object within the graphical user interface. For example, in a scenario where a specific weakness of a BOSS needs to be attacked, the system obtains the projected coordinates of the BOSS's weak point on the interface as the display position, so as to accurately render the target identifier at that weak point location.
[0146] In step S820, the target identifier is displayed in the vicinity of the display position or in the area overlapping with the display position.
[0147] The periphery of the display location can be the adjacent area extending outward from the display location as a reference point. The periphery of the display location typically serves to establish a visual association between the target identifier and the target object without obscuring the main subject.
[0148] The area overlapping the display position can be an interface area that intersects with the display range of the target object. Areas overlapping the display position typically serve to directly overlay the target identifier onto the target object to strengthen the indication of the attack target.
[0149] In a game control method provided in one embodiment of this application, the associated location is the response area of the target identifier, and the response area of the target identifier is used to respond to attack actions to control the target object to exit a preset state.
[0150] The method provided in this embodiment sets the switching marker within the response area of the target marker. When the player aims at the switching marker with the crosshair, the crosshair is also within the response area of the target marker. This allows for an effective attack on the target marker the instant the character switch is completed, without the need for a secondary aiming operation. This significantly shortens the time interval between character switching and effective attack output, improving the player's interactive experience in high-intensity combat scenarios. At the same time, this design, which associates the switching marker with the response area of the target marker, enriches the linkage mechanism between character switching and attack behavior in the game, enhancing the game's richness.
[0151] The response area of the target identifier can be the effective area in the graphical user interface where the target identifier can receive attack actions and generate corresponding feedback. It usually has a boundary range that defines the validity of the attack behavior, so that only attack actions that hit this area can affect the preset state of the target object.
[0152] In an optional implementation, the response area of the target identifier can be an area that corresponds to the visual display range of the target identifier, and an attack action hitting any location within this area can cause effective damage.
[0153] In an optional implementation, the response area of the target identifier can be a specific sub-region within the visual range of the target identifier, and only attack actions that hit this sub-region will be judged as valid attacks.
[0154] In a game control method provided in one embodiment of this application, the preset state is either the state of releasing a target virtual skill or the state of preparing to release a target virtual skill.
[0155] Specifically, the preset state can be configured as a specific state associated with the virtual skill release behavior of the target object. When the target object enters the state of releasing the target virtual skill, it means that the target object has started to execute the release action of the virtual skill. When the target object enters the state of preparing to release the target virtual skill, it means that the target object is in the charging or preparation stage before the release of the virtual skill. At this time, the system will trigger the display of the target identifier and the switching identifier.
[0156] In one embodiment of this application, a game control method further includes: If the crosshair moves out of the area where the switching marker is located, or if the crosshair is within the area where the switching marker is located but no second virtual character is detected, the first virtual character remains the currently controlled virtual character, and the first virtual character is controlled to perform an attack action towards the location of the crosshair.
[0157] The method provided in this embodiment enables the system to intelligently maintain the first virtual character's attack action even when the crosshair moves out of the area where the switching marker is located or when there is no matching second virtual character. This avoids the problem of attack interruption caused by the failure to meet the switching conditions, thereby ensuring the continuity of attack behavior and the smoothness of the combat rhythm. It also effectively reduces the risk of players missing key attack windows due to operational errors in high-intensity combat scenarios.
[0158] The "crosshair moves out of the area marked by the toggle icon" refers to the crosshair moving from the area covered by the toggle icon to outside that area. Specifically, it means that the player controls the position of the crosshair through touch operations, causing the crosshair's current coordinates to no longer be within the geometric area defined by the toggle icon.
[0159] Specifically, "the crosshair is located within the area of the switching indicator but no second virtual character is detected" means that although the crosshair meets the positional conditions, there is no second virtual character that meets the switching requirements due to reasons such as player team configuration or character attribute restrictions.
[0160] In an optional implementation, the failure to detect a second virtual character may be due to the fact that the attributes of all characters in the player's current virtual character team do not match the target attributes corresponding to the preset state of the target object. After the system traverses all characters in the team except for the first virtual character, it fails to find a candidate character with matching attributes.
[0161] In an alternative implementation, if the second virtual character is not detected, it may be a candidate character that meets the attribute requirements but is currently in a skill cooldown or unswitchable state. Although the system identifies a character with matching attributes in the team, the character cannot be switched to the currently controlled character due to state restrictions.
[0162] Based on the above method embodiments, this disclosure also provides a game control device that provides a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of a virtual scene, which includes a first virtual character and a target object. See [link to relevant documentation]. Figure 3 The device includes the following modules: The first display module 301 is used to display at least one target identifier in the graphical user interface in response to the target object being in a preset state. The target identifier is used to respond to the attack action to control the target object to exit the preset state. The second display module 302 is used to display a switching indicator at the associated location of the target indicator; The movement module 303 is used to control the crosshair of the first virtual character to move in the game scene in response to the first trigger operation; The switching module 304 is used to switch the currently controlled virtual character from the first virtual character to the second virtual character in response to the crosshair falling into the area of the switching indicator; The second virtual character, after switching, performs an attack based on the crosshair determined by the first trigger operation.
[0163] The aforementioned device enables the system to automatically display a switching indicator at the associated position of the target when the target enters a preset state. Players only need to move the crosshair to the switching indicator area while maintaining continuous touch operation to trigger the character switching mechanism without interrupting the shooting action or re-aiming, thus achieving a seamless connection between attacking, aiming, and switching states.
[0164] The game control device provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts of the game control device embodiment not mentioned in the previous embodiments can be referred to the corresponding content in the aforementioned game control method embodiments.
[0165] In this document, the term "and / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. Furthermore, the term "at least one" in this document means any combination of at least two of any one or more elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C.
[0166] This disclosure also provides an electronic device, such as... Figure 4 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following control method steps: In response to the target object being in a preset state, at least one target identifier is displayed in the graphical user interface. The target identifier is used to respond to the attack action to control the target object to exit the preset state. Display a toggle icon at the location associated with the target icon; In response to the first trigger operation, control the movement of the crosshair of the first virtual character in the game scene; In response to the crosshair falling into the area of the switching indicator, the currently controlled virtual character is switched from the first virtual character to the second virtual character; The second virtual character, after switching, performs an attack based on the crosshair determined by the first trigger operation.
[0167] Optionally, in response to the first trigger operation, the aiming point of the first virtual character is controlled to move in the game scene, and the first virtual character is controlled to perform an attack action toward the position of the aiming point.
[0168] Optionally, in response to an attack action against the target identifier, the durability value of the target identifier is reduced. When the durability value of all target identifiers displayed in the graphical user interface drops to zero, the target object is controlled to exit the preset state.
[0169] Optionally, when the target object is in a preset state, the target attribute corresponding to the preset state is determined; Determine if a second virtual character exists that matches the target attributes; If a second virtual character exists that matches the target attribute, a toggle icon will be displayed at the associated location of the target icon; Among them, the first virtual character and the second virtual character are the virtual characters currently held by the user.
[0170] Optionally, an attribute identifier can be displayed in the associated area of the switching identifier. The attribute identifier is used to characterize the target attribute.
[0171] Optionally, the first triggering operation is a continuous touch operation used to control the direction of attack; While the first triggering operation remains continuous and uninterrupted, control the second virtual character to perform an attack action towards the location of the crosshair.
[0172] Optionally, in response to the crosshair falling into the area of the switching indicator, a progress indicator is displayed, which is used to indicate the duration of the crosshair's stay in the area of the switching indicator; In response to the dwell time reaching a preset time threshold, the currently controlled virtual character is switched from the first virtual character to the second virtual character.
[0173] Optionally, obtain the display position of the target object in the graphical user interface; The target identifier is displayed around or in an area that overlaps with the display location.
[0174] Optionally, the associated location is the response area of the target identifier, which is used to respond to attack actions to control the target object to exit the preset state.
[0175] Optionally, the default state is either the state of releasing the target virtual skill or the state of preparing to release the target virtual skill.
[0176] Optionally, if the crosshair moves out of the area where the switching indicator is located, or if the crosshair is in the area where the switching indicator is located but no second virtual character is detected, the first virtual character remains the currently controlled virtual character, and the first virtual character is controlled to perform an attack action towards the location of the crosshair.
[0177] exist Figure 4 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.
[0178] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 4 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0179] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory, and the processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the game control method described in the aforementioned embodiment.
[0180] This disclosure also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement a game control method, which specifically includes: In response to the target object being in a preset state, at least one target identifier is displayed in the graphical user interface. The target identifier is used to respond to the attack action to control the target object to exit the preset state. Display a toggle icon at the location associated with the target icon; In response to the first trigger operation, control the movement of the crosshair of the first virtual character in the game scene; In response to the crosshair falling into the area of the switching indicator, the currently controlled virtual character is switched from the first virtual character to the second virtual character; The second virtual character, after switching, performs an attack based on the crosshair determined by the first trigger operation.
[0181] Optionally, in response to the first trigger operation, the aiming point of the first virtual character is controlled to move in the game scene, and the first virtual character is controlled to perform an attack action toward the position of the aiming point.
[0182] Optionally, in response to an attack action against the target identifier, the durability value of the target identifier is reduced. When the durability value of all target identifiers displayed in the graphical user interface drops to zero, the target object is controlled to exit the preset state.
[0183] Optionally, when the target object is in a preset state, the target attribute corresponding to the preset state is determined; Determine if a second virtual character exists that matches the target attributes; If a second virtual character exists that matches the target attribute, a toggle icon will be displayed at the associated location of the target icon; Among them, the first virtual character and the second virtual character are the virtual characters currently held by the user.
[0184] Optionally, an attribute identifier can be displayed in the associated area of the switching identifier. The attribute identifier is used to characterize the target attribute.
[0185] Optionally, the first triggering operation is a continuous touch operation used to control the direction of attack; While the first triggering operation remains continuous and uninterrupted, control the second virtual character to perform an attack action towards the location of the crosshair.
[0186] Optionally, in response to the crosshair falling into the area of the switching indicator, a progress indicator is displayed, which is used to indicate the duration of the crosshair's stay in the area of the switching indicator; In response to the dwell time reaching a preset time threshold, the currently controlled virtual character is switched from the first virtual character to the second virtual character.
[0187] Optionally, obtain the display position of the target object in the graphical user interface; The target identifier is displayed around or in an area that overlaps with the display location.
[0188] Optionally, the associated location is the response area of the target identifier, which is used to respond to attack actions to control the target object to exit the preset state.
[0189] Optionally, the default state is either the state of releasing the target virtual skill or the state of preparing to release the target virtual skill.
[0190] Optionally, if the crosshair moves out of the area where the switching indicator is located, or if the crosshair is in the area where the switching indicator is located but no second virtual character is detected, the first virtual character remains the currently controlled virtual character, and the first virtual character is controlled to perform an attack action towards the location of the crosshair.
[0191] The computer program products of the game control method, apparatus and electronic device provided in this disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0192] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of this disclosure.
[0193] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0194] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0195] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for controlling a game, characterized in that, The method includes providing a graphical user interface via a terminal, the graphical user interface displaying at least a portion of a virtual scene, the virtual scene including a first virtual character and a target object; the method includes: In response to the target object being in a preset state, at least one target identifier is displayed in the graphical user interface. The target identifier is used to respond to an attack action to control the target object to exit the preset state. A toggle icon is displayed at the associated location of the target icon; In response to the first trigger operation, the aiming point of the first virtual character is controlled to move within the game scene; In response to the crosshair falling into the area of the switching indicator, the currently controlled virtual character is switched from the first virtual character to the second virtual character; The second virtual character, after switching, performs an attack action based on the crosshair determined by the first triggering operation.
2. The method according to claim 1, characterized in that, The step of responding to the first trigger operation and controlling the crosshair of the first virtual character to move in the game scene includes: In response to the first trigger operation, the aiming point of the first virtual character is controlled to move in the game scene, and the first virtual character is controlled to perform an attack action towards the position of the aiming point.
3. The method according to claim 1, characterized in that, The method further includes: In response to an attack on the target identifier, the durability value of the target identifier is reduced. In response to all the target identifiers displayed in the graphical user interface having their durability values reduced to zero, the target object is controlled to exit the preset state.
4. The method according to claim 1, characterized in that, The step of displaying a switching indicator at the associated location of the target identifier includes: When the target object is in the preset state, determine the target attribute corresponding to the preset state; Determine whether a second virtual character matches the target attribute; If a second virtual character exists that matches the target attribute, a toggle icon is displayed at the associated location of the target identifier; The first virtual character and the second virtual character are the virtual characters currently held by the user.
5. The method according to claim 4, characterized in that, The method further includes: An attribute identifier is displayed in the associated area of the switching identifier, and the attribute identifier is used to characterize the target attribute.
6. The method according to claim 1, characterized in that, The first triggering operation is a continuous touch operation used to control the direction of attack; The second virtual character after switching performs an attack action based on the crosshair determined by the first triggering operation, including: While the first triggering operation remains continuous and uninterrupted, the second virtual character is controlled to perform an attack action towards the location of the crosshair.
7. The method according to claim 1, characterized in that, The step of switching the currently controlled virtual character from the first virtual character to the second virtual character in response to the crosshair falling into the area of the switching identifier includes: In response to the crosshair falling into the area of the switching indicator, a progress indicator is displayed, which indicates the duration of the crosshair's stay in the area of the switching indicator; In response to the dwell time reaching a preset duration threshold, the currently controlled virtual character is switched from the first virtual character to the second virtual character.
8. The method according to claim 1, characterized in that, The step of displaying at least one target identifier in the graphical user interface includes: Obtain the display position of the target object in the graphical user interface; The target identifier is displayed in the area surrounding or overlapping with the display location.
9. The method according to claim 1, characterized in that, The associated location is the response area of the target identifier, and the response area of the target identifier is used to respond to attack actions to control the target object to exit the preset state.
10. The method according to any one of claims 1-9, characterized in that, The preset state is either the state of releasing the target virtual skill or the state of preparing to release the target virtual skill.
11. The method according to any one of claims 1-9, characterized in that, The method further includes: If the crosshair moves out of the area where the switching indicator is located, or if the crosshair is located in the area where the switching indicator is located but no second virtual character is detected, the first virtual character remains the currently controlled virtual character, and the first virtual character is controlled to perform an attack action towards the location of the crosshair.
12. A control device for a game, characterized in that, The device provides a graphical user interface via a terminal, the graphical user interface displaying at least a portion of a virtual scene, the virtual scene including a first virtual character and a target object, the device comprising: A first display module is configured to display at least one target identifier on the graphical user interface in response to the target object being in a preset state. The target identifier is used to respond to an attack action to control the target object to exit the preset state. The second display module is used to display a switching indicator at the associated location of the target indicator; A movement module is used to control the crosshair of the first virtual character to move in the game scene in response to a first trigger operation; The switching module is used to switch the currently controlled virtual character from the first virtual character to the second virtual character in response to the crosshair falling into the area of the switching identifier; The second virtual character, after switching, performs an attack action based on the crosshair determined by the first triggering operation.
13. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 11.