A game character control method and device, electronic equipment and storage medium
By updating the target position and diverse attack effects in real time during game character control, the problem of poor user immersion caused by the monotony of game character control is solved, thus improving user retention.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-04-07
- Publication Date
- 2026-06-05
AI Technical Summary
The current game character control methods are too simplistic, resulting in poor user immersion and low user retention rates.
The system provides a graphical user interface through terminal devices, determines the target location based on the game character's orientation and position, and updates the location in real time during skill activation, achieving diverse attack effects, including attack effects at both the current and target locations.
It increases the diversity of game character control, enhances user immersion, and improves user retention.
Smart Images

Figure CN122141243A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, specifically to a game character control method, device, electronic device, and storage medium. Background Technology
[0002] The rise of the internet and the continuous development and evolution of hardware and software technologies have spurred the emergence of smart devices and software. Simultaneously, a large number of games of various themes have sprung up to meet user needs, and with the booming development of various technologies in the gaming industry, people are placing greater emphasis on the gaming experience.
[0003] Currently, when controlling game characters, only a single control is generally possible, such as controlling the game character to move or to directly attack the attacker. As a result, the limited gameplay of controlling game characters leads to poor user immersion and low user retention. Summary of the Invention
[0004] This disclosure provides a game character control method, device, electronic device, and storage medium, which can realize diversified control of game characters, improve user immersion, and thus increase user retention.
[0005] In a first aspect, embodiments of this disclosure provide a game character control method, which provides a graphical user interface (GUI) through a terminal device. The GUI displays a game screen, which includes at least a portion of a game match scene. The game match scene includes at least a controlled game character controlled by the terminal device, and the controlled game character is equipped with a first skill. The method includes: In response to the first skill being triggered, a target location is determined in the game scene based on the controlled game character's orientation and / or position; wherein, during the period when the first skill is active, the target location is configured to change as the controlled game character's orientation and / or position changes; During the first skill's active period, in response to the controlled game character's attack behavior, control the first attack effect corresponding to the attack behavior at the controlled game character's current location, and the second attack effect corresponding to the attack behavior at the target location.
[0006] Secondly, embodiments of this disclosure provide a game character control device, which provides a graphical user interface (GUI) via a terminal device. The GUI displays a game screen, which includes at least a portion of a game match scene. The game match scene includes at least a controlled game character controlled by the terminal device, and the controlled game character is equipped with a first skill. The device includes: A location determination module is used to determine a target location in the game scene based on the character orientation and / or position of the controlled game character in response to the triggering of the first skill; wherein, during the period when the first skill is active, the target location is configured to change as the character orientation and / or position of the controlled game character changes; The attack module is used to respond to the controlled game character's attack behavior during the first skill's active period, and to control the first attack effect corresponding to the attack behavior at the controlled game character's current location, and the second attack effect corresponding to the attack behavior at the target location.
[0007] Thirdly, embodiments of this disclosure also provide an electronic device, including a memory storing multiple instructions; a processor loading instructions from the memory to execute the steps of any of the game character control methods provided in embodiments of this disclosure.
[0008] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to perform the steps of any of the game character control methods provided in embodiments of this disclosure.
[0009] Fifthly, embodiments of this disclosure also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game character control methods provided in embodiments of this disclosure.
[0010] The solution of this disclosure embodiment can provide a graphical user interface through a terminal device. The graphical user interface displays a game screen, which includes at least a portion of the game scene. The game scene includes at least a controlled game character controlled by the terminal device. The controlled game character is equipped with a first skill. In response to the first skill being triggered, a target position is determined in the game scene based on the character's orientation and / or position. During the first skill's active period, the target position is configured to change with the character's orientation and / or position. During the first skill's active period, in response to the controlled game character performing an attack, a first attack effect corresponding to the attack at the character's current position and a second attack effect corresponding to the attack at the target position are controlled. By introducing a target position that changes with the controlled game character, the attack behavior of the controlled game character can be diversified, thereby achieving diversified control of the game character, improving user immersion, and increasing user retention. Attached Figure Description
[0011] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0012] Figure 1 This is a schematic flowchart of one embodiment of the game character control method provided in this disclosure; Figure 2 This is a schematic diagram of the graphical user interface provided in the embodiments of this disclosure; Figure 3 This is a schematic diagram of a target location provided in an embodiment of this disclosure; Figure 4 This is another schematic diagram of a target location provided in the embodiments of this disclosure; Figure 5 This is another schematic diagram of a target location provided in the embodiments of this disclosure; Figure 6 This is a schematic diagram of the location frame provided in the embodiments of this disclosure; Figure 7 This is a schematic diagram of the second attack effect provided in the embodiments of this disclosure; Figure 8 This is a schematic diagram illustrating the movement process of the target location provided in the embodiments of this disclosure; Figure 9 This is a schematic diagram of the settings sub-control provided in the embodiments of this disclosure; Figure 10 This is a schematic diagram illustrating the scope of skill effectiveness provided in the embodiments of this disclosure; Figure 11 This is a schematic diagram of the structure of the game character control device provided in the embodiments of this disclosure; Figure 12 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this disclosure. Detailed Implementation
[0013] The technical solutions of the embodiments of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and 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. Furthermore, in the description of the embodiments of this disclosure, the terms "first," "second," etc., are used only for distinguishing descriptions and should not be construed as indicating or implying relative importance. Therefore, features defined with "first" or "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this disclosure, "multiple" means two or more, unless otherwise explicitly specified.
[0014] Before providing a detailed explanation of the embodiments of this disclosure, some terms involved in the embodiments of this disclosure will be explained.
[0015] The graphical user interface (GUI) is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device. The GUI can include a UI interface and game screen for player interaction. The UI interface can include game controls (e.g., skill controls, movement controls, function controls), indicators (e.g., direction indicators, character indicators), information display areas (e.g., kill count, match time), or game setting controls (e.g., system settings, shop, coins). In an optional implementation, the game screen is the display screen corresponding to the virtual scene shown on the terminal device. This game screen presents the entire virtual scene, or only a part of the virtual scene can be presented when the virtual scene is large. The virtual scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc., and also multiple dynamic virtual objects, such as game characters, NPC characters, AI characters, etc., that execute game logic within the virtual scene.
[0016] The game scene is a virtual scene displayed (or provided) by the application when it runs on a terminal or server. Optionally, the game scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this embodiment does not limit the dimension of the game scene. For example, the game scene can include the sky, land, ocean, etc., and the land can include environmental elements such as deserts and cities. Users can control game characters to move within the game scene.
[0017] In an optional implementation, the game screen is the display screen corresponding to the game game scene shown on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the game game scene.
[0018] In this context, a game character refers to a controllable, dynamic object within a game scenario. Optionally, the game character can be a virtual persona, virtual animal, anime character, etc. The game character can be a virtual avatar representing the user within the game scenario. A game scenario can include at least one game character, each with its own shape and volume, occupying a portion of the space within the game scenario. In one possible implementation, the user can control the game character's movement within the game scenario, such as running, jumping, crawling, etc., and can also control the game character to use skills and virtual items provided by the application to fight against other game characters.
[0019] In this embodiment, the game character can be a virtual character controlled by the user through operations on the client. In some implementations, the game character can be a virtual character competing in a game match. In some implementations, the number of game characters participating in the interaction in the game match can be preset or dynamically determined based on the number of clients joining the interaction.
[0020] This disclosure provides a game character control method, apparatus, electronic device, and computer-readable storage medium.
[0021] Specifically, this embodiment will be described from the perspective of a game character control device, which can be integrated into an electronic device. That is, the game character control method of this embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.
[0022] The game character control method provided in this disclosure can be applied to game character control systems, such as player terminal devices and servers. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.
[0023] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.
[0024] In one embodiment of this disclosure, the game character control method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0025] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, 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 in-game interaction methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. 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 information processing is performed by 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 game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0026] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0027] The following detailed description is provided in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.
[0028] The game character control method in this embodiment can achieve diversified control of game characters, improve user immersion, and thus increase user retention.
[0029] Please refer to Figure 1 Taking a terminal device as an example, this embodiment provides a game character control method. The method provides a graphical user interface (GUI) through the terminal device, which displays a game screen. The game screen includes at least a portion of the game match scene, and the game match scene includes at least a controlled game character controlled by the terminal device. The controlled game character is equipped with a first skill. The specific flow of this game character control method can be summarized in steps 101 to 106, wherein: Step 101: In response to the first skill being triggered, determine a target location in the game scene based on the character orientation and / or position of the controlled game character; wherein, during the period when the first skill is active, the target location is configured to change as the character orientation and / or position of the controlled game character changes.
[0030] The first skill is a skill that sets a position point in the game scene that follows the controlled game character, and this position point is the target location.
[0031] In this embodiment, when the first skill is triggered, the terminal device determines the corresponding target location based on the controlled game character, so that the player can associate the target location with different behaviors of the controlled game character. The terminal device can determine the target location based on the character's orientation and / or position, according to a preset location determination rule.
[0032] The character orientation refers to the orientation of the controlled game character in the game scene. For example, the position determination rule can be to take a specific position (such as a preset distance from the controlled game character) located in the character's orientation, or all positions within a certain range in the character's orientation as the target position.
[0033] Among them, the character position is the position of the controlled game character in the game scene. The character position can be recorded in the form of coordinates. For example, the position determination rule can be to take the position at a preset distance from the character position on the character's facing direction, and all positions within a certain range of the character position as the target position.
[0034] It is understood that the aforementioned target location includes, but is not limited to, location points, location areas, etc. That is, if the target location is a location point, then the control behavior of the controlled game character will only be responded to at the location point, such as attacking at that location point. If the target location is a location area, then the control behavior of the controlled game character will be responded to within the location area, such as attacking within the location area.
[0035] It should be noted that when a player controls the orientation and / or position of the controlled game character in a game scene, the target position must also change. That is, when the character's orientation and / or position changes, the changed character's orientation and / or position must be determined so as to update the target position based on the changed character's orientation and / or position.
[0036] Specifically, the terminal device can receive game character control commands issued by the player for the controlled game character, determine the change in the character's orientation and / or position based on the game character control commands, and determine the changed character's orientation and / or position. Then, based on the changed character's orientation and / or position, the target position to be updated is determined according to a preset position determination rule.
[0037] For example, when the controlled game character's orientation changes from direction A to direction B, the target position located in direction A needs to be updated accordingly to the controlled game character's position in direction B. Or, for example, when the controlled game character's position moves forward, the target position needs to move forward accordingly.
[0038] Understandably, the target position is associated with the orientation and / or position of the controlled game character. In a game scenario, when the orientation and / or position of the controlled game character changes, the target position will change accordingly in real time.
[0039] In some embodiments, the graphical user interface further includes a location trigger control, and the first skill is triggered in a manner that may include: determining that the first skill has been triggered in response to a trigger operation performed on the location trigger control.
[0040] For example, such as Figure 2 As shown, in Figure 2 In the graphical user interface shown, Figure 2 Character A in the game is a controlled character. Figure 2 Control B in the text is a position trigger control. Players can manipulate this position trigger control to trigger the first skill.
[0041] In some embodiments, in order to make it easier for players to clearly and intuitively understand the target location that the controlled game character is moving towards, location indicator information of the target location can be displayed in the game scene to indicate the target location.
[0042] For example, it can be presented as the shadow of a controlled game character, with the target position being the end of the shadow furthest from the controlled game character.
[0043] For example, it can be presented using a location box, where the target location is the area selected by the location box.
[0044] In some embodiments, location indication information may be available to the player whose game character is participating in the game match. This location indication information may be accompanied by preset sound effects so that the player whose game character is participating in the game match can anticipate the direction of danger.
[0045] In some embodiments, the first skill can be configured with a skill duration. The duration of the first skill can be set as needed and is not limited here. For example, it can be set to 15 seconds. After the duration of the first skill ends, the first skill can be put into a skill cooldown state.
[0046] Specifically, after the first skill is triggered, it can respond to a re-trigger operation on the location trigger control, or cancel the first skill when the skill duration ends.
[0047] In some embodiments, the first skill may be configured with a skill charging duration and / or a skill charging count. The skill charging duration may decrease as the skill level of the first skill increases, and the skill charging count may increase as the skill level of the first skill increases, so as to improve the skill cycle frequency and the ability to sustain pursuit.
[0048] Optionally, while the first skill is in its duration, the skill charge duration and / or skill charge count of the first skill cannot be accumulated, meaning that skill charging cannot be performed.
[0049] In some embodiments, a controlled game character is associated with a target point, which is provided with a position indication parameter. Based on the controlled game character's orientation and / or position, a target position is determined in the game scene, including: Based on the controlled game character's orientation and / or position, and the target point's position indication parameters, a target location is determined in the game scene.
[0050] The aforementioned position indication parameters can be the position projection angle, position projection height (such as the height of the target point from the ground in the game scene), etc., which can be set according to the needs and are not limited here.
[0051] In this embodiment, the terminal device can use the target point as the projection point to emit a ray at the target point based on the character orientation and / or position of the controlled game character, and calculate the corresponding target position.
[0052] The position projection angle can be set in the parameter settings panel that pops up when the first skill is triggered, or it can be set in the preparation stage before the start of the game. The specific setting can be determined according to the needs and is not limited here.
[0053] For example, such as Figure 3 In this process, the projection height corresponding to the target point can be determined, i.e. Figure 3 The height of the target point above the ground is the projection height. Determining the projection angle corresponding to the target point is the angle configured for that target point. Figure 3 In this process, the target position is determined based on the controlled game character's orientation and / or position, as well as the position projection height and position projection angle. Figure 3 The a1 region in the text.
[0054] If the location indicator information of the target position is displayed, and this location indicator information is presented through the shadow of the controlled game character, then the way the shadow of the controlled game character is presented can be... Figure 3 The sum of regions a1 and a2 in the equation.
[0055] In some embodiments, in order to make it easier for players to clearly understand the origin of the target location, a corresponding point object can be displayed at the target location in the game scene to indicate the target location. For example, the point object can be a mirror, and the angle of the mirror can be the same or different under different projection angles. The specific settings can be set according to the needs and are not limited here.
[0056] In some embodiments, if the location indication information of the target point is presented through the character shadow of the controlled game character, then different shadow sizes can be configured for different projection angles. For example, the larger the projection angle, the longer the length and the smaller the width of the shadow. For instance, when the projection angle is 30°, the length / width of the rectangular shadow is 10m / 3m; when the projection angle is 60°, the length / width of the rectangular shadow is 7.5m / 4m; and when the projection angle is 90°, the length / width of the rectangular shadow is 6m / 5m.
[0057] In some embodiments, the game scene includes obstacles. Since the position of the obstacles in the game scene may affect the projection position of the target position, the relative position between the controlled game character and the obstacles can be detected. When the controlled game character and the obstacles meet the preset positional relationship and the obstacles have physical occlusion properties, the target position is on the obstacles.
[0058] Specifically, when the obstacle is located in the projection direction of the target point, which is affected by the character orientation and / or position of the controlled game character, and the distance between the obstacle and the controlled game character is within a preset distance range and / or the obstacle is higher than a preset height, the target position is on the obstacle.
[0059] There is a preset mapping relationship between the preset distance range and the preset height; the larger the preset distance range, the lower the preset height.
[0060] For example, such as Figure 4 As shown, in a scenario where the obstacle is a high wall, if the distance between the high wall and the controlled game character is within a preset distance range and the high wall is higher than a preset height, the target position is on the high wall.
[0061] For example, such as Figure 5 As shown, in a scenario where the obstacle is a low wall, if the distance between the low wall and the controlled game character is not within the preset distance range and / or the high wall is lower than the preset height, the target position is not on the low wall, but behind the low wall.
[0062] Step 102: During the period when the first skill is active, in response to the attack behavior performed by the controlled game character, control the first attack effect corresponding to the attack behavior at the current position of the controlled game character, and the second attack effect corresponding to the attack behavior at the target position.
[0063] In this embodiment, during the period when the first skill is active, the target position continuously changes with the changes of the controlled game character. At this time, the player can control the controlled game character to carry out attack behavior. While controlling the controlled game character to execute the first attack effect corresponding to the attack behavior at the current position, the player can also execute the second attack effect corresponding to the attack behavior at the target position, thereby achieving two attacks.
[0064] It should be noted that the effective locations of the first attack effect and the second attack effect can be the same or different, depending on how the target location is determined and / or the distribution of scene objects in the game scene.
[0065] For example, if the first attack effect and the second attack effect take effect at the same location, then a double attack can be performed on any game object at the location where the effect takes effect, and a double hit effect can also be provided.
[0066] For example, if the first attack effect and the second attack effect take effect at different locations, then attacks can be launched against game objects at different locations, achieving simultaneous attacks on two different locations.
[0067] For example, in Figure 3 The game character can perform a first attack effect at the location of the first attack, and can also perform a second attack effect in area a1; Figure 4 The game character can perform a first attack effect at the location of the first attack, and can also perform a second attack effect in area a3; Figure 5 While the game character is in position to perform the first attack effect, it can also perform a second attack effect in area a4.
[0068] Understandably, if Figure 4 In a scenario where the distance between the controlled game character and the high wall is less than a specific distance threshold and the height of the high wall is greater than a specific height threshold, the first attack effect and the second attack effect will take effect at the same location when the target position is on the high wall.
[0069] For example, such as Figure 6 and Figure 7 As shown, in Figure 6 and Figure 7 In the graphical user interface shown, the location indication information of the target location is presented as a location box. Figure 6 As can be seen in the image, character B is displayed in the location box. To attack character B, the player can control the controlled game character to perform attack actions. Figure 7 The second attack effect corresponding to the attack behavior at the target location was activated, thus achieving the attack on character B.
[0070] In some embodiments, during the period when the first skill is active, the movement speed of the controlled game character is increased by a preset multiplier. This preset multiplier can be set as needed and is not limited here. For example, it can be increased by 10%.
[0071] In some embodiments, there is a preset mapping relationship between the first attack effect and the second attack effect, and / or, the second attack effect carries a debuff effect; Among the debuffs is that the attacked game character will not trigger the speed boost function when attacked.
[0072] The preset mapping relationship can be a preset multiple of the damage value caused by the first attack effect to the damage value caused by the second attack effect. This preset multiple can be set according to needs and is not limited here. For example, it can be set to 2 or 4 times.
[0073] The debuff effect refers to the fact that after the attacked game character receives a second attack effect, the hit acceleration function will not be triggered, meaning that the attacked game character will still move at the original speed.
[0074] In some embodiments, the graphical user interface also includes attack controls, such as... Figure 2 The method further includes, in response to a third triggering operation on the attack control, triggering the controlled game character to perform an attack behavior.
[0075] In some embodiments, the above method further includes: During the duration of the third triggering operation, the target position is controlled to move away from the controlled game character until the duration of the third triggering operation meets the first preset duration threshold, at which point the target position stops moving. When the duration of movement to the target location stops meets the second preset duration threshold, the target location is controlled to return to its initial position.
[0076] The first preset duration threshold and the second preset duration threshold can be set according to requirements and are not limited here. For example, the first preset duration threshold can be set to 1.3s and the second preset duration threshold can be set to 2s.
[0077] In this embodiment, since there may be a certain distance between the target location and the game character that the player wants to attack, in order to make it easier for the player to attack the game character more accurately, the player can control the target location to move. For example, during the continuous process of the third trigger operation, the target location can be controlled to move away from the controlled game character and in a direction that conforms to the character orientation and / or character position of the controlled game character, so as to charge up the attack skill. During the charging process, the attack position can be adjusted. After the movement stops, it can continue for a second preset time threshold so that the player has enough time to perform the corresponding operation.
[0078] For example, based on Figure 4 In the example shown, during the duration of the third triggering operation, the a3 region can be controlled to continuously move backward until the duration of the third triggering operation meets the first preset duration threshold, at which point the target position stops moving. Figure 8 As shown, area a3 is located on the other side of the high wall and can release a corresponding second attack effect. When the target's movement stops for a duration that meets a second preset duration threshold, the target's position is controlled to return to its initial position. Figure 4 The location shown.
[0079] In some embodiments, the above method further includes: During the period when the first skill is active, control the configuration of the second skill for the controlled game character and / or control the permission to use the second skill for the controlled game character; In response to the second skill being triggered, control the controlled game character to move to the target location.
[0080] The second skill is used to control the controlled game character to move to the target location within a specific time.
[0081] In this embodiment, during the period when the first skill is active, the terminal device associates a second skill with the controlled game character so that when the second skill is triggered, it can control the controlled game character to perform the behavior associated with the second skill, that is, the controlled game character moves to the target location.
[0082] It is understandable that when the first skill is not active, the second skill is unusable because there is no target location. That is, the controlled game character may not have the permission to configure the second skill, and / or the controlled game character may not have the permission to use the second skill.
[0083] In some embodiments, after controlling the steps of configuring a second skill for a controlled game character and / or controlling the access rights to configure a second skill for a controlled game character, the method further includes: displaying a first skill control corresponding to the second skill in a graphical user interface, such as... Figure 2 Control D in the middle.
[0084] Accordingly, the method also includes: responding to a first trigger operation acting on the first skill control, determining that the second skill has been triggered, so as to control the controlled game character to move to the target location in a short period of time.
[0085] Understandably, when the first skill is not active, the first skill control is grayed out to indicate that the first skill control is unavailable, while when the first skill is active, the first skill control becomes available.
[0086] In some embodiments, the first skill control is configured with a cooldown duration. When the first skill control is triggered to activate the second skill, the first skill control can switch to a cooldown state. A cooldown countdown can be displayed on the first skill control to make it clear to the player that the first skill control is not available again.
[0087] In some embodiments, the first skill control is configured to be triggered twice consecutively within a first preset time interval, and to not respond if the time interval exceeds a second preset time interval, wherein the first preset time interval is greater than the second preset time interval.
[0088] The first preset time interval and the second preset time interval can be set according to requirements and are not limited here. The first preset time interval can be the cooling time mentioned above, such as 20s, and the second preset time interval can be 5s.
[0089] It should be noted that the second time interval must be included within the first time interval, that is, the time when the player controls the controlled game character to move for the second time must be included within the cooldown period after the first time the player controls the controlled game character to move.
[0090] For example, if the first preset time interval is 20 seconds, the second preset time interval is 5 seconds, and a cooldown countdown is displayed on the first skill control, then after the first time the controlled game character moves, a 5-second countdown will be displayed on the first skill control. Then, after the first skill control is triggered for the second time, a cooldown countdown will be displayed on the first skill control. At this time, the upper limit of the displayed cooldown countdown is 19 seconds (because the duration of the second trigger of the first skill control must be at least 1 second), and the lower limit is 15 seconds.
[0091] It should be noted that the number of times the first skill control is triggered consecutively can be determined based on the skill level of the second skill. That is, the higher the skill level of the second skill, the more times the first skill control is triggered consecutively, which means the more times the controlled game character can teleport consecutively.
[0092] In this embodiment, by configuring a time limit for two consecutive short-duration movements for the first skill control, the controlled game character can achieve at least two teleports in a short period of time. The number of teleports is determined by the skill level of the second skill.
[0093] In some embodiments, where the controlled game character is associated with a target location, and the target location is also determined based on the target location's location indication parameters, the method further includes: During the first skill's active period, in response to the parameter setting trigger event for the target point, multiple setting sub-controls are displayed, each of which is used to indicate a location indicator parameter; In response to a selection operation on the target setting subcontrol within the setting subcontrol, the target position is updated in the game scene based on the controlled game character's orientation and / or position, as well as the position indication parameter indicated by the target setting subcontrol.
[0094] In this embodiment, since the position of the game character that the controlled game character needs to attack changes in real time in the game scene, in order to make it easier for players to better anchor the target position of the controlled game character in the game scene, the terminal device can introduce a parameter setting trigger event. When the player triggers the parameter setting trigger event, the parameter setting of the target point can be provided on the graphical user interface, such as changing the parameter of the target point by displaying a setting sub-control, thereby updating the target position in the game scene.
[0095] For example, such as Figure 9 As shown, Figure 9The screen displays three setting sub-controls: the setting sub-control corresponding to "30", the setting sub-control corresponding to "60", and the setting sub-control corresponding to "90". Players can select a setting sub-control as the target setting sub-control and update the target position in the game scene based on the position indication parameter indicated by the selected target setting sub-control.
[0096] Specifically, the aforementioned parameter setting trigger event for the target point is used to indicate the triggering of an event to set parameters for the target point. This parameter setting trigger event may include, but is not limited to, events triggered by the current player performing a specific operation on the graphical user interface, such as triggering a parameter setting trigger control provided on the graphical user interface (e.g., ...). Figure 9 The event is triggered by the player operating the A control in the graphical user interface; or by the player performing a specific operation on an external input device associated with the electronic device (the terminal device in this embodiment) to which the graphical user interface belongs. This external input device can be a mouse, keyboard, etc.; or by the terminal device monitoring specific player behaviors of the current player, such as controlling the controlled game character to perform specific behaviors, for example, the controlled game character changing its orientation and / or position more frequently than a preset frequency. The specific settings can be configured according to requirements and are not limited here.
[0097] In some embodiments, in order to make it easier for players to intuitively see the influence of different setting sub-controls on the target position, when operating on the setting sub-controls, a preview position indication information of the target position can be displayed. For example, when the target position is presented in the form of a shadow, the parameter setting trigger control can be pressed to display multiple setting sub-controls. Then, a sliding operation that is continuous with the pressing operation can be performed to slide to select a certain setting sub-control, and the shadow corresponding to the selected setting sub-control can be displayed.
[0098] If the first skill is not currently active, then after the swipe operation ends, the preview position indicator information will be canceled. When the first skill is triggered and active, the shadow of the previously set sub-control will be displayed as the position indicator information of the target position.
[0099] If the first skill is active, after the swipe operation ends, the shadow of the previously set sub-control will be displayed directly as the location indicator information of the target position.
[0100] When the preview location indicator and the location indicator indicate the same target location, their display styles can be the same or different. This can be set according to the requirements and is not limited here.
[0101] In some embodiments, the parameter setting trigger event for the target point can be set with a corresponding cooldown time. For example, after the parameter setting trigger event for the target point is triggered, the parameter setting trigger control is in a cooldown state and can also display the corresponding cooldown time. The cooldown countdown can be set according to the requirements and is not limited here. For example, it can be set to 5 seconds.
[0102] In some embodiments, where the game scene includes obstacles and the target position is on an obstacle, the controlled game character is configured with a third skill and / or the user has control over the right to use the third skill configured for the controlled game character. The method further includes: In response to the third skill being triggered, determine the effective range of the third skill; If an obstacle is within the skill's effective range, the physical occlusion attribute of the obstacle is disabled, causing the target's position to be updated from its position on the obstacle to its position after penetrating the obstacle.
[0103] In this embodiment, to avoid the presence of obstacles in the game scene affecting the projection of the target position, for example, if the game character to be attacked by the controlled game character is behind an obstacle, and the target position is affected by the height of the obstacle and cannot be projected behind the obstacle, the player can trigger the third skill to control the skill's effective range to cover the obstacle, that is, the obstacle is within the effective range of the skill, so as to disable the obstacle's physical occlusion attribute, thereby eliminating the occlusion effect caused by the obstacle when calculating the target position, and realizing the update of the target position from the position on the obstacle to the position after penetrating the obstacle.
[0104] Optionally, to make it clear to players that the physical occlusion attribute of obstacles is disabled, the transparency of obstacles can be increased in the game scene. For example, the transparency of obstacles can be set to 100% to prevent obstacles from being displayed in the game scene.
[0105] In some embodiments, the graphical user interface also includes a second skill control corresponding to the third skill, such as... Figure 2 Control C in the middle, in response to the triggering of the third skill, determines the effective range of the third skill, including: in response to the drag operation of the second skill control, determining the effective range of the third skill based on the drag position of the second skill control.
[0106] In this embodiment, the effective range of the third skill can be determined by dragging the second skill control, with the dragged position of the second skill control as the center. This effective range can be displayed in the game scene so that players can clearly understand the relative situation between the current effective range of the skill and the obstacles.
[0107] Optionally, to facilitate players in clearly defining the effective range of the third skill while dragging the second skill control, the terminal device can display a real-time preview of the third skill's effective range. That is, based on the real-time drag position of the second skill control, the preview range of the third skill is determined and displayed. Then, in response to the end-of-drag event of the second skill control, based on the drag position at the end of the drag, the effective range of the third skill is determined and displayed, such as... Figure 10 As shown, Figure 10 The horizontal rectangular light wall corresponding to the dotted area in the diagram represents the effective range of the third skill.
[0108] In some embodiments, a skill cancellation area may be displayed during the dragging of the second skill control. If the second skill control is dragged to the skill cancellation area, the triggering of the third skill is canceled.
[0109] In some embodiments, the skill's effective range can cover scene objects in the game scene, and if there are game characters within the skill's effective range, they can be automatically pushed to the edge of the skill's effective range, such as the safest position closest to the skill's effective range, to prevent characters from getting stuck within the skill's effective range.
[0110] In some embodiments, if there are no obstacles within the effective range of the skill, the effective range of the skill can be treated as an obstacle, that is, the target position can be projected onto the scene object generated within the effective range of the skill, so that the scene object generated within the effective range of the skill can be used as an effective bearing surface to bear the target position.
[0111] In some embodiments, the third skill can be configured with a skill duration, which can be set according to needs and is not limited here. For example, it can be set to 18 seconds.
[0112] As can be seen from the above, by providing a graphical user interface through a terminal device, displaying game screens, including at least a portion of the game scene, and including at least a controlled game character controlled by the terminal device, the controlled game character is equipped with a first skill. In response to the first skill being triggered, a target position is determined in the game scene based on the controlled game character's orientation and / or position. During the first skill's active period, the target position is configured to change according to changes in the controlled game character's orientation and / or position. During the first skill's active period, in response to the controlled game character performing an attack, the system controls the first attack effect corresponding to the attack at the controlled game character's current position and the second attack effect corresponding to the attack at the target position. By introducing a target position that changes according to the controlled game character's position, the system diversifies the control of the controlled game character's attack behavior, enabling diversified control of the game character, improving user immersion, and increasing user retention.
[0113] This embodiment also provides a game character control device, which can be integrated into a terminal device. The terminal device provides a graphical user interface (GUI) that displays a game screen. The game screen includes at least a portion of the game match scene, and the game match scene includes at least a controlled game character controlled by the terminal device. The controlled game character is equipped with a first skill. For example, such as... Figure 11 As shown, the game character control device may include: The position determination module 1101 is used to determine a target position in the game scene based on the character orientation and / or character position of the controlled game character in response to the triggering of the first skill; wherein, during the period when the first skill is active, the target position is configured to change as the character orientation and / or character position of the controlled game character changes; Attack module 1102 is used to respond to the attack behavior performed by the controlled game character during the first skill's effective period, and to control the first attack effect corresponding to the attack behavior at the current position of the controlled game character, and the second attack effect corresponding to the attack behavior at the target position.
[0114] In some embodiments, the game character control device further includes a movement module, which is specifically used for: During the period when the first skill is active, control the configuration of the second skill for the controlled game character and / or control the permission to use the second skill for the controlled game character; In response to the second skill being triggered, control the controlled game character to move to the target location.
[0115] In some embodiments, the game character control device further includes a display module, which is specifically used for: Display the corresponding first skill control for the second skill in the graphical user interface; Accordingly, the aforementioned game character control device also includes a trigger module, which is specifically used for: In response to the first trigger operation applied to the first skill control, determine that the second skill has been triggered.
[0116] In some embodiments, the first skill control is configured to be triggered twice consecutively within a first preset time interval, and to not respond if the time interval exceeds a second preset time interval, wherein the first preset time interval is greater than the second preset time interval.
[0117] In some embodiments, the controlled game character is associated with a target point, and the target point is set with a location indication parameter. The aforementioned location determination module 1101 is specifically used for: Based on the controlled game character's orientation and / or position, and the target point's position indication parameters, a target location is determined in the game scene.
[0118] In some embodiments, the game character control device further includes a parameter setting module, which is specifically used for: During the first skill's active period, in response to the parameter setting trigger event for the target point, multiple setting sub-controls are displayed, each of which is used to indicate a location indicator parameter; In response to a selection operation on the target setting subcontrol within the setting subcontrol, the target position is updated in the game scene based on the controlled game character's orientation and / or position, as well as the position indication parameter indicated by the target setting subcontrol.
[0119] In some embodiments, the game scene includes obstacles, and the game character control device further includes an obstacle module, which is specifically used for: When the controlled game character and the obstacle meet the preset positional relationship, and the obstacle has physical occlusion properties, the target position is on the obstacle.
[0120] In some embodiments, the controlled game character is configured with a third skill and / or the controllable game character has the right to use the third skill. The game character control device further includes a position update module, which is specifically used for: In response to the third skill being triggered, determine the effective range of the third skill; If an obstacle is within the skill's effective range, the physical occlusion attribute of the obstacle is disabled, causing the target's position to be updated from its position on the obstacle to its position after penetrating the obstacle.
[0121] In some embodiments, the graphical user interface also includes a second skill control corresponding to the third skill, and the position update module is specifically used for: In response to a drag operation on the second skill control, the effective range of the third skill is determined based on the drag position of the second skill control.
[0122] In some embodiments, during the period when the first skill is active, the movement speed of the controlled game character is increased by a preset multiple.
[0123] In some embodiments, there is a preset mapping relationship between the first attack effect and the second attack effect, and / or, the second attack effect carries a debuff effect; Among the debuffs is that the attacked game character will not trigger the speed boost function when attacked.
[0124] In some embodiments, the graphical user interface further includes attack controls, and the game character control device further includes a behavior execution module, which is specifically used for: In response to a third trigger action against the attack control, the controlled game character is triggered to perform an attack.
[0125] In some embodiments, the game character control device further includes a position recovery module, which is specifically used for: During the duration of the third triggering operation, the target position is controlled to move away from the controlled game character until the duration of the third triggering operation meets the first preset duration threshold, at which point the target position stops moving. When the duration of movement to the target location stops meets the second preset duration threshold, the target location is controlled to return to its initial position.
[0126] As can be seen from the above, by providing a graphical user interface through a terminal device, displaying game screens, including at least a portion of the game scene, and including at least a controlled game character controlled by the terminal device, the controlled game character is equipped with a first skill. In response to the first skill being triggered, a target position is determined in the game scene based on the controlled game character's orientation and / or position. During the first skill's active period, the target position is configured to change according to changes in the controlled game character's orientation and / or position. During the first skill's active period, in response to the controlled game character performing an attack, the system controls the first attack effect corresponding to the attack at the controlled game character's current position and the second attack effect corresponding to the attack at the target position. By introducing a target position that changes according to the controlled game character's position, the system diversifies the control of the controlled game character's attack behavior, enabling diversified control of the game character, improving user immersion, and increasing user retention.
[0127] Accordingly, this disclosure also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.
[0128] like Figure 12 As shown, Figure 12 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. The electronic device 1200 includes a processor 1201 with one or more processing cores, a memory 1202 with one or more computer-readable storage media, and a computer program stored on the memory 1202 and executable on the processor. The processor 1201 and the memory 1202 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0129] The processor 1201 is the control center of the electronic device 1200. It connects various parts of the electronic device 1200 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 1202, and by calling data stored in the memory 1202, it executes various functions of the electronic device 1200 and processes data, thereby providing overall monitoring of the electronic device 1200. The processor 1201 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure.
[0130] In this embodiment of the disclosure, the processor 1201 in the electronic device 1200 loads the instructions corresponding to the processes of one or more application programs into the memory 1202 according to the following steps, and the processor 1201 runs the application programs stored in the memory 1202 to realize various functions, such as: In response to the first skill being triggered, a target location is determined in the game scene based on the controlled game character's orientation and / or position; wherein, during the period when the first skill is active, the target location is configured to change as the controlled game character's orientation and / or position changes; During the first skill's active period, in response to the controlled game character's attack behavior, control the first attack effect corresponding to the attack behavior at the controlled game character's current location, and the second attack effect corresponding to the attack behavior at the target location.
[0131] In some embodiments, the method further includes: During the period when the first skill is active, control the configuration of the second skill for the controlled game character and / or control the permission to use the second skill for the controlled game character; In response to the second skill being triggered, control the controlled game character to move to the target location.
[0132] In some embodiments, after controlling the steps of configuring a second skill for a controlled game character and / or controlling the access rights to configure a second skill for a controlled game character, the method further includes: Display the corresponding first skill control for the second skill in the graphical user interface; The method also includes: In response to the first trigger operation applied to the first skill control, determine that the second skill has been triggered.
[0133] In some embodiments, the first skill control is configured to be triggered twice consecutively within a first preset time interval, and to not respond if the time interval exceeds a second preset time interval, wherein the first preset time interval is greater than the second preset time interval.
[0134] In some embodiments, a controlled game character is associated with a target point, which is provided with a position indication parameter. Based on the controlled game character's orientation and / or position, a target position is determined in the game scene, including: Based on the controlled game character's orientation and / or position, and the target point's position indication parameters, a target location is determined in the game scene.
[0135] In some embodiments, the method further includes: During the first skill's active period, in response to the parameter setting trigger event for the target point, multiple setting sub-controls are displayed, each of which is used to indicate a location indicator parameter; In response to a selection operation on the target setting subcontrol within the setting subcontrol, the target position is updated in the game scene based on the controlled game character's orientation and / or position, as well as the position indication parameter indicated by the target setting subcontrol.
[0136] In some embodiments, the game scene includes obstacles, and the method further includes: When the controlled game character and the obstacle meet the preset positional relationship, and the obstacle has physical occlusion properties, the target position is on the obstacle.
[0137] In some embodiments, the controlled game character is configured with a third skill and / or the user rights to configure the third skill for the controlled game character are controlled. The method further includes: In response to the third skill being triggered, determine the effective range of the third skill; If an obstacle is within the skill's effective range, the physical occlusion attribute of the obstacle is disabled, causing the target's position to be updated from its position on the obstacle to its position after penetrating the obstacle.
[0138] In some embodiments, the graphical user interface also includes a second skill control corresponding to the third skill, which, in response to the third skill being triggered, determines the skill's effective range, including: In response to a drag operation on the second skill control, the effective range of the third skill is determined based on the drag position of the second skill control.
[0139] In some embodiments, during the period when the first skill is active, the movement speed of the controlled game character is increased by a preset multiple.
[0140] In some embodiments, there is a preset mapping relationship between the first attack effect and the second attack effect, and / or, the second attack effect carries a debuff effect; Among the debuffs is that the attacked game character will not trigger the speed boost function when attacked.
[0141] In some embodiments, the graphical user interface further includes attack controls, and the method further includes: In response to a third trigger action against the attack control, the controlled game character is triggered to perform an attack.
[0142] In some embodiments, the method further includes: During the duration of the third triggering operation, the target position is controlled to move away from the controlled game character until the duration of the third triggering operation meets the first preset duration threshold, at which point the target position stops moving. When the duration of movement to the target location stops meets the second preset duration threshold, the target location is controlled to return to its initial position.
[0143] Therefore, the electronic device 1200 provided in this embodiment can bring the following technical effects: realize diversified control of game characters, improve user immersion, and thus improve user retention rate.
[0144] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0145] Optional, such as Figure 12 As shown, the electronic device 1200 also includes: a touch display screen 1203, a radio frequency circuit 1204, an audio circuit 1205, an input unit 1206, and a power supply 1207. The processor 1201 is electrically connected to the touch display screen 1203, the radio frequency circuit 1204, the audio circuit 1205, the input unit 1206, and the power supply 1207. Those skilled in the art will understand that... Figure 12 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0146] The touch display screen 1203 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 1203 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 1201. It can also receive and execute commands from the processor 1201. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 1201 to determine the type of touch event. Subsequently, the processor 1201 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 1203 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 1203 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 1203 can also be used as part of the input unit 1206 to achieve input functions.
[0147] The radio frequency circuit 1204 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.
[0148] Audio circuit 1205 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuit 1205 can convert received audio data into electrical signals and transmit them to the speaker, where the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuit 1205, converted back into audio data, and then processed by processor 1201 before being transmitted via radio frequency circuit 1204 to, for example, another electronic device, or output to memory 1202 for further processing. Audio circuit 1205 may also include an earphone jack to provide communication between peripheral headphones and electronic devices.
[0149] The input unit 1206 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
[0150] Power supply 1207 is used to supply power to various components of electronic device 1200. Optionally, power supply 1207 can be logically connected to processor 1201 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 1207 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0151] although Figure 12 As not shown in the diagram, the electronic device 1200 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
[0152] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.
[0153] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0154] Therefore, embodiments of this disclosure provide a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute any of the game character control methods provided in embodiments of this disclosure. The computer program can execute the following steps of the game character control method: In response to the first skill being triggered, a target location is determined in the game scene based on the controlled game character's orientation and / or position; wherein, during the period when the first skill is active, the target location is configured to change as the controlled game character's orientation and / or position changes; During the first skill's active period, in response to the controlled game character's attack behavior, control the first attack effect corresponding to the attack behavior at the controlled game character's current location, and the second attack effect corresponding to the attack behavior at the target location.
[0155] As can be seen, the computer program can be loaded by the processor to execute any of the game character control methods provided in the embodiments of this disclosure, thereby bringing about the following technical effects: realizing diversified control of game characters, improving user immersion, and thus improving user retention rate.
[0156] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.
[0157] The computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
[0158] Since the computer program stored in the computer-readable storage medium can execute any of the game character control methods provided in the embodiments of this disclosure, the beneficial effects that any of the game character control methods provided in the embodiments of this disclosure can achieve can be realized, as detailed in the preceding embodiments, and will not be repeated here.
[0159] According to one aspect of this disclosure, a computer program product or computer program is also provided, comprising computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.
[0160] In the above embodiments of the game character control device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the game character control device, computer-readable storage medium, computer program product, electronic device, and their corresponding units described above can be referred to the description of the game character control method in the above embodiments, and will not be repeated here.
[0161] The foregoing has provided a detailed description of a game character control method, device, electronic device, computer-readable storage medium, and computer program product provided by the embodiments of this disclosure. Specific examples have been used to illustrate the principles and implementation methods of this disclosure. The descriptions of the above embodiments are only for the purpose of helping to understand the methods and core ideas of this disclosure. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this disclosure. Therefore, the content of this specification should not be construed as a limitation of this disclosure.
Claims
1. A method for controlling a game character, characterized in that, A graphical user interface (GUI) is provided via a terminal device, the GUI displaying game screen, the game screen including at least a portion of the game match scene, the game match scene including at least a controlled game character controlled by the terminal device, the controlled game character being configured with a first skill, the method comprising: In response to the first skill being triggered, a target location is determined in the game scene based on the controlled game character's orientation and / or position; wherein, during the period when the first skill is active, the target location is configured to change as the controlled game character's orientation and / or position changes; During the period when the first skill is active, in response to the controlled game character performing an attack, the system controls the first attack effect corresponding to the attack to be applied at the current position of the controlled game character, and the second attack effect corresponding to the attack to be applied at the target position.
2. The game character control method as described in claim 1, characterized in that, The method further includes: During the period when the first skill is active, control the configuration of the second skill for the controlled game character and / or control the configuration of the second skill usage permission for the controlled game character; In response to the second skill being triggered, the controlled game character is moved to the target location.
3. The game character control method as described in claim 2, characterized in that, After the steps of controlling the configuration of a second skill for the controlled game character and / or controlling the access rights to the second skill for the controlled game character, the method further includes: The graphical user interface displays the first skill control corresponding to the second skill. The method further includes: In response to the first trigger operation applied to the first skill control, it is determined that the second skill has been triggered.
4. The game character control method as described in claim 3, characterized in that, The first skill control is configured to be triggered twice consecutively within a first preset time interval, and to not respond if the time interval exceeds a second preset time interval, wherein the first preset time interval is greater than the second preset time interval.
5. The game character control method as described in claim 1, characterized in that, The controlled game character is associated with a target point, and the target point is set with a position indication parameter. Determining a target position in the game scene based on the controlled game character's orientation and / or position includes: Based on the character orientation and / or position of the controlled game character, and the position indication parameters of the target point, a target position is determined in the game scene.
6. The game character control method as described in claim 5, characterized in that, The method further includes: During the period when the first skill is active, in response to the parameter setting trigger event for the target point, multiple setting sub-controls are displayed, each setting sub-control being used to indicate a position indicator parameter; In response to a selection operation on the target setting sub-control in the setting sub-control, the target position is updated in the game scene based on the character orientation and / or character position of the controlled game character, and the position indication parameter indicated by the target setting sub-control.
7. The game character control method as described in claim 1, characterized in that, The game scene includes obstacles, and the method further includes: When the controlled game character and the obstacle meet a preset positional relationship, and the obstacle has physical occlusion properties, the target position is on the obstacle.
8. The game character control method as described in claim 7, characterized in that, The controlled game character is configured with a third skill and / or the control is configured with the permission to use the third skill for the controlled game character; the method further includes: In response to the third skill being triggered, the effective range of the third skill is determined; If the obstacle is within the effective range of the skill, the physical occlusion attribute of the obstacle is disabled so that the target position is updated from its position on the obstacle to its position after penetrating the obstacle.
9. The game character control method as described in claim 8, characterized in that, The graphical user interface also includes a second skill control corresponding to the third skill. The process of determining the effective range of the third skill in response to the triggering of the third skill includes: In response to a drag operation on the second skill control, the effective range of the third skill is determined based on the drag position of the second skill control.
10. The game character control method as described in claim 1, characterized in that, During the period when the first skill is active, the movement speed of the controlled game character is increased by a preset multiple.
11. The game character control method as described in claim 1, characterized in that, There is a preset mapping relationship between the first attack effect and the second attack effect, and / or the second attack effect carries a debuff effect; The debuff effect includes preventing the attacked game character from triggering the speed boost function when attacked.
12. The game character control method according to any one of claims 1 to 11, characterized in that, The graphical user interface also includes attack controls, and the method further includes: In response to a third triggering operation on the attack control, the controlled game character is triggered to perform an attack.
13. The game character control method as described in claim 12, characterized in that, The method further includes: During the duration of the third triggering operation, the target position is controlled to move away from the controlled game character until the duration of the third triggering operation meets the first preset duration threshold, at which point the target position stops moving. When the duration of movement stopping at the target location meets the second preset duration threshold, the target location is controlled to return to its initial position.
14. A game character control device, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displays game screens, the game screens include at least a portion of the game match scene, the game match scene includes at least a controlled game character controlled by the terminal device, the controlled game character is equipped with a first skill, and the device includes: A location determination module is configured to determine a target location in the game scene based on the character orientation and / or character position of the controlled game character in response to the first skill being triggered; wherein, during the period when the first skill is active, the target location is configured to change as the character orientation and / or character position of the controlled game character changes; An attack module is configured to, during the period when the first skill is active, respond to the controlled game character performing an attack behavior, control the first attack effect corresponding to the attack behavior to be applied at the current position of the controlled game character, and control the second attack effect corresponding to the attack behavior to be applied at the target position.
15. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game character control method as described in any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game character control method as described in any one of claims 1 to 13.