Method, apparatus, electronic device and readable storage medium for releasing skills in a game
By adjusting the virtual camera orientation when the skill indicator reaches the edge of the graphical user interface, the method ensures accurate skill release, enhancing interaction efficiency and reducing processing and power consumption in games with oblique viewing angles.
Patent Information
- Application Number
- JP2025512930
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-09-01
- Filing Date
- 2023-06-16
- Publication Date
- 2025-08-28
- Estimated Expiration
- 2043-06-16
AI Technical Summary
In games, players face challenges in accurately releasing skills due to the skill indicator exceeding the graphical user interface display range, leading to a lack of field of view for the skill release area, resulting in failed tasks and low human interaction efficiency, especially in games with 45-degree oblique viewing angles.
A method and apparatus that adjusts the virtual camera orientation when the skill indicator reaches the edge of the graphical user interface, maintaining the skill indicator's visibility while adjusting the game screen to ensure accurate skill release, simplifying the adjustment process and reducing data processing and power consumption.
Improves human interaction efficiency by ensuring accurate skill release, reduces data processing burden on the terminal device, and conserves power, while also lowering the performance overhead of the game server.
Smart Images

Figure 2025528483000001_ABST
Abstract
Description
Cross-Citation of Related Applications
[0001] This disclosure claims priority to a Chinese patent application entitled "Method, apparatus, electronic device and readable storage medium for releasing skills in games," application number 202211071831.9, filed with the State Intellectual Property Office of the People's Republic of China on September 1, 2022, the entire contents of which are incorporated herein by reference. [Technical Field]
[0002] The present disclosure relates to the field of gaming technology, and in particular to a method, apparatus, electronic device and readable storage medium for releasing skills in a game. [Background technology]
[0003] In the game, a virtual character can complete an attack on an enemy virtual character by performing a magic spell on the enemy virtual character in the opposing camp. To ensure the accuracy of the skill release, the skill release area can be indicated by turning on a skill indicator so that the player can more accurately determine whether they can attack the enemy virtual character when releasing the skill.
[0004] In related technologies, a player can control a skill indicator to move, but if the player does not have a good grasp of controlling the movement distance during operation, the skill indicator may exceed the display range of the graphical user interface, resulting in a lack of field of view for the skill release area, making it impossible for the player to observe whether the enemy virtual character is within the skill release area, and making it impossible to accurately release the skill, resulting in a failure of the game task and low efficiency of human interaction. Summary of the Invention
[0005] Therefore, the object of the present disclosure is to provide a method, apparatus, electronic device, and readable storage medium target for releasing skills in a game, wherein in the process of controlling the movement of a skill indicator by a trigger operation on a skill, when the skill indicator moves to the edge position of the graphical user interface, the orientation of the virtual camera can be adjusted, and the game screen displayed on the graphical user interface can be adjusted so that the skill indicator is always displayed on the graphical user interface, and the skill can be accurately released based on the skill release area indicated by the skill indicator, thereby improving human interaction efficiency; and at the same time, simplifying the adjustment of the skill indicator and the adjustment of the orientation of the virtual camera into one adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing burden on the terminal device, saving power consumption on the terminal device, and reducing the performance overhead of the game server.
[0006] In a first aspect, one embodiment of the present disclosure provides a method for releasing skills in a game, the method including: providing a graphical user interface on a terminal device; the graphical user interface including a first game screen of all or a part of a game scene photographed by a virtual camera in a first camera direction; and the virtual camera being provided at a fixed position of a target virtual character. In response to a trigger operation on a target skill, a skill indicator corresponding to the target skill is displayed on the graphical user interface, and the skill indicator is controlled to move on the graphical user interface in accordance with the touch operation, and the skill indicator is used to indicate a skill emission area; In response to the skill indicator moving to an edge position of the graphical user interface, a camera orientation of the virtual camera is adjusted from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill, and when the relative position of the skill indicator to the graphical user interface is maintained unchanged, the first game screen is adjusted to a second game screen, and the second game screen is a screen determined by the virtual camera photographing the game scene in the second camera orientation; In response to the termination of a trigger operation for the target skill, the target virtual character is controlled to emit a skill in an emission area indicated by the skill indicator.
[0007] In a second aspect, an embodiment of the present disclosure provides a skill release device in a game, providing a graphical user interface on a terminal device, the graphical user interface including a first game screen of a whole or part of a game scene photographed by a virtual camera in a first camera direction, wherein the virtual camera is provided at a fixed position of a target virtual character, the skill release device in the game including: a control movement control module; a camera direction adjustment module; and a skill release control module; the control movement control module is configured to, in response to a trigger operation on a target skill, display a skill indicator corresponding to the target skill on the graphical user interface, and control the skill indicator to move on the graphical user interface in accordance with the trigger operation, the skill indicator being used to indicate a skill emission area; a camera orientation adjustment module configured to adjust a camera orientation of the virtual camera from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill in response to the skill indicator moving to an edge position of the graphical user interface, and adjust the first game screen to a second game screen when a relative position of the skill indicator to the graphical user interface is maintained unchanged, the second game screen being a screen determined by the virtual camera photographing the game scene in the second camera orientation; The skill release control module is configured to control the target virtual character to release a skill in a release area indicated by the skill indicator in response to the termination of a trigger operation on a target skill.
[0008] In a third aspect, an embodiment of the present disclosure further provides an electronic device comprising a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is operating, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the method for releasing skills in a game described in any of the first aspects.
[0009] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium having stored thereon a computer program that, when executed by a processor, performs the steps of the method for releasing skills in a game described in any of the first aspects.
[0010] A method, apparatus, electronic device, and readable storage medium for releasing skills in a game according to an embodiment of the present disclosure display a skill indicator in a graphical user interface in response to a trigger operation on a target skill, control the movement of the skill indicator based on the trigger operation, adjust the camera orientation of the virtual camera from the orientation of a first camera to the orientation of a second camera when the skill indicator moves to an edge position of the graphical user interface based on the trigger operation on the target skill control, adjust the first game screen to the second game screen in the graphical user interface while maintaining the relative position of the skill indicator, and control the target virtual character to release a skill in the release area indicated by the skill indicator in response to the end of the trigger operation on the target skill control. In the present disclosure, in the process of controlling the movement of the skill indicator by the trigger operation on the skill, when the skill indicator moves to the edge position of the graphical user interface, the orientation of the virtual camera can be adjusted, and the game screen displayed on the graphical user interface can be further adjusted so that the skill indicator is always displayed on the graphical user interface, and the skill is accurately released based on the skill release area indicated by the skill indicator, thereby improving human interaction efficiency; and at the same time, the adjustment of the skill indicator and the adjustment of the orientation of the virtual camera are simplified into one adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing burden on the terminal device, saving the power consumption of the terminal device, and reducing the performance overhead of the game server.
[0011] In order to make the above objects, features and advantages of the present disclosure more clearly comprehensible, preferred embodiments are given below in conjunction with the accompanying drawings for detailed description. [Brief explanation of the drawings]
[0012] In order to more clearly describe the technical aspects of the embodiments of the present disclosure, the following briefly describes the drawings that need to be used in the embodiments. The following drawings only illustrate some embodiments of the present disclosure, so they should not be considered as limiting the scope, and it should be understood that ordinary skilled in the art can obtain other related drawings based on these drawings without paying creative labor. [Figure 1] 10 is a flowchart of a method for releasing skills in a game in an alternative embodiment of the present disclosure. [Figure 2] 1 is a schematic diagram of a graphical user interface in an alternative embodiment of the present disclosure. [Figure 3] FIG. 2 is a schematic diagram of a graphical user interface in an alternative embodiment of the present disclosure. [Figure 4] FIG. 10 is a plan view schematic diagram of virtual camera adjustment in an alternative embodiment of the present disclosure. [Figure 5] 3 is a schematic diagram of a graphical user interface in an alternative embodiment of the present disclosure. [Figure 6] FIG. 4 is a schematic diagram of a graphical user interface in an alternative embodiment of the present disclosure. [Figure 7] FIG. 2 is a plan view of virtual camera adjustment in an alternative embodiment of the present disclosure. [Figure 8] 5 is a schematic diagram of a graphical user interface in an alternative embodiment of the present disclosure. [Figure 9] 6 is a schematic diagram of a graphical user interface in an alternative embodiment of the present disclosure. [Figure 10] FIG. 3 is a plan view of virtual camera adjustment in an alternative embodiment of the present disclosure. [Figure 11] FIG. 7 is a schematic diagram of a graphical user interface in an alternative embodiment of the present disclosure. [Figure 12] FIG. 1 is a schematic diagram showing the configuration of a skill release device in a game in an optional embodiment of the present disclosure. [Figure 13] FIG. 2 is a block diagram of a game skill release device according to an alternative embodiment of the present disclosure. [Figure 14] 1 is a structural schematic diagram of an electronic device according to an alternative embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0013] In order to clarify the objectives, technical aspects, and advantages of the embodiments of the present disclosure, the technical aspects of the embodiments of the present disclosure will be clearly and completely described below in connection with the drawings of the embodiments of the present disclosure. However, it is clear that the described embodiments are only some embodiments of the present disclosure and not all embodiments. Typically, the components of the embodiments of the present disclosure described and illustrated herein can be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure for which protection is sought, but only represents selected embodiments of the present disclosure. Other embodiments that can be obtained by those skilled in the art based on the embodiments of the present disclosure without performing creative work all belong to the scope of protection of the present disclosure.
[0014] In alternative embodiments, the game scene is a virtual scene displayed (or provided) while the application is running on a terminal or server. Alternatively, the game scene may be a simulated real-world environment, or a semi-simulated, semi-fictional virtual environment, or a purely fictional virtual environment. The game scene may be a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and may be an air, land, sea, etc., including environmental elements such as a desert, a city, etc. Here, a game scene is a scene of complete game logic, such as player control of virtual characters. For example, in a sandbox-type 3D shooter game, the game scene is a 3D game world in which players control virtual objects and compete against each other. An exemplary game scene includes at least one of the following elements: mountains, rivers, plains, rivers, lakes, oceans, deserts, skies, plants, architecture, and vehicles. For example, in a 2D or 2.5D card game, the game scene is a scene for releasing cards or displaying the corresponding virtual objects of the cards. An exemplary game scene is a ring field, battlefield, or other "field" element that can display the card battle status, or other elements. In a 2D or 2.5D multiplayer online tactical competitive game, the game scene is a 2D or 2.5D terrain scene in which virtual objects compete against each other. An exemplary game scene may include elements such as canyon-like mountains, railroad tracks, rivers, classrooms, tables, chairs, and podiums.
[0015] In alternative embodiments, a game interface refers to an interface corresponding to an application provided or displayed via a graphical user interface including a UI interface and a game screen for user interaction. In alternative embodiments, the UI interface may include game controls (e.g., skill controls, mobile controls, function controls, etc.), indicators (e.g., directional indicators, character indicators, etc.), information display areas (e.g., number of kills, game time, etc.), or game setting controls (e.g., system settings, shops, gold coins, etc.). In alternative embodiments, a game screen is a corresponding display screen for a terminal device to display a virtual scene, and the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0016] In an optional embodiment, the virtual object refers to a dynamic object that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual person, a virtual animal, an animated character, or the like. The virtual object may be a role controlled by a player via an input device, an artificial intelligence (AI) that is placed in a virtual environment battle through training, or a non-player role (NPC) that is placed in a virtual scene battle. Alternatively, the virtual object may be a virtual person competing in a virtual scene. Alternatively, the embodiment of the present disclosure is not limited to a number of virtual objects in a virtual scene battle, as the number of virtual objects may be preset or dynamically determined depending on the number of clients participating in the battle. In an optional implementation, a user may control the movement of a virtual object within the virtual scene, for example, the user may control the virtual object to run, hop, crawl, etc., or the virtual object to fight other virtual objects using skills, virtual tools, etc. provided by the application.
[0017] In alternative embodiments, a player character refers to a virtual object that can be controlled by a player to act in a game environment, and is also called a player virtual character or player virtual object, and in some electronic games is also called a shikigami character or hero character. The player character may be in at least one of different forms, such as a virtual person, a virtual animal, an animated character, or a virtual carriage.
[0018] In an optional embodiment, in a game, a virtual character can complete an attack on an enemy virtual character by performing a magic spell on the enemy virtual character in the opposing camp. To ensure the accuracy of the skill release, a skill release area can be indicated by turning on a skill indicator so that the player can more accurately determine whether they can attack the enemy virtual character when releasing the skill.
[0019] In related technologies, a player can control a skill indicator to move, but if the player does not have a good grasp of controlling the movement distance during operation, the skill indicator may exceed the display range of the graphical user interface, resulting in a lack of field of view for the skill release area, making it impossible for the player to observe whether the enemy virtual character is within the skill release area, and making it impossible to accurately release the skill, resulting in a failure of the game task and low efficiency of human interaction.
[0020] In response to this situation, related art provides a form of implementation in which the focus of the virtual camera in a planar viewing angle game moves to track the position of the suspension point so that the skill indicator can always be displayed on the graphical user interface. However, the above-mentioned improved method is only applicable to games with a planar viewing angle; in games with a 45-degree oblique viewing angle, the virtual camera is photographed from a fixed position of the target virtual character, so the displayed game screen, unlike games with a planar viewing angle, cannot satisfy the display method in which the focus of the virtual camera moves to track the position of the suspension point. Therefore, in games with a 45-degree oblique viewing angle, if the skill indicator moves outside the graphical user interface, the player will not be able to observe whether the enemy virtual character is within the skill release area and will not be able to accurately release the skill, resulting in the failure of the game task and a decrease in human interaction efficiency.
[0021] Based on this, an embodiment of the present disclosure provides a method for releasing skills in a game, accurately releasing skills, improving the interaction efficiency of human interaction, and at the same time reducing the amount of data processing on the terminal device, lowering the processing burden on the terminal device, saving the power consumption of the terminal device, and reducing the performance overhead of the game server.
[0022] To facilitate understanding of this embodiment, a method, apparatus, electronic device, and readable storage medium for releasing skills in a game according to an embodiment of the present disclosure will be described in detail. The embodiment of the present disclosure can be applied to frames per second type games and massive multiplayer online (MMO) type games, but the embodiment of the present disclosure is not limited to these types of games, nor is it limited to the gaming field.
[0023] The method for releasing skills in a game in an embodiment of the present disclosure can be executed on a local terminal device or a server. If the method for releasing skills in a game is executed on a server, the method can be implemented and executed based on a cloud interaction system including a server and a client device.
[0024] In an alternative embodiment, various cloud applications, such as cloud games, can be executed under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In a cloud game execution mode, the execution entity of the game program and the game screen are separated. The storage and execution of the in-game skill release method are performed on the cloud game server. The client device is responsible for receiving and transmitting data and displaying the game screen. For example, the client device may be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, or handheld computer, but the information processing is performed by the cloud game server. When playing a game, the player operates the client device to send operation commands to the cloud game server. The cloud game server executes the game based on the operation commands, encodes and compresses data such as game screens, returns the data to the client device via a network, and finally decodes and outputs the game screens via the client device.
[0025] In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to render a game screen. The local terminal device is used to interact with a player via a graphical user interface. That is, a game program is conventionally downloaded, installed, and executed via an electronic device. The local terminal device may provide the graphical user interface to the player in various ways, such as by rendering the interface on a display screen of the terminal or by projection mapping. For example, the local terminal device may include a display and a processor, where the processor executes the game, generates the graphical user interface, and controls the display of the graphical user interface, and the display displays the graphical user interface including the game screen.
[0026] In an optional embodiment, an embodiment of the present disclosure provides a method for releasing skills in a game that provides a graphical user interface via a terminal device, and the terminal device may be the aforementioned local terminal device (e.g., a local touch terminal) or a client device in the aforementioned cloud interaction system. Next, an example will be described in which the above-mentioned method for releasing skills in a game is executed on a local terminal device (hereinafter abbreviated as terminal device).
[0027] Referring to Figure 1, Figure 1 is a flowchart of a method for releasing skills in a game in an alternative embodiment of the present disclosure. As shown in Figure 1, the present disclosure provides a method for releasing skills in a game in an alternative embodiment, which includes the following steps:
[0028] In S101, in response to a trigger operation for a target skill, a skill indicator corresponding to the target skill is displayed on the graphical user interface, and the skill indicator is controlled to move on the graphical user interface in accordance with the trigger operation, and the skill indicator is used to indicate the skill emission area.
[0029] In S102, in response to the skill indicator moving to an edge position of the graphical user interface, the camera orientation of the virtual camera is adjusted from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill, and when the relative position of the skill indicator to the graphical user interface is maintained unchanged, the first game screen is adjusted to a second game screen, and the second game screen is a screen determined by the virtual camera photographing the game scene in the second camera orientation.
[0030] In S103, in response to the end of the trigger operation for the target skill, the target virtual character is controlled to release the skill in the release area indicated by the skill indicator.
[0031] In the method of skill release in a game disclosed herein, in the process of controlling the movement of a skill indicator by a trigger operation on a skill, when the skill indicator moves to an edge position of the graphical user interface, the orientation of the virtual camera can be adjusted, and the game screen displayed on the graphical user interface can be further adjusted so that the skill indicator is always displayed on the graphical user interface, and the skill can be accurately released based on the skill release area indicated by the skill indicator, thereby improving human interaction efficiency; at the same time, the adjustment of the skill indicator and the adjustment of the virtual camera orientation can be simplified into one adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing burden on the terminal device, saving power consumption on the terminal device, and reducing the performance overhead of the game server.
[0032] Each step of the present disclosure will now be described.
[0033] In S101, in response to a trigger operation for a target skill, a skill indicator corresponding to the target skill is displayed on the graphical user interface, and the skill indicator is controlled to move on the graphical user interface in accordance with the trigger operation, and the skill indicator is used to indicate the skill emission area.
[0034] In an alternative embodiment of the present disclosure, the game screen displayed in the graphical user interface can be determined based on the virtual game scene captured by the virtual camera, and the specific game screen displayed is determined based on the orientation of the virtual camera, and when the orientation of the virtual camera changes, the game screen of the graphical user interface also changes. In an alternative technique of the present disclosure, what is currently displayed is a first game screen corresponding to all or part of the game scene captured by the virtual camera under a first camera orientation.
[0035] In an optional embodiment of the present disclosure, the virtual camera captures the game scene at a 45° angle, generates a game screen, and displays it on the graphical user interface. At the capture angle in the example of the present disclosure, the game screen displays more of the screen within the field of view of the target virtual character, so that the game screen displayed on the graphical user interface cannot fully display all of the game scene, and for scenes outside the field of view of the target virtual character, that portion of the game scene cannot be displayed on the displayed game screen.
[0036] In an optional embodiment of the present disclosure, a skill indicator in a 3D game scene indicates a skill emission area, and whether to turn on the display of the skill indicator can be selected through pre-game settings. When a player sets the display of the skill indicator to be turned on and selected, when a touch operation on the skill indicator is received, the skill indicator is displayed in the graphical user interface, and the player is presented with the current skill emission area.
[0037] Here, the skill release area indicated in the skill indication area includes the skill release position and skill release range, and if the enemy virtual character that the target virtual character currently wants to attack is within the skill release range corresponding to the skill indicator, when the corresponding skill is released, the enemy virtual character will be subjected to the skill attack of the target virtual character.
[0038] In optional embodiments, the display shape (e.g., circular, rectangular, irregular graphics, etc.) and display color of the skill indicator in the graphical user interface can all be rendered and set by the settings of the game itself, and are not particularly limited in optional embodiments of the present disclosure.
[0039] In an optional embodiment of the present disclosure, upon receiving a trigger operation for a target skill, a skill indicator is displayed in the graphical user interface, and the trigger operation for the target skill can control the skill indicator in the graphical user interface to move according to the trigger operation, thereby ensuring that the position of the skill release is accurate (i.e., can attack the enemy virtual character).
[0040] In optional embodiments of the present disclosure, target skills can be triggered in different ways for different game types, and the movement of the skill indicator in the graphical user interface can be controlled through different control methods. Specifically, the player can control the movement of the skill indicator in the graphical user interface through function controls and / or preset combination keys. Specifically, the player can use touch function controls such as fingers, a mouse, etc., or combine preset combination keys in a game controller, such as the L1 key, R1 key, etc. in a game handle, or preset keys such as the ctrl key, alt key, a key, etc. in a keyboard, and the preset keys can be manually set according to the needs of the player.
[0041] Take for example the trigger operation of the target skill as a touch operation on a skill control on a graphical user interface. During actual game operation, the operation position of the player's touch operation (taking a mobile game as an example, the operation position is the finger position) may move away from the touch response range of the skill control (in the above example, the finger position is moved away from the skill control). In this case, if the player wants to continue to use the touch operation of the skill control to control its operation, he or she needs to move from the current position into the touch response range of the skill control (assuming the touch position is in the upper left corner of the graphical user interface, and the skill control is in the lower right of the graphical user interface, adjustments need to be made from the upper left across the entire graphical user interface). This requires the player to repeat the touch movement operation, which reduces control efficiency.
[0042] Therefore, in an optional embodiment of the present disclosure, in order to ensure the convenience and efficiency of operation for the player during the game, a control following mechanism is provided to control the movement of the skill control according to the player's touch operation, so that the player can complete the corresponding control by operating the skill control in real time.
[0043] Specifically, the step "in response to a trigger operation on a target skill, control the skill indicator to move within the graphical user interface in accordance with the trigger operation" includes: In a1, in response to a touch operation on the skill control, it is detected whether the distance between the touch position of the touch operation and a predetermined position on the skill control exceeds a preset distance.
[0044] In a2, if the distance between the touch position of the touch operation and a predetermined position of the skill control is greater than a preset distance threshold, the skill control is controlled to move on the graphical user interface in accordance with the touch operation, and further, the skill indicator is controlled to move on the graphical user interface in accordance with the touch operation by utilizing the touch operation on the skill control in real time.
[0045] In an optional embodiment of the present disclosure, when the distance between the current touch position of the touch operation and the predetermined position of the skill control exceeds a predetermined distance, the skill control is controlled to follow the movement of the touch operation, and when there is a need to adjust the movement of the skill indicator position, there is no need to return to the original position of the skill indicator again to complete the operation, but to operate the skill control at the current position, thereby improving the efficiency of the corresponding control of the touch operation.
[0046] Here, the predetermined position of the skill control may be the center position of the skill control, and if the distance between the touch position of the touch operation and the center position of the skill control is greater than a predetermined distance threshold, it is considered that the current touch position is not on the skill control, and in that case, it is necessary to control the skill control to move in accordance with the touch operation.
[0047] Illustratively, a mobile game (i.e., a player performs a touch operation on a skill control with a finger to control the release of a skill) is taken as an example to illustrate the process of the skill control moving in a following manner. Referring to FIG. 2, FIG. 2 is one schematic diagram of a graphical user interface in an optional embodiment of the present disclosure. As shown in FIG. 2, a skill control 210 is displayed in the lower right corner of the graphical user interface 200. When the player's finger is not on the skill control 210, the touch operation range (right rocker) corresponding to the skill control 210 moves in a following manner, allowing the player to operate the corresponding skill control in real time.
[0048] In S102, in response to the skill indicator moving to an edge position of the graphical user interface, the camera orientation of the virtual camera is adjusted from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill, and when the relative position of the skill indicator to the graphical user interface is maintained unchanged, the first game screen is adjusted to a second game screen, and the second game screen is a screen determined by the virtual camera photographing the game scene in the second camera orientation.
[0049] In an optional embodiment of the present disclosure, the skill indicator can move within the graphical user interface in accordance with the trigger operation for the target skill. As described above, since the display position of the current graphical user interface is limited, if the movement range of the trigger operation for the target skill is relatively large, the skill indicator may be moved to the edge position of the graphical user interface and may move directly outside the current graphical user interface. In this case, the player cannot observe the specific display range of the corresponding skill release range of the skill indicator. If the skill is released at this time, the skill release may fail (without harming the enemy virtual character). Therefore, when the skill indicator moves to the edge position of the graphical user interface, the orientation of the virtual camera needs to be adjusted so that the skill indicator and the target virtual character are simultaneously displayed on the second game screen captured in the adjusted virtual camera orientation.
[0050] Note that the skill indicators displayed in the game scene are displayed in a 3D environment, and the game screens (including the skill indicators displayed on the game screens) captured by the virtual camera are all in a 2D environment. Therefore, when the skill indicators move to an edge position of the graphical user interface, it is necessary to convert between 3D coordinates and 2D coordinates and then determine whether the skill indicators have moved to an edge position of the graphical user interface.
[0051] Specifically, it is determined that the skill indicator has moved to an edge position of the graphical user interface as follows:
[0052] In b1, the current three-dimensional coordinate of the skill indicator in the game scene is transformed to a current two-dimensional coordinate in a two-dimensional coordinate system in which the graphical user interface is located.
[0053] In b2, based on the current two-dimensional coordinate, it is detected whether the skill indicator and the edge position of the graphical user interface satisfy a predetermined overlapping condition, and if the skill indicator and the edge position of the graphical user interface satisfy the predetermined overlapping condition, it is determined that the skill indicator has moved to the edge position of the graphical user interface.
[0054] In an optional embodiment of the present disclosure, the three-dimensional coordinates of a skill indicator indicating a skill emission area are determined under the three-dimensional coordinate system of the game scene, and the skill indicator is projected under the two-dimensional coordinate system of the graphical user interface based on a 3D to 2D projection formula or based on a method of emitting radiation from the 3D scene, the two-dimensional coordinates of the current skill indicator are determined, and then a determination is made as to whether the skill indicator will move to an edge position of the graphical user interface.
[0055] Here, the graphical user interface has a predetermined boundary line, which may be the boundary line of the graphical user interface itself or a boundary line that has been added to the graphical user interface, and the area of the region enclosed based on the added boundary line is smaller than or equal to the area of the region of the graphical user interface.
[0056] In an optional embodiment, the preset overlap condition includes at least one of the following: an area edge of the skill indicator that is closer to the graphical user interface boundary line overlaps with the boundary line of the edge position in the graphical user interface; or a center point of the skill indicator overlaps with the boundary line of the edge position in the graphical user interface.
[0057] The above two methods determine whether a predetermined superimposition condition is satisfied between the skill indicator and a predetermined boundary line on the first game screen (a screen determined so that the virtual camera faces downward to capture the game scene), and after determining that the predetermined superimposition condition is satisfied between the skill indicator and a predetermined boundary line on the first game screen, determine that the skill indicator has been moved to an edge position of the graphical user interface at that time, and determine adjustment parameters for the orientation of the virtual camera based on the edge position of the graphical user interface where the skill indicator is located and the operation direction of the trigger operation for the target skill.
[0058] Specifically, the step of "adjusting the camera orientation of the virtual camera from a first camera orientation to a second camera orientation based on the touch operation on the skill control" includes: In c1, rotation parameters and / or movement parameters of the virtual camera are determined based on the edge position of the graphical user interface where the skill indicator is located and the operation direction of the touch operation on the skill control.
[0059] In an optional embodiment of the present disclosure, the camera orientation of the virtual camera can be determined by the rotation parameters and / or movement parameters (vertical movement parameters) of the virtual camera. Specifically, orientation adjustment methods for different virtual cameras can be determined based on the edge position of the graphical user interface where the current skill indicator is located. The edge position of the graphical user interface can be divided into the left and right edge positions of the graphical user interface, the top and bottom edge positions of the graphical user interface, and the corner positions of the graphical user interface. The following describes a determination method for determining different parameters corresponding to the adjustment of the orientation of the virtual camera based on different edge positions of the graphical user interface of the skill indicator.
[0060] First, if the current position of the skill indicator is located at the left edge position or the right edge position of the graphical user interface, determine the rotation parameters of the virtual camera as follows: In d1, if the skill indicator is located at the left edge position or the right edge position of the graphical user interface, the rotation angle of the virtual camera is determined based on the continued left or right movement distance of the trigger operation.
[0061] At d2, a rotation direction of the virtual camera is determined based on a direction in the graphical user interface of an edge position where the skill indicator is located.
[0062] In d3, the rotation angle and the rotation direction are determined as the rotation parameters.
[0063] In an optional embodiment of the present disclosure, when the current position of the skill indication area is at the left edge position or the right edge position of the graphical user interface, it is necessary to control the adjustment of the shooting angle of the current virtual camera and the rotation adjustment of the virtual camera so that the skill indicator is displayed on the game screen captured by the adjusted virtual camera.
[0064] Here, the rotation adjustment of the virtual camera is divided into adjustment of the rotation angle of the virtual camera and adjustment of the rotation direction of the virtual camera, and the rotation adjustment of the virtual camera is performed jointly based on the rotation direction and the rotation angle.
[0065] In an optional embodiment, a mapping relationship between the movement distance of the trigger operation and the rotation angle of the virtual camera is preset, and after determining that the skill indicator has moved to the left edge / right edge of the graphical user interface, the movement distance by which the trigger operation continues to move to the left or right is determined, and then the rotation angle of the virtual camera can be determined based on the mapping relationship between the preset movement distance and the rotation angle of the virtual camera.
[0066] For example, take the trigger operation for the target skill as an example where the trigger operation is a touch operation on the skill control. The movement distance of the trigger operation can be calculated through the distance between the current position of the touch operation and the center position of the skill control. Specifically, the distance between the current position of the touch operation and the center position of the skill control can be expressed in pixels. Then, a mapping relationship between the movement distance of the touch operation and the rotation angle of the virtual camera can be set in advance, so that the virtual camera needs to rotate 1° every time the touch operation moves a pixel.
[0067] In an alternative embodiment, the direction of rotation of the virtual camera can be determined by the current position of the skill indicator at a position located at an edge of the graphical user interface. Because the present disclosure intends for the skill indicator to always remain visible in the graphical user interface, if the skill indicator is moved to a left edge position or a right edge position of the graphical user interface, the virtual camera needs to be adjusted in the opposite direction to ensure that the skill indicator is always visible in the graphical user interface. That is, if the skill indicator is moved to a left edge position of the graphical user interface, the direction of rotation of the virtual camera becomes right; similarly, if the skill indicator is moved to a right edge position of the graphical user interface, the direction of rotation of the virtual camera becomes left.
[0068] Illustratively, taking the trigger operation for the target skill as an example, where the trigger operation is a touch operation for a skill control in the graphical user interface, with reference to Figures 3 to 5, Figure 3 is a schematic diagram 2 of the graphical user interface in an optional embodiment of the present disclosure, Figure 4 is a schematic plan view of virtual camera adjustment in an optional embodiment of the present disclosure, and Figure 5 is a schematic diagram 3 of the graphical user interface in an optional embodiment of the present disclosure. As shown in Figure 3, the graphical user interface 200 has four boundary lines 1 to 4, the target virtual character 220 is displayed within the area surrounded by the four boundary lines, and when the skill indicator 230 moves within the area surrounded by the four boundary lines, it does not move outside the current graphical user interface. As shown in FIG. 3, in order to release a skill on the enemy virtual character 240, the skill indicator 230 needs to be moved to the left side of the graphical user interface. When the skill indicator 230 moves to the left border (as shown in the figure, the center position of the skill indicator 230 overlaps with the left border), the operation on the skill control 210 still instructs the skill indicator to move to the left (because it has not reached the position of the enemy virtual character 240). At this time, the rotation of the virtual camera needs to be controlled so that the skill indicator 230 is always displayed on the game screen (graphical user interface) captured by the virtual camera. As shown in FIG. 4, the virtual camera 410 is located at a fixed position of the target virtual character and is a plan view. Therefore, in FIG. 4, the target virtual character is indicated by the character mark 420. When the skill indicator 230 moves to the left border of the graphical user interface, the virtual camera rotates to the right by a corresponding angle based on the movement distance of the touch operation on the skill control. Then, the skill indicator 230 also rotates accordingly, ensuring that the complete skill indicator 230 is present on the game screen captured in the second camera orientation after the virtual camera rotation.As shown in FIG. 5, FIG. 5 shows the graphical user interface after the virtual camera 410 has been adjusted. At this time, the skill indicator 230 is displayed on the graphical user interface. At the same time, the skill indicator 230 has already moved to the position of the enemy virtual character 240, locking the enemy virtual character 240 within the skill release range of the skill indicator 230. At this time, the target virtual character 220 can be controlled to release a skill to attack the enemy virtual character 240.
[0069] Note that the virtual camera can be rotated by adjusting the coordinates and focal position of the virtual camera and changing the trimming value.
[0070] Second, if the current position of the skill indicator is located at the top edge position or the bottom edge position of the graphical user interface, the movement parameters of the virtual camera are determined as follows:
[0071] In e1, when the skill indicator is located at the top edge position or the bottom edge position of the graphical user interface, the moving distance of the virtual camera is determined based on the continuous moving distance up or down of the trigger operation.
[0072] In e2, a vertical direction of movement of the virtual camera is determined based on a direction in the graphical user interface of an edge position where the skill indicator is located.
[0073] In e3, the movement distance and the movement direction are determined as the movement parameters.
[0074] In an optional embodiment of the present disclosure, when the skill indicator is moved to the top or bottom edge position of the graphical user interface, the graphical user interface needs to be reduced or expanded to ensure that the skill indicator is always displayed on the game screen captured by the virtual camera after moving the virtual camera up or down from its current position.
[0075] Here, the movement adjustment of the virtual camera is divided into adjustment of the movement distance and movement direction of the virtual camera, and the rotation adjustment of the virtual camera is jointly performed based on the movement distance and movement direction.
[0076] In an alternative embodiment, a mapping relationship between the movement distance of the touch operation and the movement distance of the virtual camera can be similarly set in advance, and after determining that the skill indicator has moved to the upper edge / lower edge of the graphical user interface, the continued movement distance of the trigger operation up or down can be determined, and the movement distance of the virtual camera can be determined based on the mapping relationship between the preset movement distance and the movement distance of the virtual camera.
[0077] Corresponding to the above example, take the trigger operation for the target skill as an example, where the trigger operation is a touch operation on the skill control. The movement distance of the trigger operation can be calculated through the distance between the current position of the touch operation and the center position of the skill control. Specifically, the distance between the current position of the touch operation and the center position of the skill control can be expressed in pixels. Then, a mapping relationship between the movement distance of the touch operation and the movement distance of the virtual camera can be set in advance, so that the virtual camera needs to move 1 meter every time the touch operation moves a pixel.
[0078] In an alternative embodiment, the direction of movement of the virtual camera can be determined by the current position of the skill indicator being located at the edge position of the graphical user interface, and the objective of the present disclosure is to have the skill indicator always fully displayed at the edge position of the graphical user interface, and when the skill indicator moves to the top edge position or the bottom edge position of the graphical user interface, in order to have the skill indicator always displayed in the graphical user interface, the virtual camera needs to be adjusted in the same direction, i.e., when the skill indicator moves to the top edge position of the graphical user interface, the direction of movement of the virtual camera is upward (moving forward relative to the graphical user interface, and the corresponding image user interface is enlarged); similarly, when the skill indicator moves to the bottom edge position of the graphical user interface, the direction of movement of the virtual camera is downward (moving backward relative to the graphical user interface, and the corresponding image user interface is reduced).
[0079] As an example, the trigger operation for the target skill is a touch operation for a skill control in the graphical user interface. Referring to Figures 6 to 8, Figure 6 is a schematic diagram 4 of the graphical user interface in an optional embodiment of the present disclosure, Figure 7 is a schematic plan view of the virtual camera adjustment in an optional embodiment of the present disclosure, and Figure 8 is a schematic diagram 5 of the graphical user interface in an optional embodiment of the present disclosure. As shown in Figure 6, the graphical user interface has four boundary lines 1 to 4, the target virtual character 220 is displayed within the area surrounded by the four boundary lines, and when the skill indicator 230 moves within the area surrounded by the four boundary lines, it does not move outside the current graphical user interface. As shown in FIG. 6, it is necessary to find the current position of the enemy virtual character (not shown), and continue to move the skill indicator toward the bottom boundary of the graphical user interface. When the skill indicator 230 moves to the bottom boundary (the center position of the skill indicator 230 shown in the figure overlaps with the bottom boundary), the operation on the skill control 210 still indicates that the skill indicator should move down. At this time, it is necessary to control the movement of the virtual camera so that the skill indicator 230 is always displayed on the game screen (graphical user interface) captured by the virtual camera. Similarly, as shown in FIG. 7, the virtual camera 410 is located at a fixed position of the target virtual character and is a plan view. Therefore, in FIG. 7, the target virtual character is indicated by the character mark 420. When the skill indicator 230 moves to the bottom boundary of the graphical user interface, the virtual camera will retreat downward by a corresponding distance based on the movement distance of the touch operation on the skill control. Then, the skill indicator 230 will also make a corresponding movement, ensuring that the complete skill indicator 230 is present on the game screen captured in the second camera orientation after the virtual camera 410 rotates.As shown in FIG. 8, FIG. 8 shows the graphical user interface after the virtual camera 410 has been adjusted. At this time, the skill indicator 230 is displayed on the graphical user interface. Due to the vertical movement of the virtual camera 410, the original graphical user interface is reduced, and the target virtual character 220 becomes smaller, as shown in FIG. 8. At the same time, the skill indicator 230 is displayed on the graphical user interface. At the same time, the skill indicator 230 has moved to the position of the enemy virtual character 240, locking the enemy virtual character 240 within the skill release range of the skill indicator 230. At this point, the target virtual character 220 can be controlled to perform a skill release to attack the enemy virtual character 240.
[0080] In addition, by adjusting the field of view and focal length of the virtual camera and changing the trimming value, a movement scaling function for the virtual camera can also be realized.
[0081] Third, if the current position of the skill indicator is located at a corner position of the graphical user interface, determine the rotation parameters and translation parameters of the virtual camera as follows:
[0082] In f1, if the current position of the skill indicator is located at a corner of the graphical user interface, the rotation angle and movement distance of the virtual camera are determined based on the continuous movement distance of the trigger operation.
[0083] In f2, the direction of rotation and movement of the virtual camera is determined based on the direction in the graphical user interface of the corner position where the skill indicator is located.
[0084] In f3, the rotation angle and the rotation direction are determined as the rotation parameters, and the movement distance and the movement direction are determined as the movement parameters.
[0085] In an alternative embodiment of the present disclosure, if the current position of the skill indicator is at a corner position of the graphical user interface, it indicates that the skill indicator is currently located at the top and bottom edge positions of the graphical user interface as well as the left and right edge positions of the graphical user interface, in which case the virtual camera needs to be rotated and translated simultaneously to ensure that the skill indicator is always present on the game screen captured by the virtual camera.
[0086] At this time, the rotation angle and movement distance of the virtual camera are determined based on the continuous movement distance of the trigger operation. The rotation direction and movement direction of the virtual camera are determined based on the current position of the skill indicator being located on a boundary line at a corner of the graphical user interface, and the rotation parameters of the virtual camera are determined based on the rotation angle and rotation direction, and the movement parameters of the virtual camera are determined based on the movement direction and movement distance, and then the virtual camera is simultaneously adjusted based on the virtual parameters and movement parameters.
[0087] Specifically, the determination of the rotation parameters and movement parameters of the virtual camera is the same as the first and second determination methods, and therefore a description thereof will be omitted here.
[0088] 9 to 11, where FIG. 9 is a schematic diagram of a graphical user interface in a selectable embodiment of the present disclosure, FIG. 10 is a schematic plan view of virtual camera adjustment in a selectable embodiment of the present disclosure, and FIG. 11 is a schematic diagram of a graphical user interface in a selectable embodiment of the present disclosure, and FIG. 9 is a schematic diagram of a graphical user interface ... as shown in FIG. 9, four boundary lines 1 to 4 are provided in the graphical user interface, and the target virtual character 220 is displayed within an area surrounded by the four boundary lines, and when the skill indicator 230 moves within the area surrounded by the four boundary lines, it does not move outside the current graphical user interface. As shown in FIG. 9, it is necessary to find the current position of the enemy virtual character (not shown) and keep moving the skill indicator to the lower left corner of the graphical user interface. When the skill indicator 230 moves to the lower left corner (as shown in the figure, the center position of the skill indicator 230 overlaps with the left border and the bottom border at the same time), the operation on the skill control 210 is still controlled to instruct the downward and / or leftward movement of the skill indicator. At this time, it is necessary to control the rotation and movement of the virtual camera so that the skill indicator 230 is always displayed on the game screen (graphical user interface) captured by the virtual camera. Similarly, as shown in FIG. 10, the virtual camera 410 is located at a fixed position of the target virtual character and is a plan view, so that in FIG. 10 the target virtual character is indicated by the character mark 420, and when the skill indicator 230 moves to the lower left corner of the graphical user interface, the virtual camera needs to move back a corresponding distance while rotating right by a corresponding angle based on the movement distance of the touch operation on the skill control, and then the skill indicator 230 also makes a corresponding rotation and movement to ensure that the complete skill indicator 230 is present on the game screen captured in the second camera orientation after the virtual camera rotates.As shown in FIG. 11, FIG. 11 shows the graphical user interface after the virtual camera 410 has been adjusted. At this time, the skill indicator 230 is displayed on the graphical user interface. The virtual camera 410 has also moved vertically, causing the original graphical user interface to shrink. As shown in FIG. 11, the target virtual character 220 also becomes smaller, and the skill indicator 230 is displayed on the graphical user interface. At the same time, the skill indicator 230 has moved to the position of the enemy virtual character 240, locking the enemy virtual character 240 within the skill release range of the skill indicator 230. At this time, the target virtual character 220 can be controlled to release a skill to attack the enemy virtual character 240.
[0089] In c2, the camera orientation of the virtual camera is adjusted from the orientation of a first camera to the orientation of a second camera based on the rotation parameters and / or the movement parameters of the virtual camera.
[0090] In an optional embodiment of the present disclosure, after determining the rotation parameters and / or movement parameters of the virtual camera, the camera orientation of the virtual camera is adjusted from the first camera orientation to the second camera orientation so that the skill indicator is always located in the graphical user interface, ensuring that the player can see the full area of the skill indicator and accurately release the skill to attack the enemy virtual character.
[0091] In an optional embodiment of the present disclosure, a skill indicator is controlled to move in the graphical user interface in response to a touch operation on the skill control, and when the skill indicator moves to an edge position of the graphical user interface, the touch operation on the skill control does not control the movement of the skill indicator on the graphical user interface, but rather multiplexes the function of the skill control so that the touch operation on the skill indicator controls an adjustment of the orientation of the virtual camera.
[0092] Specifically, the step "adjusting the camera orientation of the virtual camera from a first camera orientation to a second camera orientation based on a touch operation on the skill control in response to the skill indicator moving to an edge position of the graphical user interface" includes:
[0093] In g1, in response to the skill indicator moving to the edge position of the graphical user interface, it is detected whether the trigger operation for the target skill satisfies the preset control conditions, and if the trigger operation for the target skill satisfies the preset control conditions, it transitions to a camera adjustment state.
[0094] At g2, in the camera adjustment state, the camera orientation of the virtual camera is adjusted from the orientation of a first camera to the orientation of a second camera based on the operation direction of the trigger operation.
[0095] The preset control conditions are: This includes at least one of the following: the operation direction of the trigger operation for the target skill is a direction that controls the skill indicator to continuously move toward the edge position of the graphical user interface; and the operation distance of the trigger operation for the target skill is greater than a predetermined operation distance threshold.
[0096] In an optional embodiment of the present disclosure, in response to the skill indicator moving to an edge position of the graphical user interface, if the trigger operation of the target skill at this time satisfies a preset control condition, a transition to a camera adjustment state is made, and in the camera adjustment state, the camera orientation of the virtual camera is adjusted based on the operation direction of the trigger operation for the target skill.
[0097] In an optional embodiment of the present disclosure, when a skill indicator moves to an edge position of a graphical user interface, if the operation direction of the trigger operation for the target skill at that time is a direction in which the skill indicator continues to move toward the edge position of the graphical user interface by controlling the skill indicator based on the operation for the target skill, it is found that the skill indicator will move outside the graphical user interface, and at that time the movement of the skill indicator will no longer be controlled based on the trigger operation for the target skill.
[0098] Specifically, taking as an example the trigger operation for the target skill being a touch operation of the skill control, the operation direction of the touch operation of the skill control being a direction in which the skill indicator is controlled to continue moving toward the edge position of the graphical user interface means that the operation direction of the current touch operation matches the direction of the edge position where the current skill control is located relative to the center position of the graphical user interface.
[0099] For example, if the skill indicator is at the left edge position of the graphical user interface, the touch operation on the skill control continues to move to the left, i.e., controlling the skill control to move to the left, at this time, the skill indicator is likely to move outside the graphical user interface, and the virtual camera needs to be adjusted.
[0100] Another preset control condition is that the operation distance of the trigger operation for the target skill is greater than a predetermined operation distance threshold. This setting is intended to prevent the player from making erroneous operations. When there is no need to adjust the virtual camera, the virtual camera will be adjusted to change the current graphical user interface, making it impossible to accurately observe the game screen, which will ultimately result in game failure.
[0101] For example, a preset action distance threshold can be indicated in pixels, such that a virtual camera parameter adjustment action is only triggered if the action distance of the player's re-action is greater than 5 pixels.
[0102] In an alternative embodiment, to ensure that the game screen viewed by the player from the graphical user interface does not move as the skill indicator during the adjustment of the virtual camera, and only the game scene and target virtual character move, an alternative embodiment of the present disclosure requires that the skill indicator be controlled to rotate or move (consistent with the adjustment of the virtual camera) at the same time as the virtual camera is adjusted to ensure that the relative position between the skill indicator and the virtual camera is not changed.
[0103] Specifically, the skill indicator is displayed on the second game screen, and a position of the skill indicator in the graphical user interface is determined as follows: In h1, an updated position of the skill indicator in the graphical user interface is determined based on the rotation parameters and / or movement parameters of the virtual camera using the relative distance and relative angle between the skill indicator and the virtual camera.
[0104] In h2, the position of the skill indicator in the graphical user interface is determined by displaying the skill indicator in an updated position in the graphical user interface such that the relative position of the skill indicator in the graphical user interface is not changed.
[0105] In an optional embodiment of the present disclosure, based on the rotation parameters and / or movement parameters of the virtual camera, the relative distance and relative angle between the current skill indicator and the virtual camera are combined to determine an updated position in the graphical user interface after adjusting the skill indicator, and the skill indicator is displayed at the updated position in the graphical user interface, ensuring that the relative position between the skill indicator and the virtual camera does not change, thereby achieving the technical effect that the skill indicator does not move on the game screen viewed by the user from the graphical user interface, and only the game scene and the target virtual character move.
[0106] In S103, in response to the end of the trigger operation for the target skill, the target virtual character is controlled to release the skill in the release area indicated by the skill indicator.
[0107] In an optional embodiment of the present disclosure, if it is determined that the skill indicator includes only the object (enemy virtual character) that is the target of skill release, i.e., if the skill can be released at this time to attack the enemy virtual character without accidentally injuring an ally virtual character, the skill can be released, and in response to the end of the touch operation on the skill control, the target virtual character's released skill can be controlled in the release area indicated by the skill indicator.
[0108] Here, the end of the trigger operation for the target skill may be the end of the current touch operation for the skill control. For example, if the current control is a mobile game, that is, the player's finger may be released from the skill control, or the player may end the operation of pressing a key on the keyboard, or the player may end the directional control operation on the game handle.
[0109] In an optional embodiment, the timing for ending the trigger operation of the target skill may be when the skill indicator moves to the enemy virtual character and the enemy virtual character is within the skill release range of the skill indicator, in which case the target skill is released and hits the enemy virtual character upon ending the trigger operation of the target skill, ensuring a valid skill release process.
[0110] In an alternative embodiment, after the skill release is completed, the virtual camera orientation must be adjusted to the orientation of the first camera before it was adjusted in order to continue with the next game task.
[0111] Specifically, the release method further comprises: i1, adjusting the camera orientation of the virtual camera from the orientation of the second camera to the orientation of the first camera.
[0112] In an optional embodiment of the present disclosure, after determining that the skill release of the target virtual character has ended, the camera orientation of the virtual camera is adjusted from the second camera orientation to the first camera orientation, and the first game screen captured by the virtual camera in the first camera orientation in the graphical user interface again performs a corresponding control operation based on the corresponding control.
[0113] A method for releasing skills in a game according to an embodiment of the present disclosure displays a skill indicator in a graphical user interface in response to a trigger operation on a target skill, controls the movement of the skill indicator based on the trigger operation, and when the skill indicator moves to an edge position of the graphical user interface, adjusts the camera orientation of the virtual camera from the orientation of a first camera to the orientation of a second camera based on the trigger operation on the target skill control, adjusts the first game screen to the second game screen in the graphical user interface while maintaining the relative position of the skill indicator, and controls the target virtual character to release the skill in the release area indicated by the skill indicator in response to the end of the trigger operation on the target skill control. In the present disclosure, in the process of controlling the movement of the skill indicator by the trigger operation on the skill, when the skill indicator moves to the edge position of the graphical user interface, the orientation of the virtual camera can be adjusted, and the game screen displayed on the graphical user interface can be further adjusted so that the skill indicator is always displayed on the graphical user interface, and the skill is accurately released based on the skill release area indicated by the skill indicator, thereby improving human interaction efficiency; and at the same time, the adjustment of the skill indicator and the adjustment of the orientation of the virtual camera are simplified into one adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing burden on the terminal device, saving the power consumption of the terminal device, and reducing the performance overhead of the game server.
[0114] 12 and 13, Fig. 12 is one configuration diagram of a skill release device in a game according to an alternative embodiment of the present disclosure, and Fig. 13 is two configuration diagrams of a skill release device in a game according to an alternative embodiment of the present disclosure. As shown in Fig. 12, the release device 1200 includes a control movement control module 1210, a camera direction adjustment module 1220, and a skill release control module 1230, the control movement control module 1210 is configured to, in response to a trigger operation on a target skill, display a skill indicator corresponding to the target skill on the graphical user interface, and control the skill indicator to move on the graphical user interface in accordance with the trigger operation, the skill indicator being used to indicate a skill emission area; the camera orientation adjustment module 1220 is configured to adjust the camera orientation of the virtual camera from a first camera orientation to a second camera orientation in response to the skill indicator moving to an edge position of the graphical user interface in accordance with a trigger operation for the target skill, and adjust the first game screen to a second game screen when maintaining an unchanged relative position of the skill indicator to the graphical user interface, the second game screen being a screen determined by the virtual camera photographing the game scene in the second camera orientation; The skill release control module 1230 controls the target virtual character to release a skill in the release area indicated by the skill indicator in response to the end of a trigger operation for the target skill.
[0115] In an alternative embodiment, as shown in FIG. 13, the emission device 1200 further includes a camera orientation reset module 1240; The camera orientation reset module 1240: The camera orientation of the virtual camera is configured to adjust from the orientation of the second camera to the orientation of the first camera.
[0116] In an alternative embodiment, the game scene is a three-dimensional scene; The camera orientation adjustment module 1220: determining that the skill indicator has moved to an edge position of the graphical user interface; transforming the current three-dimensional coordinate of the skill indicator in the game scene to a current two-dimensional coordinate in a two-dimensional coordinate system in which the graphical user interface is located; The device is configured to detect whether the skill indicator and the edge position of the graphical user interface satisfy a preset overlapping condition based on the current two-dimensional coordinates, and determine that the skill indicator has moved to the edge position of the graphical user interface if the skill indicator and the edge position of the graphical user interface satisfy the preset overlapping condition.
[0117] In an alternative embodiment, when the camera orientation adjustment module 1220 adjusts the camera orientation of the virtual camera from a first camera orientation to a second camera orientation based on a trigger operation for the target skill, The camera orientation adjustment module 1220: determining rotation parameters and / or movement parameters of the virtual camera based on an edge position of the graphical user interface where the skill indicator is located and an operation direction of a trigger operation for the target skill; The camera orientation of the virtual camera is configured to be adjusted from a first camera orientation to a second camera orientation based on the rotation parameters and / or movement parameters of the virtual camera.
[0118] In an alternative embodiment, when the skill indicator is located at a left edge position or a right edge position of the graphical user interface, the camera orientation adjustment module 1220 determines rotation parameters of the virtual camera as follows: When the skill indicator is located at a left edge position or a right edge position of the graphical user interface, determining a rotation angle of the virtual camera based on a continued left or right movement distance of the trigger operation; determining a rotation direction of the virtual camera based on an orientation of an edge position in the graphical user interface where the skill indicator is located; The rotation angle and the rotation direction are determined as the rotation parameters.
[0119] In an alternative embodiment, when the skill indicator is located at a top edge position or a bottom edge position of the graphical user interface, the camera orientation adjustment module 1220 determines movement parameters of the virtual camera as follows: determining a moving distance of the virtual camera based on a continuing moving distance of the trigger operation upward or downward when the skill indicator is located at an upper edge position or a lower edge position of the graphical user interface; determining a vertical direction of movement of the virtual camera based on an orientation of an edge position in the graphical user interface where the skill indicator is located; The movement distance and the movement direction are determined as the movement parameters.
[0120] In an alternative embodiment, if the current position of the skill indicator is located at a corner position of the graphical user interface, the camera orientation adjustment module 1220 determines rotation and translation parameters of the virtual camera as follows: When the current position of the skill indicator is located at a corner position of the graphical user interface, determining a rotation angle and a movement distance of the virtual camera based on a continuous movement distance of the trigger operation; determining a direction of rotation and a direction of movement of the virtual camera based on an orientation of a corner position in the graphical user interface where the skill indicator is located; The rotation angle and the rotation direction are determined as the rotation parameters, and the movement distance and the movement direction are determined as the movement parameters.
[0121] In an alternative embodiment, when the camera orientation adjustment module 1220 adjusts the camera orientation of the virtual camera from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill in response to the skill indicator moving to an edge position of the graphical user interface, The camera orientation adjustment module 1220: In response to the skill indicator moving to an edge position of the graphical user interface, detecting whether a touch operation on the skill control satisfies a preset control condition, and transitioning to a camera adjustment state if the touch operation on the skill control satisfies the preset control condition; In the camera adjustment state, adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation based on an operation direction of the trigger operation, The preset control conditions are: This includes at least one of the following: the operation direction of the trigger operation for the target skill is a direction that controls the skill indicator to continuously move toward the edge position of the graphical user interface; and the operation distance of the trigger operation for the target skill is greater than a predetermined operation distance threshold.
[0122] In an alternative embodiment, when a skill control is displayed on the graphical user interface and the trigger operation for the target skill is a touch operation on the skill control, when the control movement control module 1210 controls the skill indicator to move in the graphical user interface in accordance with the trigger operation in response to the trigger operation for the target skill, The control movement control module 1210 In response to a touch operation on the skill control, it is detected whether or not a distance between a touch position of the touch operation and a predetermined position on the skill control exceeds a preset distance; When the distance between the touch position of the touch operation and a predetermined position of the skill control is greater than a preset distance threshold, the skill control is controlled to move on the graphical user interface in accordance with the touch operation, and further, the skill indicator is controlled to move on the graphical user interface in accordance with the touch operation by utilizing the touch operation on the skill control in real time.
[0123] In an alternative embodiment, the skill indicator is displayed on the second game screen, and the camera orientation adjustment module 1220 determines a position of the skill indicator in the graphical user interface as follows: determining an updated position of the skill indicator in the graphical user interface using a relative distance and a relative angle between the skill indicator and the virtual camera based on rotation parameters and / or translation parameters of the virtual camera; The position of the skill indicator in the graphical user interface is determined by displaying the skill indicator in an updated position in the graphical user interface such that the relative position of the skill indicator in the graphical user interface is not changed.
[0124] A skill release device in a game according to an embodiment of the present disclosure displays a skill indicator on a graphical user interface in response to a trigger operation on a target skill, controls the movement of the skill indicator based on the trigger operation, and when the skill indicator moves to an edge position of the graphical user interface, adjusts the camera orientation of the virtual camera from the orientation of a first camera to the orientation of a second camera based on the trigger operation on the target skill control, adjusts the first game screen to the second game screen in the graphical user interface while maintaining the relative position of the skill indicator, and controls the target virtual character to release a skill in the release area indicated by the skill indicator in response to the end of the trigger operation on the target skill control. In the present disclosure, in the process of controlling the movement of the skill indicator by the trigger operation on the skill, when the skill indicator moves to the edge position of the graphical user interface, the orientation of the virtual camera can be adjusted, and the game screen displayed on the graphical user interface can be further adjusted so that the skill indicator is always displayed on the graphical user interface, and the skill is accurately released based on the skill release area indicated by the skill indicator, thereby improving human interaction efficiency; and at the same time, the adjustment of the skill indicator and the adjustment of the orientation of the virtual camera are simplified into one adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing burden on the terminal device, saving the power consumption of the terminal device, and reducing the performance overhead of the game server.
[0125] 14, which is a structural schematic diagram of an electronic device in an alternative embodiment of the present disclosure. As shown in FIG. 14, the electronic device 1400 includes a processor 1410, a memory 1420, and a bus 1430.
[0126] The memory 1420 stores machine-readable instructions executable by the processor 1410, and when the electronic device 1400 is operating, communication is provided between the processor 1410 and the memory 1420 via the bus 1430, causing the processor 1410 to execute the following instructions: In response to a trigger operation on a target skill, a skill indicator corresponding to the target skill is displayed on the graphical user interface, and the skill indicator is controlled to move on the graphical user interface in accordance with the trigger operation, the skill indicator being used to indicate a skill emission area; In response to the skill indicator moving to an edge position of the graphical user interface, a camera orientation of the virtual camera is adjusted from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill, and when a relative position of the skill indicator to the graphical user interface is maintained unchanged, the first game screen is adjusted to a second game screen, the second game screen being a screen determined by the virtual camera photographing the game scene in the second camera orientation; In response to the termination of a trigger operation for the target skill, the target virtual character is controlled to release a skill in an emission area indicated by the skill indicator.
[0127] In an alternative embodiment, the game scene is a three-dimensional scene, and the processor executes instructions to determine that the skill indicator has moved to an edge position of the graphical user interface; transforming the current three-dimensional coordinate of the skill indicator in the game scene to a current two-dimensional coordinate in a two-dimensional coordinate system in which the graphical user interface is located; Based on the current two-dimensional coordinates, it is detected whether the skill indicator and the edge position of the graphical user interface satisfy a preset overlapping condition, and if the skill indicator and the edge position of the graphical user interface satisfy the preset overlapping condition, it is determined that the skill indicator has moved to the edge position of the graphical user interface.
[0128] In an alternative embodiment, the processor-executed instructions include adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation in accordance with a trigger operation on the target skill, the ... determining rotation parameters and / or movement parameters of the virtual camera based on an edge position of the graphical user interface where the skill indicator is located and an operation direction of a trigger operation relative to the target skill; and adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation based on the rotation parameters and / or translation parameters of the virtual camera.
[0129] In an alternative embodiment, when the skill indicator is located at a left edge position or a right edge position of the graphical user interface, the processor-executable instructions comprise determining a rotation parameter of the virtual camera as follows: When the skill indicator is located at a left edge position or a right edge position of the graphical user interface, determining a rotation angle of the virtual camera based on a continued left or right movement distance of the trigger operation; determining a rotation direction of the virtual camera based on an orientation of an edge position in the graphical user interface where the skill indicator is located; The rotation angle and the rotation direction are determined as the rotation parameters.
[0130] In an alternative embodiment, when the skill indicator is located at a top edge position or a bottom edge position of the graphical user interface, the processor-executable instructions comprise determining movement parameters of the virtual camera as follows: determining a moving distance of the virtual camera based on a continuing moving distance of the trigger operation upward or downward when the skill indicator is located at an upper edge position or a lower edge position of the graphical user interface; determining a vertical direction of movement of the virtual camera based on an orientation of an edge position in the graphical user interface where the skill indicator is located; The movement distance and the movement direction are determined as the movement parameters.
[0131] In an alternative embodiment, when the current position of the skill indicator is at a corner position of the graphical user interface, the processor-executable instructions include determining rotation and translation parameters of the virtual camera as follows: When the current position of the skill indicator is located at a corner position of the graphical user interface, determining a rotation angle and a movement distance of the virtual camera based on a continuous movement distance of the trigger operation; determining a direction of rotation and a direction of movement of the virtual camera based on an orientation of a corner position in the graphical user interface where the skill indicator is located; The rotation angle and the rotation direction are determined as the rotation parameters, and the movement distance and the movement direction are determined as the movement parameters.
[0132] In an alternative embodiment, the processor-executed instructions include, in response to the skill indicator moving to an edge position of the graphical user interface, adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill: In response to the skill indicator moving to an edge position of the graphical user interface, detecting whether a trigger operation for the target skill satisfies a preset control condition, and transitioning to a camera adjustment state if the trigger operation for the target skill satisfies the preset control condition; In the camera adjustment state, adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation based on an operation direction of the trigger operation, The preset control conditions are: This includes at least one of the following: the operation direction of the trigger operation for the target skill is a direction that controls the skill indicator to continuously move toward the edge position of the graphical user interface; and the operation distance of the trigger operation for the target skill is greater than a predetermined operation distance threshold.
[0133] In an alternative embodiment, when a skill control is displayed on the graphical user interface and a trigger operation for the target skill is a touch operation on the skill control, the instructions executed by the processor include controlling, in response to the trigger operation for the target skill, the skill indicator to move on the graphical user interface in accordance with the trigger operation: In response to a touch operation on the skill control, detecting whether a distance between a touch position of the touch operation and a predetermined position on the skill control exceeds a preset distance; When the distance between the touch position of the touch operation and a predetermined position of the skill control is greater than a preset distance threshold, the skill control is controlled to move on the graphical user interface in accordance with the touch operation, and further, the skill indicator is controlled to move on the graphical user interface in accordance with the touch operation by utilizing the touch operation on the skill control in real time.
[0134] In an alternative embodiment, the skill indicator is displayed on the second game screen, and instructions executed by a processor include determining a position of the skill indicator in the graphical user interface as follows: determining an updated position of the skill indicator in the graphical user interface using a relative distance and a relative angle between the skill indicator and the virtual camera based on rotation parameters and / or translation parameters of the virtual camera; The position of the skill indicator in the graphical user interface is determined by displaying the skill indicator in an updated position in the graphical user interface such that the relative position of the skill indicator in the graphical user interface is not changed.
[0135] In an alternative embodiment, the processor-executed instructions further comprise: and adjusting a camera orientation of the virtual camera from an orientation of the second camera to an orientation of the first camera.
[0136] As described above, in response to a trigger operation on the target skill, a skill indicator is displayed on the graphical user interface, and the movement of the skill indicator is controlled based on the trigger operation. When the skill indicator moves to an edge position of the graphical user interface, the camera orientation of the virtual camera is adjusted from the orientation of the first camera to the orientation of the second camera based on the trigger operation on the target skill control, and while maintaining the relative position of the skill indicator in the graphical user interface, the first game screen is adjusted to the second game screen in the graphical user interface. In response to the end of the trigger operation on the target skill control, the target virtual character is controlled to release a skill in the release area indicated by the skill indicator. In the present disclosure, in the process of controlling the movement of the skill indicator by the trigger operation on the skill, when the skill indicator moves to the edge position of the graphical user interface, the orientation of the virtual camera can be adjusted, and the game screen displayed on the graphical user interface can be further adjusted so that the skill indicator is always displayed on the graphical user interface, and the skill is accurately released based on the skill release area indicated by the skill indicator, thereby improving human interaction efficiency; and at the same time, the adjustment of the skill indicator and the adjustment of the orientation of the virtual camera are simplified into one adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing burden on the terminal device, saving the power consumption of the terminal device, and reducing the performance overhead of the game server.
[0137] An alternative embodiment of the present disclosure also provides a computer-readable storage medium having stored thereon a computer program that, when executed by a processor, executes the following instructions: In response to a trigger operation on a target skill, a skill indicator corresponding to the target skill is displayed on the graphical user interface, and the skill indicator is controlled to move on the graphical user interface in accordance with the trigger operation, the skill indicator being used to indicate a skill emission area; In response to the skill indicator moving to an edge position of the graphical user interface, a camera orientation of the virtual camera is adjusted from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill, and when a relative position of the skill indicator to the graphical user interface is maintained unchanged, the first game screen is adjusted to a second game screen, the second game screen being a screen determined by the virtual camera photographing the game scene in the second camera orientation; In response to the termination of a trigger operation for the target skill, the target virtual character is controlled to release a skill in an emission area indicated by the skill indicator.
[0138] In an alternative embodiment, the game scene is a three-dimensional scene, and instructions executed on a computer-readable storage medium include determining that the skill indicator has moved to an edge position of the graphical user interface. transforming the current three-dimensional coordinate of the skill indicator in the game scene to a current two-dimensional coordinate in a two-dimensional coordinate system in which the graphical user interface is located; Based on the current two-dimensional coordinates, it is detected whether the skill indicator and the edge position of the graphical user interface satisfy a preset overlapping condition, and if the skill indicator and the edge position of the graphical user interface satisfy the preset overlapping condition, it is determined that the skill indicator has moved to the edge position of the graphical user interface.
[0139] In an alternative embodiment, instructions executed on a computer-readable storage medium include: adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill; determining rotation parameters and / or movement parameters of the virtual camera based on an edge position of the graphical user interface where the skill indicator is located and an operation direction of a trigger operation relative to the target skill; and adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation based on the rotation parameters and / or translation parameters of the virtual camera.
[0140] In an alternative embodiment, when the skill indicator is located at a left edge position or a right edge position of the graphical user interface, instructions executed on a computer-readable storage medium include determining a rotation parameter of the virtual camera as follows: When the skill indicator is located at a left edge position or a right edge position of the graphical user interface, determining a rotation angle of the virtual camera based on a continued left or right movement distance of the trigger operation; determining a rotation direction of the virtual camera based on an orientation of an edge position in the graphical user interface where the skill indicator is located; The rotation angle and the rotation direction are determined as the rotation parameters.
[0141] In an alternative embodiment, when the skill indicator is located at a top edge position or a bottom edge position of the graphical user interface, instructions executed on a computer-readable storage medium include determining movement parameters of the virtual camera as follows: determining a moving distance of the virtual camera based on a continuing moving distance of the trigger operation upward or downward when the skill indicator is located at an upper edge position or a lower edge position of the graphical user interface; determining a vertical direction of movement of the virtual camera based on an orientation of an edge position in the graphical user interface where the skill indicator is located; The movement distance and the movement direction are determined as the movement parameters.
[0142] In an alternative embodiment, if the current position of the skill indicator is at a corner position of the graphical user interface, instructions executed on a computer-readable storage medium include determining rotation and translation parameters of the virtual camera as follows: When the current position of the skill indicator is located at a corner position of the graphical user interface, determining a rotation angle and a movement distance of the virtual camera based on a continuous movement distance of the trigger operation; determining a direction of rotation and a direction of movement of the virtual camera based on an orientation of a corner position in the graphical user interface where the skill indicator is located; The rotation angle and the rotation direction are determined as the rotation parameters, and the movement distance and the movement direction are determined as the movement parameters.
[0143] In an alternative embodiment, instructions executed on a computer-readable storage medium include, in response to the skill indicator moving to an edge position of the graphical user interface, adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill, the instructions including: In response to the skill indicator moving to an edge position of the graphical user interface, detecting whether a trigger operation for the target skill satisfies a preset control condition, and transitioning to a camera adjustment state if the trigger operation for the target skill satisfies the preset control condition; In the camera adjustment state, adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation based on an operation direction of the trigger operation, The preset control conditions are: This includes at least one of the following: the operation direction of the trigger operation for the target skill is a direction that controls the skill indicator to continuously move toward the edge position of the graphical user interface; and the operation distance of the trigger operation for the target skill is greater than a predetermined operation distance threshold.
[0144] In an alternative embodiment, when a skill control is displayed on the graphical user interface and a trigger operation for the target skill is a touch operation on the skill control, the instructions executed on the computer-readable storage medium include, in response to the trigger operation for the target skill, controlling the skill indicator to move in the graphical user interface in accordance with the trigger operation: In response to a touch operation on the skill control, detecting whether a distance between a touch position of the touch operation and a predetermined position on the skill control exceeds a preset distance; When the distance between the touch position of the touch operation and a predetermined position of the skill control is greater than a preset distance threshold, the skill control is controlled to move on the graphical user interface in accordance with the touch operation, and further, the skill indicator is controlled to move on the graphical user interface in accordance with the touch operation by utilizing the touch operation on the skill control in real time.
[0145] In an alternative embodiment, the skill indicator is displayed on the second game screen, and instructions executed on a computer-readable storage medium include: determining a position of the skill indicator in the graphical user interface as follows: determining an updated position of the skill indicator in the graphical user interface using a relative distance and a relative angle between the skill indicator and the virtual camera based on rotation parameters and / or translation parameters of the virtual camera; The position of the skill indicator in the graphical user interface is determined by displaying the skill indicator in an updated position in the graphical user interface such that the relative position of the skill indicator in the graphical user interface is not changed.
[0146] In an alternative embodiment, the instructions executed on the computer-readable storage medium further include: and adjusting a camera orientation of the virtual camera from an orientation of the second camera to an orientation of the first camera.
[0147] As described above, in response to a trigger operation on the target skill, a skill indicator is displayed on the graphical user interface, and the movement of the skill indicator is controlled based on the trigger operation. When the skill indicator moves to an edge position of the graphical user interface, the camera orientation of the virtual camera is adjusted from the orientation of the first camera to the orientation of the second camera based on the trigger operation on the target skill control, and while maintaining the relative position of the skill indicator in the graphical user interface, the first game screen is adjusted to the second game screen in the graphical user interface. In response to the end of the trigger operation on the target skill control, the target virtual character is controlled to release a skill in the release area indicated by the skill indicator. In the present disclosure, in the process of controlling the movement of the skill indicator by the trigger operation on the skill, when the skill indicator moves to the edge position of the graphical user interface, the orientation of the virtual camera can be adjusted, and the game screen displayed on the graphical user interface can be further adjusted so that the skill indicator is always displayed on the graphical user interface, and the skill is accurately released based on the skill release area indicated by the skill indicator, thereby improving human interaction efficiency; and at the same time, the adjustment of the skill indicator and the adjustment of the orientation of the virtual camera are simplified into one adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing burden on the terminal device, saving the power consumption of the terminal device, and reducing the performance overhead of the game server.
[0148] It may be obvious to those skilled in the art that the specific operation processes of the above-mentioned systems, devices, and units may refer to the corresponding processes in the above-mentioned method embodiments for ease of explanation and conciseness, and will not be further described here.
[0149] In some embodiments provided by the present disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely exemplary. For example, the division of units is merely one logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not implemented. In other respects, the couplings or direct couplings or communication connections between shown or discussed mutually may be indirect couplings or communication connections via some communication interfaces, devices, or units, and may be electrical, mechanical, or other forms.
[0150] The means described as the separate means may be physically separated, and the means shown as the means may not be physical means, i.e., may be located in one place or may be distributed among multiple network elements. The purpose of this embodiment can be realized by selecting some or all of the units according to actual needs.
[0151] Furthermore, each functional unit in each embodiment of the present disclosure may be integrated into a single processing unit, each unit may physically exist independently, or two or more units may be integrated into a single unit.
[0152] When the functions are implemented as software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on this understanding, the technical approach of the present disclosure can be embodied, essentially or as a part contributing to related technologies, or as a part of the technical approach, in the form of a software product stored in a storage medium containing some instructions for executing all or some of the steps of the methods described in each embodiment of the present disclosure. Meanwhile, the aforementioned storage medium includes various media capable of storing program code, such as a U disk, a removable hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0153] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present disclosure and are used to describe the technical solutions of the present disclosure, but are not limited thereto, and the scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that within the technical scope of the present disclosure, these modifications, changes, or substitutions should be included within the scope of protection of the present disclosure without departing from the essence of each technical solution from the spirit and scope of the technical solutions of the embodiments of the present disclosure. Therefore, the scope of protection of the present disclosure should be in accordance with the scope of protection of the claims.
Claims
1. 1. A method for releasing skills in a game, comprising: providing a graphical user interface on a terminal device; the graphical user interface including a first game screen of a whole or part of a game scene photographed by a virtual camera in a first camera direction; and the virtual camera being provided at a fixed position of a target virtual character, the method comprising: In response to a trigger operation on a target skill, a skill indicator corresponding to the target skill is displayed on the graphical user interface, and the skill indicator is controlled to move on the graphical user interface in accordance with the trigger operation, and the skill indicator is used to indicate a skill emission area; In response to the skill indicator moving to an edge position of the graphical user interface, a camera orientation of the virtual camera is adjusted from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill, and when a relative position of the skill indicator to the graphical user interface is maintained unchanged, the first game screen is adjusted to a second game screen, and the second game screen is a screen determined by the virtual camera photographing the game scene in the second camera orientation; and controlling the target virtual character to emit a skill in an emission area indicated by the skill indicator in response to an end of a trigger operation for the target skill. A method for releasing skills in a game.
2. the game scene is a three-dimensional scene; converting the current three-dimensional coordinates of the skill indicator in the game scene into current two-dimensional coordinates in a two-dimensional coordinate system in which the graphical user interface is located; detecting whether the skill indicator and an edge position of the graphical user interface satisfy a preset overlapping condition based on the current two-dimensional coordinates; and determining that the skill indicator has moved to the edge position of the graphical user interface if the skill indicator and the edge position of the graphical user interface satisfy the preset overlapping condition.
2. The method for releasing skills in a game according to claim 1.
3. adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill, determining rotation parameters and / or movement parameters of the virtual camera based on an edge position of the graphical user interface where the skill indicator is located and an operation direction of a trigger operation relative to the target skill; and adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation based on the rotation parameters and / or movement parameters of the virtual camera.
3. The method for releasing skills in a game according to claim 2.
4. When the skill indicator is located at the left edge position or the right edge position of the graphical user interface, a rotation angle of the virtual camera is determined based on the distance of the continued movement to the left or right of the trigger operation, and a rotation direction of the virtual camera is determined based on the direction in the graphical user interface of the edge position where the skill indicator is located, and the rotation angle and the rotation direction are determined as the rotation parameters.
4. The method for releasing skills in a game according to claim 3.
5. When the skill indicator is located at an upper edge position or a lower edge position of the graphical user interface, a moving distance of the virtual camera is determined based on a continuous moving distance up or down of the trigger operation, and a vertical moving direction of the virtual camera is determined based on a direction in the graphical user interface of the edge position where the skill indicator is located, and the moving distance and the moving direction are determined as the movement parameters.
4. The method for releasing skills in a game according to claim 3.
6. When the current position of the skill indicator is located at a corner position of the graphical user interface, a rotation angle and a movement distance of the virtual camera are determined based on a continuous movement distance of the trigger operation, a rotation direction and a movement direction of the virtual camera are determined based on a direction in the graphical user interface of the corner position where the skill indicator is located, the rotation angle and the rotation direction are determined as the rotation parameters, and the movement distance and the movement direction are determined as the movement parameters.
4. The method for releasing skills in a game according to claim 3.
7. adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill in response to the skill indicator moving to an edge position of the graphical user interface; In response to the skill indicator moving to an edge position of the graphical user interface, detecting whether a trigger operation for the target skill satisfies a preset control condition, and transitioning to a camera adjustment state if the trigger operation for the target skill satisfies the preset control condition; In the camera adjustment state, adjusting a camera orientation of the virtual camera from a first camera orientation to a second camera orientation based on an operation direction of the trigger operation, The preset control conditions are: The operation direction of the trigger operation for the target skill is a direction in which the skill indicator is continuously moved toward an edge position of the graphical user interface, and the operation distance of the trigger operation for the target skill is greater than a preset operation distance threshold.
2. The method for releasing skills in a game according to claim 1.
8. When a skill control is displayed on the graphical user interface and a trigger operation for the target skill is a touch operation on the skill control, in response to the trigger operation for the target skill, controlling the skill indicator to move on the graphical user interface in accordance with the trigger operation, In response to a touch operation on the skill control, detecting whether a distance between a touch position of the touch operation and a predetermined position on the skill control exceeds a preset distance; When a distance between a touch position of the touch operation and a predetermined position of the skill control is greater than a preset distance threshold, the skill control is controlled to move on the graphical user interface in accordance with the touch operation, and further, the skill indicator is controlled to move on the graphical user interface in accordance with the touch operation by utilizing the touch operation on the skill control in real time.
2. The method for releasing skills in a game according to claim 1.
9. Determine an updated position of the skill indicator in the graphical user interface using a relative distance and a relative angle between the skill indicator and the virtual camera based on a rotation parameter and / or a movement parameter of the virtual camera, and display the skill indicator at the updated position of the graphical user interface so that the relative position of the skill indicator in the graphical user interface is not changed, thereby determining the position of the skill indicator in the graphical user interface.
4. The method for releasing skills in a game according to claim 3.
10. After controlling the target virtual character to release a skill, the method further comprises: adjusting the camera orientation of the virtual camera from the orientation of the second camera to the orientation of the first camera.
2. The method for releasing skills in a game according to claim 1.
11. A skill release device for a game, comprising: a terminal device providing a graphical user interface; the graphical user interface including a first game screen of a whole or part of a game scene photographed by a virtual camera in a first camera direction; and the virtual camera being provided at a fixed position of a target virtual character; The skill release device in the game includes a control movement control module, a camera direction adjustment module, and a skill release control module; the control movement control module is configured to, in response to a trigger operation on a target skill, display a skill indicator corresponding to the target skill on the graphical user interface, and control the skill indicator to move on the graphical user interface in accordance with the trigger operation, the skill indicator being used to indicate a skill emission area; the camera orientation adjustment module is configured to adjust the camera orientation of the virtual camera from a first camera orientation to a second camera orientation in accordance with a trigger operation for the target skill in response to the skill indicator moving to an edge position of the graphical user interface, and adjust the first game screen to a second game screen when a relative position of the skill indicator to the graphical user interface is maintained unchanged, the second game screen being a screen determined by the virtual camera photographing the game scene in the second camera orientation; The skill release control module is configured to control the target virtual character to release a skill in a release area indicated by the skill indicator in response to termination of a trigger operation for the target skill. A skill release device for a game.
12. An electronic device comprising a processor, a storage medium, and a bus, The storage medium stores machine-readable instructions executable by the processor, and the processor and the storage medium communicate via a bus when the electronic device is running. The processor executes the machine-readable instructions to perform the steps of the method for releasing skills in a game according to any one of claims 1 to 10. An electronic device characterized by:
13. A computer program is stored that, when executed by a processor, performs the steps of the method for releasing skills in a game according to any one of claims 1 to 10. A computer-readable storage medium comprising:
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