Skill indicator display method and device, electronic device and storage medium
The method addresses the issue of inaccurate skill indicator alignment on hexagonal maps by determining release positions and directional information within hexagonal units, resulting in clearer damage area indication and improved user interaction.
Patent Information
- Application Number
- JP2024550833
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2022-03-02
- Filing Date
- 2023-02-10
- Publication Date
- 2025-11-18
- Estimated Expiration
- 2043-02-10
AI Technical Summary
In combat games with hexagonal scene maps, existing skill indicators for area-of-effect skills fail to accurately match the hexagonal layout, leading to confusion about damage areas and affecting user combat decisions.
A method and device for displaying skill indicators that determine the release position and damage range using hexagonal scene units, calculate directional information based on scene unit positions, and generate indicators with preset parameters to match the hexagonal structure, ensuring accurate and clear indication of damage areas.
The method improves the accuracy and clarity of skill indicator display, enhancing user interaction efficiency by clearly indicating which hexagonal areas are affected, thus improving combat decision-making.
Smart Images

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Abstract
Description
Related Applications
[0001] This disclosure claims priority to a Chinese patent application bearing application number 202210197638.3 and entitled "Skill indicator display method, device and electronic device," filed on March 2, 2022, the entire contents of which are incorporated herein by reference. [Technical Field]
[0002] The present disclosure relates to the field of man-machine interaction, and in particular to a method for displaying a skill indicator, a display device for a skill indicator, an electronic device, and a machine-readable storage medium. [Background technology]
[0003] In combat games, the scene map of a game scene is typically composed of a series of polygons, such as a rectangle or hexagon. Compared to a rectangle, a hexagonal scene map has many advantages, such as the largest area for the same perimeter, equal distances from the center of a cell to the center of adjacent cells in all directions, and deeper control. For area-of-effect attack skills, a skill indicator is typically displayed before the skill is released, indicating the damage area after the skill is released based on the skill's release direction and damage range. Because the skill's damage range is typically a standard shape, such as a circle, rectangle, fan, or tapered shape, the damage area indicated by the skill indicator cannot be absolutely matched to the hexagon on the map. This makes it difficult for users to determine whether a certain hexagonal area has been attacked based on the damage area indicated by the skill indicator, resulting in poor indication effectiveness and affecting users' combat decisions.
[0004] It should be noted that the information disclosed in the above background art section is used only to enhance understanding of the background of the present disclosure and may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0005] In view of this, the object of the present disclosure is to provide a method and device for displaying a skill indicator, an electronic device, and a device-readable storage medium that improve the indicating effect of the indicator and further improve the user's man-machine interaction efficiency.
[0006] A first aspect of an embodiment of the present disclosure provides a method for displaying a skill indicator in which a graphical user interface is provided by a terminal device, a virtual scene is displayed on the graphical user interface, the virtual scene is composed of a plurality of scene units arranged consecutively, and each scene unit is a hexagon, the method including: a step of determining an emission position and a damage range of the target skill in response to a trigger operation on a target skill, wherein the emission position is one scene unit in the virtual scene, the emission position is located in the damage range, and the damage range includes a plurality of scene units; a step of determining directional information of the skill indicator of the target skill based on the relative positions of the plurality of specified scene units in the damage range; and a step of generating and displaying a skill indicator based on indicator parameters preset for the target skill, with the emission position as a reference and along a direction indicated by the directional information.
[0007] Optionally, the step of determining the release position and damage range of the target skill in response to a trigger operation on the target skill includes the steps of determining the release position of the target skill based on a drag position of the skill control in response to a drag operation acting on the skill control of the target skill, determining coordinate information for each scene unit in the damage range of the target skill based on damage range parameters and the release position preset for the target skill in a hexagonal coordinate system of the virtual scene, and determining the coordinate information for each scene unit in the damage range of the target skill as the damage range of the target skill.
[0008] Optionally, the step of determining directional information of the skill indicator of the target skill based on the relative positions of a plurality of specified scene units in the damage range includes the steps of obtaining the target scene unit farthest from the emission position in the damage range, and determining directional information of the skill indicator of the target skill based on the relationship between the connecting line between the target scene unit and the emission position and the sides and corners of the hexagon.
[0009] Optionally, the step of determining directional information of the skill indicator of the target skill based on the relationship between the connecting line between the target scene unit and the release position and the sides and corners of the hexagon includes a step of determining directional information of the skill indicator of the target skill based on the target scene unit and the release position when the connecting line between the target scene unit and the release position satisfies a specified condition, the specified condition including that the connecting line between the target scene unit and the release position is perpendicular to any side of the hexagon or passes through any corner of the hexagon, and a step of determining directional information of the skill indicator of the target skill based on the target scene unit, adjacent scene units of the target scene unit, and the release position when the connecting line between the target scene unit and the release position does not satisfy the specified condition, the step of determining directional information of the skill indicator of the target skill based on the target scene unit, adjacent scene units of the target scene unit, and the release position, the distance between the adjacent scene unit and the release position is not smaller than the distance between the release position and a scene unit other than the target scene unit in the damage range.
[0010] Optionally, when the connection line between the target scene unit and the release position satisfies a specified condition, the step of determining directional information of the skill indicator of the target skill based on the target scene unit and the release position includes a step of determining the difference between the coordinate information of the target scene unit and the release position as directional information of the skill indicator of the target skill when the connection line between the target scene unit and the release position satisfies a specified condition.
[0011] Optionally, when the connecting line between the target scene unit and the emission position does not satisfy the specified condition, the step of determining direction information of the skill indicator of the target skill based on the target scene unit, the adjacent scene units of the target scene unit and the emission position includes: when the connecting line between the target scene unit and the emission position does not satisfy the specified condition, calculating a sum of coordinate information between the target scene unit and the adjacent scene units; in the middle obtaining the results; in the middle and determining the difference in coordinate information between the result and the release position as directional information of the skill indicator of the target skill.
[0012] Optionally, the step of generating and displaying a skill indicator based on indicator parameters preset for the target skill and taking the release position as a reference along a direction indicated by the direction information includes the steps of determining size parameters of the skill indicator based on a damage range shape and damage distance of the target skill, and generating and displaying a skill indicator based on the release position as a starting point along the direction indicated by the direction information, wherein the display size of the skill indicator matches the size parameters.
[0013] A second aspect of an embodiment of the present disclosure provides a display device for a skill indicator in which a graphical user interface is provided by a terminal device, the graphical user interface displays a virtual scene, the virtual scene is composed of a plurality of scene units arranged continuously, and the scene units are hexagonal, the device comprising: a first determination module configured to determine an emission position and a damage range of the target skill in response to a trigger operation on a target skill, the emission position being one scene unit in the virtual scene, the emission position being located in the damage range, and the damage range including a plurality of scene units; a second determination module configured to determine directional information of the skill indicator of the target skill based on the relative positions of a plurality of specified scene units in the damage range; and a display module configured to generate and display a skill indicator based on indicator parameters preset for the target skill, with the emission position as the reference and along a direction indicated by the directional information.
[0014] A third aspect of an embodiment of the present disclosure provides an electronic device including a processor and a memory, wherein the memory stores device executable instructions executable by the processor, and the processor executes the device executable instructions to realize the above-mentioned skill indicator display method.
[0015] A fourth aspect of an embodiment of the present disclosure provides a machine-readable storage medium having machine-executable instructions stored thereon, which, when called and executed by a processor, cause the processor to implement the above-mentioned method for displaying a skill indicator.
[0016] Embodiments of the present invention provide the following beneficial effects.
[0017] The above-mentioned skill indicator display method, device, and electronic device provide a graphical user interface provided by a terminal device, displaying a virtual scene on the graphical user interface, the virtual scene being composed of a plurality of consecutively arranged scene units, each of which is hexagonal, and determining the release position and damage range of the target skill in response to a trigger operation on a target skill, wherein the release position is one scene unit in the virtual scene, the release position is located in the damage range, and the damage range includes a plurality of scene units, and determining directional information of the skill indicator of the target skill based on the relative positions of the plurality of specified scene units in the damage range, and generating and displaying a skill indicator based on indicator parameters preset for the target skill, with the release position as the reference, along the direction indicated by the directional information. In this method, the skill release position and damage range are determined in hexagonal scene units, directional information is determined based on the specified scene units in the damage range, and a skill indicator is generated and displayed based on parameters such as directional information and release position. The skill indicator and skill damage range generated in this way have a high degree of matching, which is advantageous for users to quickly determine whether a certain hexagonal area has been attacked based on the skill indicator, and the skill damage range is indicated accurately and clearly, which improves the indication effect of the skill indicator and further improves the user's man-machine interaction efficiency.
[0018] Other features and advantages of the present disclosure will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by the practice of the present disclosure. The objectives and other advantages of the present disclosure will be realized and obtained by the structure particularly pointed out in the description, claims and drawings.
[0019] It should be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure.
[0020] In order to make the above objects, features and advantages of the present disclosure more apparent, preferred embodiments will be described in detail below with reference to the accompanying drawings. [Brief explanation of the drawings]
[0021] In order to more clearly describe the specific embodiments of the present disclosure or the technical solutions in the prior art, the following will briefly introduce the drawings required in the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present disclosure, and those skilled in the art can also obtain other drawings based on these drawings without any creative efforts. [Figure 1] 10 is a schematic diagram showing a skill indicator indicating a damage range according to an embodiment of the present disclosure. [Figure 2] 1 is a flowchart of a method for displaying a skill indicator according to an embodiment of the present disclosure. [Figure 3] 1 is a schematic diagram of a positioning scene unit in a hexagonal coordinate system according to an embodiment of the present disclosure. [Figure 4] 1 is a schematic diagram of a damage range according to an embodiment of the present disclosure. [Figure 5] FIG. 1 is a schematic diagram of a positional relationship according to an embodiment of the present disclosure. [Figure 6] FIG. 10 is a schematic diagram of another positional relationship according to an embodiment of the present disclosure. [Figure 7] 10 is a schematic diagram showing another skill indicator indicating a damage range according to an embodiment of the present disclosure. [Figure 8] Schematic diagram of data processing in the process of generating a skill indicator according to an embodiment of the present disclosure. [Figure 9] Schematic diagram of the structure of a skill indicator display device according to an embodiment of the present disclosure. [Figure 10] 1 is a structural schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION
[0022] In order to clarify the objectives, technical solutions and advantages of the embodiments of the present disclosure, the technical solutions of the present disclosure will be described below clearly and completely with reference to the drawings, and it is obvious that the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative labor also fall within the scope of protection of the present disclosure.
[0023] Many virtual scene applications, such as combat games, require users to configure a scene map to control the movement of characters within the map. Compared to rectangular maps, hexagonal scene maps have the largest area for the same perimeter, the same distance from the center of a cell to the center of adjacent cells in all directions, and deeper strategies, leading to increasingly widespread application. During combat, users can control their characters to unleash range-damaging skills. To maximize combat strategies within the hexagonal map, it is important to accurately and clearly display the skill damage range to users using skill indicators before the skill damage is activated.
[0024] Skill indicators are generated based on a certain size and direction and are controls for indicating the scene area covered by a skill's range of action. They have a variety of shapes, including rectangular, circular, fan-shaped, and tapered. In related art, skill indicators are generated and displayed using a purely physical method. FIG. 1 shows an example of a rectangular skill indicator indicating a damage area. A related coordinate system (e.g., a two-dimensional coordinate system) is established within a hexagonal map scene, with a fixed point on the map as the zero point, and the position of each geometric point within the hexagon in the scene map is determined in the form of point coordinates. Here, A is the target character's position. The user locks the skill-related parameters required for the character to release and releases a skill at position B on the map. Based on the skill parameters, the damage position coordinates are estimated in the coordinate system. A skill indicator, i.e., the rectangular portion filled with twill in the figure, is generated and displayed using a direction vector obtained from the damage position coordinates and position A coordinates and a pre-fixed indicator size. However, the damage area indicated by this skill indicator is located at a position that is neither an edge nor a corner when intersecting with the hexagonal map, which can easily confuse users as to whether damage should be inflicted at positions E and C. Therefore, skill indicators generated and displayed using points on the map as the smallest calculation unit cannot take advantage of the policy depth provided by a hexagonal grid, and skill indicators generated by this method generally intersect with the hexagon at a position that is neither an edge nor a corner, making it impossible to clearly determine whether the intersecting area has been damaged, which has a very strong confusing effect on users' understanding of hexagons and their use of hexagons to combine strategies, resulting in poor indication by the skill indicator and affecting users' combat decision-making.
[0025] Based on this, embodiments of the present disclosure provide a method for displaying a skill indicator, a display device for a skill indicator, a machine-readable storage medium, and an electronic device, which may be applied to games or other virtual scenes, and in particular to skill instructions in combat-based games.
[0026] In one embodiment of the present disclosure, the method for displaying a skill indicator can be executed by a local touch terminal device or a server. If the method for displaying a skill indicator is executed by a server, the method may be implemented and executed based on a cloud interactive system, where the cloud interactive system includes a server and a client device.
[0027] In an alternative embodiment, the cloud interactive system may execute various cloud applications, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In a cloud gaming execution mode, the entity that executes the game program and the entity that presents the game screen are separated. The storage and execution of the skill indicator display method are completed on the cloud game server. The role of the client device is to receive and transmit data and present the game screen. The client device may be, for example, a display device with a data transmission function close to the user, such as a mobile terminal, television, computer, or personal digital assistant (PDA), or the information transmission method may be performed by a cloud game server. When playing a game, a 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, and returns the data to the client device via a network. Finally, the client device decodes the data and outputs the game screen.
[0028] In an alternative embodiment, taking a game as an example, the local touch terminal device is configured to store a game program and present a game screen. The local touch terminal device is configured to interact with a player through a graphical user interface, i.e., a game program is downloaded, installed, and executed using a typical electronic device. The local touch terminal device may present the graphical user interface to the player in a variety of ways, such as by rendering and displaying it on a terminal display or by holographic projection. For example, the local touch terminal device may include a display and a processor, the display being used to present the graphical user interface, the graphical user interface including a game screen, and the processor being configured to execute the game, generate the graphical user interface, and control the display of the graphical user interface on the display.
[0029] In an alternative embodiment, the present disclosure provides a method for displaying a skill indicator, in which a graphical user interface is provided by a touch terminal device. The touch terminal device may be the local touch terminal device described above or a client device in the cloud interactive system described above. The touch terminal device provides a graphical user interface, which can display screen content such as a game scene screen or a communication interaction window depending on the type of application program launched. In this embodiment, a virtual scene is displayed on the graphical user interface. The virtual scene may be a simulation environment of the real world, a virtual environment that is half simulated and half fictional, or a completely fictional virtual environment. The virtual scene is composed of a plurality of consecutively arranged scene units, each of which has a hexagonal shape. That is, the virtual scene is composed of consecutively arranged hexagons, and all six sides of each hexagon are adjacent to other hexagons except for the hexagons located on the edges. To facilitate understanding of this embodiment, a method for displaying a skill indicator disclosed in an embodiment of the present disclosure will first be described in detail. As shown in Fig. 2, a graphical user interface is provided by a terminal device, and a virtual scene is displayed on the graphical user interface. The virtual scene is composed of a plurality of consecutively arranged scene units, and each scene unit is hexagonal. The method for displaying a skill indicator includes the following steps S202 to S206. Here, in step S202, in response to a trigger operation on a target skill, a release position and a damage range of the target skill are determined, where the release position is one scene unit in the virtual scene, the release position is located in the damage range, and the damage range includes a plurality of scene units.
[0030] Skills are various special functions that can assist interactions between a target character and other characters in a virtual scene, and skill types of skills may include attack skills, defense skills, healing skills, etc. Skills are further classified into directional skills and range skills, and directional skills are skills that require the specification of a release direction or release target during the skill release process. Range skills are skills that require the specification of a release range during the skill release process, and the release range can be determined by the specified shape and release distance.
[0031] Here, a target skill is a range-based ability that a user controls to be used or released by a target character to attack and damage other virtual characters. The skill damage shape can be rectangular, circular, fan-shaped, tapered, etc., and the damage distance can be set in various ways. The user can control the target character to release a target skill at a certain hexagonal scene unit in a virtual scene, triggering a range-based damage effect at that location and causing a certain damage range in the scene. Here, the location of the hexagonal scene unit is the release location, and the damage range may be determined based on the skill damage shape and damage distance parameters, and is a plurality of scene units including the release location. For example, if the skill damage shape is circular, the damage range includes the release location and a plurality of hexagonal scene units centered on the release range, and the outline of the plurality of hexagonal scene units is relatively close to a circle.
[0032] The trigger operation is a user operation acting on the skill button received by the client, and the client generates a trigger command based on the received user operation. Exemplarily, the user operation may be at least one of an operation on a user interface control, a voice operation, a motion operation, a character operation, a mouse operation, a keyboard operation, and a game stick operation.
[0033] For example, in step S202, a user triggers a skill control in the graphical user interface or in a specified window within the graphical user interface to control the target character and release a target skill. In response to the user's trigger operation, the release position and damage range of the target skill are determined. Specifically, the release position may be determined by the position of a hexagonal scene unit where the skill release point is located, and the damage range may be determined by the set of hexagonal scene unit positions covered by the skill's damage distance. Here, the release position and damage range are determined using the hexagonal scene unit as the smallest unit, which closely matches the damage range area with the virtual scene and improves the accuracy of the damage range.
[0034] In step S204, direction information of the skill indicator of the target skill is determined based on the relative positions of the multiple designated scene units in the damage range.
[0035] As described above, the skill indicator has a certain size and a determined direction and is used to indicate the damage range after the target skill is released. The indicator shape is generally the same as the skill damage shape, including a rectangular indicator, a circular indicator, a fan-shaped indicator, and a tapered indicator. The damage range indicated by the skill indicator includes multiple hexagonal scene units, with the hexagonal scene unit being the smallest measurement unit. The directional information of the skill indicator is determined based on the relative positions of multiple specified scene units in the damage range. Specifically, the target scene unit farthest from the release position in the damage range is obtained, and the directional information of the skill indicator of the target skill can be determined based on the relationship between the connecting line between the target scene unit and the release position and the sides and corners of the hexagon.
[0036] Specifically, if the skill damage shape is circular, the directional information of the skill indicator may be the direction of one diameter of the circle, and if the skill damage shape is other shapes, the directional information of the skill indicator is usually related to the skill release direction. For example, if the damage shape is rectangular, the directional information of the skill indicator is the direction of the longitudinal center line of the rectangle.
[0037] In step S206, a skill indicator is generated and displayed based on indicator parameters preset for the target skill, with the release position as the reference, along the direction indicated by the direction information.
[0038] The indicator parameters preset for the target skill are size parameters, shape parameters, etc. of the skill indicator, and can be determined and preset based on the damage shape and damage distance of the target skill. Specifically, the size parameters of the skill indicator are preset according to the damage shape of the target skill, and different size parameters are preset for different damage shapes, and the parameter numerical size of the skill indicator can be preset according to the damage distance.
[0039] Furthermore, starting from the emission position, a skill indicator is generated and displayed along the direction indicated by the direction information according to the preset size parameter. In this case, a hexagonal scene unit is used as the smallest measurement unit for calculating the display of the skill indicator, which is highly compatible with the virtual scene structure connected in hexagons, improving the indicating effect of the skill indicator and further improving the efficiency of user man-machine interaction.
[0040] The above-mentioned skill indicator display method includes providing a graphical user interface on a terminal device, displaying a virtual scene on the graphical user interface, the virtual scene being composed of a plurality of consecutively arranged scene units, each of which is hexagonal, and determining the release position and damage range of the target skill in response to a trigger operation on the target skill, wherein the release position is one scene unit in the virtual scene, the release position is located in the damage range, and the damage range includes a plurality of scene units, and determining directional information of the skill indicator of the target skill based on the relative positions of the plurality of specified scene units in the damage range, and generating and displaying a skill indicator based on indicator parameters preset for the target skill, with the release position as the reference, along the direction indicated by the directional information. In this method, the skill release position and damage range are determined in hexagonal scene units, directional information is determined based on the specified scene units in the damage range, and a skill indicator is generated and displayed based on parameters such as directional information and release position. The skill indicator and skill damage range generated in this way have a high degree of matching, which is advantageous for users to quickly determine whether a certain hexagonal area has been attacked based on the skill indicator, and the skill damage range is accurately and clearly displayed, which improves the indicating effect of the skill indicator and further improves the user's man-machine interaction efficiency.
[0041] The following example provides a specific implementation for determining the release location and damage range of a target skill.
[0042] In response to a drag operation acting on the skill control of the target skill, the release position of the target skill is determined based on the drag position of the skill control, and in the hexagonal coordinate system of the virtual scene, coordinate information for each scene in the damage range of the target skill is determined based on the damage range parameters and release position preset for the target skill, and the coordinate information for each scene in the damage range of the target skill is determined as the damage range of the target skill.
[0043] First, the user drags the skill control to move it between hexagonal scene units in the virtual scene, and the real-time position of the skill control is the release position where the user controls the target character to release the target skill. Note that if the user drags the skill control to move it in the virtual scene, the skill control will not be released and the skill will not be released.
[0044] Next, in the hexagonal coordinate system of the virtual scene, coordinate information for each scene unit in the damage range of the target skill is determined based on the damage range parameters and release position preset for the target skill. The hexagonal coordinate system is a coordinate system expanded in three directions of the hexagonal scene units in the scene. As shown in FIG. 3, taking a virtual scene connected with regular hexagonal scene units as an example, the regular hexagonal scene units in the virtual scene are used as a measurement unit, and a regular hexagon (the dotted area in the figure) is used as the coordinate origin to establish a regular hexagonal coordinate system to represent the position of each scene unit in the scene. In this way, the position of each object in the virtual scene can be represented by the coordinates of the corresponding scene unit. The preset damage range parameters refer to the relative coordinate parameters of the damage range preset for the target skill, and can be read from the relative coordinate set of the damage range based on the damage shape and damage distance parameters of the target skill.
[0045] In one embodiment, the relative coordinate set of the damage range is a coordinate set of the damage range corresponding to each release position set based on skill parameters of different damage shapes and damage distances in a hexagonal coordinate system, and the set is obtained by calculating relative coordinates with the release position as the origin. Furthermore, an addition process can be performed based on the read preset damage range parameter and the coordinate of the skill release position positioned in the hexagonal coordinate system to obtain coordinate information for each scene in the skill damage range.
[0046] Finally, the damage range of the target skill is shown as a set of coordinates for each scene within the damage range.
[0047] In this step, the hexagonal coordinates are used to accurately position the target skill release position and damage range, and the method of obtaining the coordinates of the damage range using the relative coordinates of the preset damage range is simple and convenient, and greatly reduces the calculation pressure of the computer.
[0048] The following example provides a specific implementation of determining the direction information of the skill indicator.
[0049] The target scene unit farthest from the emission position in the damage range is obtained, and the direction information of the skill indicator of the target skill is determined based on the relationship between the connecting line between the target scene unit and the emission position and the sides and corners of the hexagon.
[0050] The target scene unit farthest from the emission position may be one or more. Taking one target scene unit as an example, the relationship between the connection line between the target scene unit and the emission position and the sides and corners of the hexagon may include multiple types. For example, the connection line between the target scene unit and the emission position may be perpendicular to any side of the hexagonal scene unit, may pass through any corner of the hexagonal scene unit, or may not be perpendicular to any side or pass through any corner.
[0051] If the connection line between the target scene unit and the emission position is perpendicular to any side of the hexagonal scene unit or passes through any corner of the hexagonal scene unit, the direction of the connection line between the target scene unit and the emission position can be used as the direction information of the skill indicator. If the connection line between the target scene unit and the emission position is not perpendicular to any side of the hexagonal scene unit or does not pass through any corner of the hexagonal scene unit, multiple target scene units need to be obtained, and the connection line between the center point of the multiple target scene units and the emission position should be perpendicular to any side of the hexagonal scene unit or pass through any corner of the hexagonal scene unit.
[0052] For ease of understanding, Figure 4 shows an example in which A is the position of the target character, and the area in which scene units 1-10 are located is the area in which the target skill will emit target scene unit No. 1, with the damage distance being the damage range for four scene units. Here, target scene No. 10 is determined as the target scene unit farthest from the emission position. Furthermore, the direction information of the skill indicator of the target skill is determined based on the relationship between the connecting line between the target scene unit and the emission position and the sides and corners of the hexagon.
[0053] Specifically, if the connecting line between the target scene unit and the release position satisfies a specified condition, the directional information of the skill indicator of the target skill is determined based on the target scene unit and the release position. The specified condition includes that the connecting line between the target scene unit and the release position is perpendicular to any side of a hexagon or passes through any corner of the hexagon. If the connecting line between the target scene unit and the release position does not satisfy the specified condition, the directional information of the skill indicator of the target skill is determined based on the target scene unit, its adjacent scene units, and the release position. The distance between the adjacent scene unit and the release position is not smaller than the distance between the release position and the scene units other than the target scene unit in the damage range. The adjacent scene unit can be understood to be the scene unit farthest from the release side of the scene units other than the target scene unit. The distance between the adjacent scene unit and the release position may be the same as or different from the distance between the target scene unit and the release unit.
[0054] The perpendicular positional relationship between the connection line between the target scene unit and the emission position and any one side of the hexagon can be schematically shown by the positional relationship of the line segments in Figure 5, and the positional relationship in which the connection line between the target scene unit and the emission position passes through any one corner of the hexagon can be schematically shown by the positional relationship of the line segments in Figure 6.
[0055] In one embodiment, the position coordinates of the scene units in the hexagonal coordinate system can be used to determine whether the connection line between the target scene unit and the emission position satisfies the above-mentioned specified condition. Specifically, the coordinates of the emission position are (a1, b1, c1), the coordinates of the target scene unit are (a2, b2, c2), and the difference values in each direction, i.e., d a =a2-a1,d b =b2-b1,d c =c2-c1, and then calculate d a , d b , d c If only one of the is 0, then the connection line between the target scene unit and the emission position is perpendicular to any side of the hexagon, anda , d b , d c If none of the three are zero, but only two of the three are equal, then the connection line between the target scene unit and the emission location passes through any one corner of the hexagon, and d a , d b , d c If these three are different from each other, the connection line between the target scene unit and the emission position does not satisfy the above specified condition.
[0056] Depending on whether the connecting line between the target scene unit and the release position satisfies the specified condition, different methods are used to calculate the directional information of the skill indicator. Specifically, taking FIG. 4 as an example, if the connecting line between the target scene unit and the release position satisfies the specified condition, the directional information of the skill indicator of the target skill is determined based on the positions of hexagonal scene units 1 and 10. If the connecting line between the target scene unit and the release position does not satisfy the specified condition, the positional distance between scene units 9 and 1 is not smaller than the distance between scene units other than 10 scene unit and 1 in the damage range, and the adjacent scene unit should be hexagonal scene unit 9, so the directional information of the skill indicator of the target skill is determined based on the positions of hexagonal scene units 10, 9, and 1.
[0057] The specific calculation method for determining the direction information of the skill indicator of the target skill is described below. In one embodiment, if the connection line between the target scene unit and the emission position satisfies a specified condition, the difference in the coordinate information between the target scene unit and the emission position is determined as the direction information of the skill indicator of the target skill.
[0058] Specifically, if the connection line between the target scene unit and the release position satisfies the specified condition, and the coordinates of the release position within the coordinate set of the damage range are (a1, b1, c1), and the coordinates of the target scene unit are (a2, b2, c2), the direction information of the skill indicator is (a 2― a1,b 2― b1,c 2―c1). The direction of the connection line between the target scene unit and the emission position can be understood as the direction information of the skill indicator.
[0059] In another aspect, if the connection line between the target scene unit and the emission position does not satisfy the specified condition, the sum of the coordinate information of the target scene unit and the adjacent scene unit is calculated; in the middle Get the results, in the middle The difference in coordinate information between the result and the release position is determined as the direction information of the skill indicator of the target skill.
[0060] Specifically, if the connection line between the target scene unit and the release position does not satisfy the specified conditions, and the coordinates of the release position are (a1, b1, c1), the coordinates of the target scene unit are (a2, b2, c2), and the coordinates of the adjacent scene unit are (a3, b3, c3), the directional information of the skill indicator is (a2 + a3 - 2a1, b2 + b3 - 2b1, c2 + c3 - 2c1).
[0061] The following examples provide specific implementations of displaying skill indicators.
[0062] Based on the shape of the damage range and the damage distance of the target skill, the size parameters of the skill indicator are determined, and the skill indicator is generated and displayed starting from the emission position along the direction indicated by the direction information, where the display size of the skill indicator matches the size parameters.
[0063] Specifically, the shape of the skill indicator matches the damage shape of the target skill, and different size parameters are preset for different damage range shapes. For example, indicator length and width parameters are set for rectangular damage shapes, and radius parameters are set for fan-shaped, tapered, and circular damage shapes. The parameter values of the skill indicator are preset based on the skill damage distance. In one embodiment, taking a rectangle as an example, if the damage distance can reach a maximum of four scene units, the indicator width remains constant at three scene units. When the damage distance increases from one scene unit to four scene units, the indicator length is 1.5, 3, 4.75, and 6.25 scene units, respectively. Furthermore, a skill indicator is generated and displayed starting from the emission position along the direction indicated by the direction information.
[0064] For ease of understanding, Figure 7 shows a schematic diagram of a rectangular indicator indicating a damage range in one embodiment, where the filled-in rectangle in the diagram is the generated rectangular indicator, the dotted hexagonal area is the damage range indicated by the indicator, the dashed arrow direction is the directional information of the indicator, and the solid arrow direction is the direction of the target skill's release. As can be seen from Figure 7, the skill indicator generated by the method of this embodiment has a high IoU (Intersection-over-Union) with the skill's damage range, i.e., the skill indicator and the damage range have a high degree of matching, and the skill indicator can clearly indicate which hexagonal scene unit has been attacked by the target skill.
[0065] This embodiment provides another specific implementation method, and the data processing logic process of this method is shown in Figure 8. The skill indicator display process will be described in detail below.
[0066] 1) Get the set of coordinates of the actual damage range.
[0067] As shown in Figure 7, A is the position of the target character, and the area where scene units 1-10 are located is the damage range caused by the target character releasing a skill with a damage distance of three scene units, with hexagon No. 1, which has a distance of three scene units, as the release position. A hexagonal scene unit is the smallest measurement unit, and the emission position is the origin, establishing a hexagonal coordinate system. The damage range coordinates consisting of the 10 scene units are 1-(0,0,0), 2-(1,-1,0), 3-(-1,1,0), 4-(1,0,-1), 5-(0,1,-1), 6-(0,2,-2), 7-(2,0,-2), 8-(1,1,-2), 9-(2,1,-3), 10-(1,2,-3). Here, the 10th scene unit is the farthest from the emission position and is determined to be the target scene unit. The position distance between the 9th and 1st scene units is not smaller than the distance between the 1st and 1st scene units other than the 10th scene unit in the damage range, and the 9th scene unit is determined to be the adjacent scene unit.
[0068] 2) Based on the position coordinates, determine whether the connection line between the target scene unit and the emission position satisfies the condition.
[0069] The coordinates of the emission position within the damage range are (0,0,0), and the coordinates of the target scene unit are (1,2,-3). Calculate the difference values in each direction, and a =1,d b =3,d c = -3, and d a , d b , d c are not 0 and are different from each other, and the connection line between the target scene unit and the emission position does not satisfy the specified condition.
[0070] 3) Based on the judgment result, the direction information of the indicator is calculated using the coordinates of the target scene unit, the coordinates of the adjacent scene units, and the coordinates of the emission position.
[0071] If the coordinates of the release position within the damage range set are (a1, b1, c1) = (0, 0, 0), the coordinates of the target scene unit are (a2, b2, c2) = (1, 2, -3), and the coordinates of the adjacent scene unit are (a3, b3, c3) = (2, 1, -3), then the direction vector of the skill indicator is (a2 + a3 - 2a1, b2 + b3 - 2b1, c2 + c3 - 2c1) = (3, 3, -6).
[0072] 4) Obtaining preset indicator parameters based on the damage shape and length.
[0073] As mentioned above, if the damage distance is 3 scene units, the length of the rectangular indicator is 4.75 scene units on a side, and the width is 3 scene units on a side.
[0074] 5) Calculate and display the specific position of the indicator.
[0075] The coordinates of the emission position (0,0,0) are used as the center starting point of the rectangle, and (3,3,-6) is used as the direction. The skill indicator is generated and displayed with the side lengths of 4.75 scene units, the side lengths of 3 scene units, and the width parameter values.
[0076] It should be noted that the damage range indicated by the indicator is highlighted at the same time as the indicator is displayed.
[0077] In the above-mentioned skill indicator display method, the display range of the skill indicator is accurately calculated based on the preset size of the skill indicator and the calculated direction information, thereby accurately and clearly displaying the damage range, improving the indicating effect of the skill indicator and further improving the efficiency of the user's man-machine interaction.
[0078] Although the steps of the method for displaying a skill indicator in the present disclosure are described in a particular order in the drawings, this does not necessarily require or imply that the steps must be performed in this particular order, or that all steps must be performed to achieve a desired result. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into a single step, and / or a single step may be broken down into multiple steps, etc.
[0079] Corresponding to an embodiment of the above method, referring to the schematic diagram of a skill indicator display device shown in Figure 9, a graphical user interface is provided by a terminal device, a virtual scene is displayed on the graphical user interface, the virtual scene is composed of a plurality of scene units arranged consecutively, the scene units are hexagonal, and the device includes the following modules:
[0080] The first determination module 902 is configured to determine an emission position and a damage range of the target skill in response to a trigger operation on the target skill, where the emission position is one scene unit in the virtual scene, the emission position is located in the damage range, and the damage range includes multiple scene units.
[0081] The second determination module 904 is configured to determine directional information of the skill indicator of the target skill based on the relative positions of the multiple specified scene units in the damage range.
[0082] The display module 906 is configured to generate and display a skill indicator based on indicator parameters preset for the target skill, with the release position as the reference, along the direction indicated by the direction information.
[0083] The skill indicator display device includes a terminal device provided with a graphical user interface, which displays a virtual scene, the virtual scene being composed of a plurality of consecutively arranged scene units, each hexagonal, and determining a release position and damage range of the target skill in response to a trigger operation on the target skill, the release position being one scene unit in the virtual scene, the release position being located in a damage range, the damage range including a plurality of scene units, determining directional information of the skill indicator of the target skill based on the relative positions of the plurality of specified scene units in the damage range, and generating and displaying the skill indicator based on indicator parameters preset for the target skill in a direction indicated by the directional information, with the release position as the reference. In this method, the skill indicator is accurately generated and displayed using the hexagonal scene unit as the smallest measurement unit, accurately and clearly displaying the damage range, improving the indicating effect of the skill indicator and further improving the user's man-machine interaction efficiency.
[0084] Optionally, the first determination module 902 is further configured to determine the release position of the target skill based on the drag position of the skill control in response to a drag operation acting on the skill control of the target skill, determine coordinate information for each scene unit in the damage range of the target skill based on the damage range parameters and release position preset for the target skill in the hexagonal coordinate system of the virtual scene, and determine the coordinate information for each scene unit in the damage range of the target skill as the damage range of the target skill.
[0085] Optionally, the second determination module 904 is further configured to obtain the target scene unit farthest from the emission position in the damage range, and determine the directional information of the skill indicator of the target skill based on the relationship between the connecting line between the target scene unit and the emission position and the sides and corners of the hexagon.
[0086] Optionally, the second determination module 904 further determines directional information of the skill indicator of the target skill based on the target scene unit and the release position when the connecting line between the target scene unit and the release position satisfies a specified condition, where the specified condition includes that the connecting line between the target scene unit and the release position is perpendicular to any side of the hexagon or passes through any corner of the hexagon; and when the connecting line between the target scene unit and the release position does not satisfy the specified condition, determines directional information of the skill indicator of the target skill based on the target scene unit, the target scene unit's adjacent scene units and the release position, where the distance between the adjacent scene units and the release position is not smaller than the distance between the release position and scene units other than the target scene unit in the damage range.
[0087] Optionally, the second determination module 904 is further configured to determine the difference in coordinate information between the target scene unit and the emission position as the directional information of the skill indicator of the target skill when the connecting line between the target scene unit and the emission position satisfies a specified condition.
[0088] Optionally, the second determination module 904 further calculates a sum of coordinate information between the target scene unit and adjacent scene units when the connecting line between the target scene unit and the emission position does not satisfy a specified condition; in the middle Get the results, in the middle The difference in coordinate information between the result and the release position is determined as directional information of the skill indicator of the target skill.
[0089] Optionally, the display module 906 is further configured to determine size parameters of the skill indicator based on the shape of the damage range and damage distance of the target skill, and generate and display the skill indicator starting from the emission position along the direction indicated by the direction information, where the display size of the skill indicator matches the size parameters.
[0090] The specific implementation of each module in the skill indicator display device has already been described in the corresponding skill indicator display method, and the description will be omitted here.
[0091] The present embodiment further provides an electronic device including a processor and a memory, the memory storing device-executable instructions executable by the processor, and the processor executing the device-executable instructions to realize the method for displaying a skill indicator, the electronic device being a server or a terminal device.
[0092] As shown in FIG. 10, the electronic device includes a processor 100 and a memory 101, the memory 101 stores device executable instructions that can be executed by the processor 100, and the processor 100 executes the device executable instructions to realize the above-mentioned skill indicator display method.
[0093] Furthermore, the electronic device shown in FIG. 10 further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected by the bus 102 .
[0094] Here, the memory 101 may be composed of a high-speed random access memory (RAM) or may be composed of at least one non-volatile memory such as a disk memory. Communication connections between this system element and at least one other element are realized via at least one communication interface 103 (which may be wired or wireless), and may use the Internet, a wide area network, a local network, a metropolitan area network, etc. The bus 102 may be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For simplicity of illustration, only one bidirectional arrow is used in FIG. 10 , but this does not mean that there is only one bus or only one type of bus.
[0095] The processor 100 may be an integrated circuit chip capable of processing signals. In implementation, the steps of the above-described method may be achieved by integrated logic circuitry in the hardware of the processor 100 or by instructions in the form of software. The processor 100 may be a general-purpose processor such as a CPU (Central Processing Unit) or an NP (Network Processor), or may be a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), another programmable logic device such as an FPGA (Field-Programmable Gate Array), a discrete gate or transistor logic device, or a discrete hardware component. Each method, step, and logic block diagram disclosed in the embodiments of the present disclosure may be implemented or performed. The general-purpose processor may be a microprocessor, or the processor may be any conventional processor, etc. The steps of the method disclosed in the embodiments of the present disclosure may be directly embodied in a hardware decoding processing device or may be executed by a combination of hardware and software modules of the decoding processing device. The software modules may be located in random memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, and other storage media well established in the art.The storage medium is located in memory 101, and processor 100 reads information in memory 101 and combines with the hardware to complete the steps of the skill indicator display method of the embodiment, for example, a graphical user interface is provided by a terminal device, a virtual scene is displayed on the graphical user interface, the virtual scene is composed of a plurality of scene units arranged continuously, the scene units are hexagonal, and the skill indicator display method includes the steps of: determining the release position and damage range of the target skill in response to a trigger operation on a target skill, wherein the release position is one scene unit in the virtual scene, the release position is located in the damage range, and the damage range includes a plurality of scene units; determining directional information of the skill indicator of the target skill based on the relative positions of a plurality of specified scene units in the damage range; and generating and displaying the skill indicator based on indicator parameters preset for the target skill, with the release position as the reference and along the direction indicated by the directional information.
[0096] Optionally, the step of determining the release position and damage range of the target skill in response to a trigger operation on the target skill includes the steps of determining the release position of the target skill based on a drag position of a skill control in response to a drag operation acting on the skill control of the target skill; determining coordinate information for each scene unit in the damage range of the target skill in a hexagonal coordinate system of the virtual scene based on a damage range parameter preset for the target skill and the release position; and determining the coordinate information for each scene unit in the damage range of the target skill as the damage range of the target skill.
[0097] Optionally, the step of determining directional information of a skill indicator of the target skill based on the relative positions of a plurality of designated scene units in the damage range includes the step of obtaining a target scene unit that is farthest from the emission position in the damage range, and the step of determining directional information of a skill indicator of the target skill based on the relationship between a connecting line between the target scene unit and the emission position and the sides and corners of the hexagon.
[0098] Optionally, the step of determining directional information of the skill indicator of the target skill based on the relationship between the connecting line between the target scene unit and the release position and the sides and corners of the hexagon includes: a step of determining directional information of the skill indicator of the target skill based on the target scene unit and the release position when the connecting line between the target scene unit and the release position satisfies a specified condition, wherein the specified condition includes the connecting line between the target scene unit and the release position being perpendicular to any one side of the hexagon or passing through any one corner of the hexagon; and a step of determining directional information of the skill indicator of the target skill based on the target scene unit, an adjacent scene unit of the target scene unit, and the release position when the connecting line between the target scene unit and the release position does not satisfy the specified condition, wherein the distance between the adjacent scene unit and the release position is not smaller than the distance between the release position and a scene unit other than the target scene unit in the damage range.
[0099] Optionally, when the connection line between the target scene unit and the release position satisfies a specified condition, the step of determining directional information of the skill indicator of the target skill based on the target scene unit and the release position includes the step of determining the difference in coordinate information between the target scene unit and the release position as directional information of the skill indicator of the target skill when the connection line between the target scene unit and the release position satisfies a specified condition.
[0100] Optionally, when the connecting line between the target scene unit and the release position does not satisfy the specified condition, the step of determining direction information of the skill indicator of the target skill based on the target scene unit, the adjacent scene units of the target scene unit, and the release position includes: when the connecting line between the target scene unit and the release position does not satisfy the specified condition, calculating a sum of coordinate information of the target scene unit and the adjacent scene units; in the middle obtaining the results; in the middle and determining the difference in coordinate information between the result and the release position as directional information of the skill indicator of the target skill.
[0101] Optionally, the step of generating and displaying the skill indicator based on indicator parameters preset for the target skill and with the release position as a reference along a direction indicated by the direction information includes the steps of determining size parameters of the skill indicator based on a damage range shape and damage distance of the target skill, and generating and displaying the skill indicator based on the release position as a starting point along a direction indicated by the direction information, wherein the display size of the skill indicator matches the size parameters.
[0102] According to the above embodiment, the skill release position and damage range are determined in hexagonal scene units, directional information is determined based on the specified scene units in the damage range, and a skill indicator is generated and displayed based on parameters such as directional information and release position. The skill indicator generated in this manner and the skill damage range have a high degree of matching, which is advantageous for users to quickly determine whether a certain hexagonal area has been attacked based on the skill indicator, and the skill damage range is accurately and clearly displayed, which improves the indicating effect of the skill indicator and further improves the user's man-machine interaction efficiency.
[0103] This embodiment provides a machine-readable storage medium on which machine-executable instructions are stored, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to realize the above-mentioned skill indicator display method, for example, a graphical user interface is provided by a terminal device, a virtual scene is displayed on the graphical user interface, the virtual scene is composed of a plurality of consecutively arranged scene units, the scene units are hexagonal, and the skill indicator display method includes the steps of: determining a release position and a damage range of the target skill in response to a trigger operation on a target skill, wherein the release position is one scene unit in the virtual scene, the release position is located in the damage range, and the damage range includes a plurality of scene units; determining directional information of the skill indicator of the target skill based on the relative positions of a plurality of specified scene units in the damage range; and generating and displaying the skill indicator based on indicator parameters preset for the target skill, with the release position as a reference and along a direction indicated by the directional information.
[0104] Optionally, the step of determining the release position and damage range of the target skill in response to a trigger operation on the target skill includes the steps of determining the release position of the target skill based on a drag position of a skill control in response to a drag operation acting on the skill control of the target skill; determining coordinate information for each scene unit in the damage range of the target skill in a hexagonal coordinate system of the virtual scene based on a damage range parameter preset for the target skill and the release position; and determining the coordinate information for each scene unit in the damage range of the target skill as the damage range of the target skill.
[0105] Optionally, the step of determining directional information of a skill indicator of the target skill based on the relative positions of a plurality of designated scene units in the damage range includes the step of obtaining a target scene unit that is farthest from the emission position in the damage range, and the step of determining directional information of a skill indicator of the target skill based on the relationship between a connecting line between the target scene unit and the emission position and the sides and corners of the hexagon.
[0106] Optionally, the step of determining directional information of the skill indicator of the target skill based on the relationship between the connecting line between the target scene unit and the release position and the sides and corners of the hexagon includes: a step of determining directional information of the skill indicator of the target skill based on the target scene unit and the release position when the connecting line between the target scene unit and the release position satisfies a specified condition, wherein the specified condition includes the connecting line between the target scene unit and the release position being perpendicular to any one side of the hexagon or passing through any one corner of the hexagon; and a step of determining directional information of the skill indicator of the target skill based on the target scene unit, an adjacent scene unit of the target scene unit, and the release position when the connecting line between the target scene unit and the release position does not satisfy the specified condition, wherein the distance between the adjacent scene unit and the release position is not smaller than the distance between the release position and a scene unit other than the target scene unit in the damage range.
[0107] Optionally, when the connection line between the target scene unit and the release position satisfies a specified condition, the step of determining directional information of the skill indicator of the target skill based on the target scene unit and the release position includes the step of determining the difference in coordinate information between the target scene unit and the release position as directional information of the skill indicator of the target skill when the connection line between the target scene unit and the release position satisfies a specified condition.
[0108] Optionally, when the connecting line between the target scene unit and the release position does not satisfy the specified condition, the step of determining direction information of the skill indicator of the target skill based on the target scene unit, the adjacent scene units of the target scene unit, and the release position includes: when the connecting line between the target scene unit and the release position does not satisfy the specified condition, calculating a sum of coordinate information of the target scene unit and the adjacent scene units; in the middle obtaining the results; in the middle and determining the difference in coordinate information between the result and the release position as directional information of the skill indicator of the target skill.
[0109] Optionally, the step of generating and displaying the skill indicator based on indicator parameters preset for the target skill and with the release position as a reference along a direction indicated by the direction information includes the steps of determining size parameters of the skill indicator based on a damage range shape and damage distance of the target skill, and generating and displaying the skill indicator based on the release position as a starting point along a direction indicated by the direction information, wherein the display size of the skill indicator matches the size parameters.
[0110] According to the above embodiment, the skill release position and damage range are determined in hexagonal scene units, directional information is determined based on the specified scene units in the damage range, and a skill indicator is generated and displayed based on parameters such as directional information and release position. The skill indicator generated in this manner and the skill damage range have a high degree of matching, which is advantageous for users to quickly determine whether a certain hexagonal area has been attacked based on the skill indicator, and the skill damage range is accurately and clearly displayed, which improves the indicating effect of the skill indicator and further improves the user's man-machine interaction efficiency.
[0111] The computer program product of the method, device and system for displaying a skill indicator according to an embodiment of the present disclosure comprises a computer-readable storage medium having stored thereon program code, the program code including instructions that can be used to execute the method described in the previous method embodiment, and the specific implementation method thereof is described in the method embodiment and will not be described here.
[0112] As will be apparent to those skilled in the art, for convenience and conciseness of description, the specific work processes of the above-described systems and apparatuses can refer to the corresponding processes in the preceding method embodiments, and the description thereof will be omitted here.
[0113] Furthermore, in describing the embodiments of the present application, unless otherwise expressly specified and limited, the terms "mounted," "connected," and "coupled" are to be understood in broad senses, such as fixed connection, detachable connection, or integral connection, mechanical connection or electrical connection, direct connection or indirect connection via an intermediate medium, or internal connection between two components. Those skilled in the art will be able to understand the specific meaning of the above terms in the context of the present application in specific cases.
[0114] The described functions may be implemented in the form of a software functional unit and stored in a computer-readable storage medium when sold or used as a separate product. It is understood that the technical solution of the present application, or that part of the technical solution that essentially or contributes to the prior art, may be embodied in the form of a software product stored in a storage medium containing a number of instructions for enabling a computer device (which may be a personal computer, a server, a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present application. The aforementioned storage medium may be various media capable of storing program code, such as a USB memory, a removable hard disk, a ROM (Read-Only Memory), a RAM (Random Access Memory), a diskette, or a CD-ROM.
[0115] In the description of this application, orientations or positional relationships indicated as "center," "top," "bottom," "left," "right," "vertical," "horizontal," "inside," "outside," etc. are based on orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of this disclosure and do not indicate or suggest that the referenced devices or elements must have a particular orientation or be constructed or operate in a particular orientation, and therefore should not be construed as limiting this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and do not indicate or suggest relative importance.
[0116] Finally, it should be noted that the above examples, which are merely specific examples of the present disclosure, are intended to illustrate the technical solutions of the present disclosure and are not intended to limit the same, 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 examples, those skilled in the art should understand that the following is possible within the technical scope disclosed in the present disclosure: The technical solutions recorded in the above examples can be modified or easily considered as modifications of some of their technical features or equivalent replacements, and such modifications, variations, or replacements do not deviate from the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the examples of the present disclosure and are intended to be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure is subject to the scope of protection of the claims.
Claims
1. A method for displaying a skill indicator, comprising: providing a graphical user interface by a terminal device; displaying a virtual scene, which is a scene map of a game scene, on the graphical user interface; the virtual scene being composed of a plurality of scene units arranged consecutively; and each of the scene units being a hexagon; a step of determining a release position and a damage range of the target skill in response to a trigger operation on the target skill, the release position being one scene unit in the virtual scene, the release position being located in the damage range, and the damage range including a plurality of scene units; Determining directional information of a skill indicator of the target skill based on the relative positions of a plurality of designated scene units in the damage range; generating and displaying the skill indicator along a direction indicated by the direction information, based on the release position, based on indicator parameters preset for the target skill; The step of determining directional information of the skill indicator of the target skill based on the relative positions of a plurality of designated scene units in the damage range includes: obtaining a target scene unit that is farthest from the emission location within the damage range; and determining direction information of the skill indicator of the target skill based on the relationship between the connection line between the target scene unit and the emission position and the sides and corners of the hexagon. A method for displaying a skill indicator, comprising:
2. The step of determining a release position and a damage range of the target skill in response to a trigger operation on the target skill includes: In response to a drag operation acting on a skill control of a target skill, determining a release position of the target skill based on a drag position of the skill control; In the hexagonal coordinate system of the virtual scene, determining coordinate information for each scene in the damage range of the target skill based on the damage range parameter and the emission position preset for the target skill; and determining the coordinate information of each scene in the damage range of the target skill as the damage range of the target skill.
2. The method for displaying a skill indicator according to claim 1.
3. The step of determining direction information of the skill indicator of the target skill based on the relationship between the connection line between the target scene unit and the emission position and the sides and corners of the hexagon, a step of determining direction information of a skill indicator of the target skill based on the target scene unit and the release position when the connection line between the target scene unit and the release position satisfies a specified condition, wherein the specified condition includes that the connection line between the target scene unit and the release position is perpendicular to any one side of the hexagon or passes through any one corner of the hexagon; if the connection line between the target scene unit and the release position does not satisfy the specified condition, determining directional information of the skill indicator of the target skill based on the target scene unit, the adjacent scene units of the target scene unit, and the release position, wherein the distance between the adjacent scene units and the release position is not smaller than the distance between the scene units other than the target scene unit in the damage range and the release position, 2. The method for displaying a skill indicator according to claim 1.
4. When the connection line between the target scene unit and the emission position satisfies a specified condition, the step of determining direction information of the skill indicator of the target skill based on the target scene unit and the emission position includes: When the connection line between the target scene unit and the release position satisfies a specified condition, a difference in coordinate information between the target scene unit and the release position is determined as directional information of the skill indicator of the target skill.
4. The skill indicator display method according to claim 3.
5. When the connection line between the target scene unit and the emission position does not satisfy the specified condition, the step of determining direction information of the skill indicator of the target skill based on the target scene unit, the scene units adjacent to the target scene unit, and the emission position includes: If the connection line between the target scene unit and the release position does not satisfy the specified condition, calculating the sum of coordinate information between the target scene unit and the adjacent scene unit, and obtaining an intermediate result; and determining a difference in coordinate information between the intermediate result and the release position as direction information of the skill indicator of the target skill.
4. The skill indicator display method according to claim 3.
6. generating and displaying the skill indicator based on indicator parameters preset for the target skill and along a direction indicated by the direction information with respect to the release position as a reference; determining a size parameter of the skill indicator based on the damage range shape and damage distance of the target skill; generating and displaying the skill indicator along a direction indicated by the direction information, starting from the release position; The display size of the skill indicator matches the size parameter.
2. The method for displaying a skill indicator according to claim 1.
7. A skill indicator display device, comprising: a terminal device providing a graphical user interface; a virtual scene, which is a scene map of a game scene, displayed on the graphical user interface; the virtual scene being composed of a plurality of scene units arranged consecutively; and the scene units being hexagonal; The skill indicator display device comprises: a first determination module, a second determination module, and a display module; the first determination module is configured to determine a release position and a damage range of the target skill in response to a trigger operation on the target skill, the release position being one scene unit in the virtual scene, the release position being located in the damage range, and the damage range including a plurality of scene units; The second determination module is configured to determine directional information of a skill indicator of the target skill based on the relative positions of a plurality of designated scene units in the damage range; The display module is configured to generate and display the skill indicator based on indicator parameters preset for the target skill, with the release position as a reference, along a direction indicated by the direction information; The second determination module is further configured to obtain a target scene unit that is farthest from the emission position in the damage range, and determine direction information of the skill indicator of the target skill based on the relationship between the connection line between the target scene unit and the emission position and the sides and corners of the hexagon; A skill indicator display device characterized by:
8. An electronic device including a processor and a memory, The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to realize the skill indicator display method according to any one of claims 1 to 6. An electronic device characterized by:
9. a machine-readable storage medium having machine-executable instructions stored thereon, the machine-executable instructions, when called and executed by a processor, causing the processor to implement the method for displaying a skill indicator according to any one of claims 1 to 6; A machine-readable storage medium.
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