Methods, devices, electronic devices, and readable storage media for releasing skills in games.
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 load in games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-06-16
- Publication Date
- 2026-07-07
AI Technical Summary
In games, players struggle to accurately release skills due to the skill indicator exceeding the graphical user interface display range, leading to insufficient vision of the skill release area, which results in failed tasks and reduced human interaction efficiency.
Adjust the virtual camera orientation when the skill indicator reaches the edge of the graphical user interface, maintaining the skill indicator's position and adjusting the game screen accordingly, ensuring the skill is accurately released based on the indicated area.
Improves human interaction efficiency by simplifying the adjustment of the skill indicator and virtual camera orientation into a single step, reducing data processing load on the terminal device and saving power consumption.
Smart Images

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Abstract
Description
Cross-reference to Related Applications
[0001] This disclosure claims the priority of the Chinese patent application with application number 202211071831.9, titled "Skill Release Method, Device, Electronic Device and Readable Storage Medium in a Game", filed with the China National Intellectual Property Administration on September 1, 2022, and all of its contents are incorporated herein by reference.
Technical Field
[0002] This disclosure relates to the field of game technology, and in particular, to a skill release method, device, electronic device and readable storage medium in a game.
Background Art
[0003] In a game, a virtual character can complete an attack on an enemy virtual character in an opposing camp by performing a spell on the enemy virtual character. In order to ensure the accuracy of skill release, in order to more accurately determine whether the player can attack the enemy virtual character when releasing a skill, the skill release area can be indicated by turning on the skill indicator.
[0004] In related technologies, the player can control and move the skill indicator. However, if the player does not well grasp the control of the movement distance during the operation, the skill indicator may exceed the display range of the graphical user interface, resulting in insufficient vision of the skill release area. The player cannot observe whether the enemy virtual character is within the skill release area, cannot accurately perform the skill release, the game task fails, and the efficiency of human interaction is reduced.
Summary of the Invention
[0005] Therefore, the purpose of this disclosure is to provide a method, apparatus, electronic device, and readable storage medium target for releasing skills in a game. In the process of controlling the movement of a skill indicator by triggering 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. Furthermore, 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. At the same time, the adjustment of the skill indicator and the adjustment of the virtual camera orientation are simplified into a single adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing load on the terminal device, saving power consumption on the terminal device, and reducing the performance overhead of the game server.
[0006] As a first aspect, one embodiment of the present disclosure provides a method for emitting skills in a game, providing a graphical user interface on a terminal device, the graphical user interface including a first game screen of all or part of a game scene captured by a virtual camera in a first camera orientation, the virtual camera being positioned at a fixed location of a target virtual character, and the method for emitting skills in a game, 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, 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 the skill emission area. In response to the skill indicator moving to the edge position of the graphical user interface, the camera orientation of the virtual camera is adjusted from the first camera orientation to the second camera orientation in accordance with the trigger operation for the target skill, and the relative position of the skill indicator on the graphical user interface is maintained unchanged. In this case, the first game screen is adjusted to the second game screen, and the second game screen is determined to be a screen captured by the virtual camera with the second camera orientation. This includes controlling the target virtual character to release the skill in the release area indicated by the skill indicator in response to the completion of a trigger operation for the target skill.
[0007] In a second aspect, one embodiment of the present disclosure provides a skill emission device in a game, a graphical user interface on a terminal device, the graphical user interface including a first game screen of all or part of a game scene captured by a virtual camera in a first camera orientation, wherein the virtual camera is positioned at a fixed location of a target virtual character, and the skill emission device in the game includes a control movement control module, a camera orientation adjustment module, and a skill emission control module. The control movement control module is configured to display a skill indicator corresponding to the target skill on the graphical user interface in response to a trigger operation on the target skill, and to control the skill indicator 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. 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 response to the skill indicator moving to the edge position of the graphical user interface, in accordance with a trigger operation for the target skill, and to adjust the first game screen to a second game screen while maintaining the relative position of the skill indicator in the graphical user interface unchanged, wherein the second game screen is a screen determined by the virtual camera capturing the game scene with the second camera orientation. The skill release control module is configured to control the target virtual character to release the skill in the release area indicated by the skill indicator in response to the completion of a trigger operation for the target skill.
[0008] In a third aspect, one 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 a method for releasing skills in a game according to any of the first aspects.
[0009] In a fourth aspect, one embodiment of the present disclosure further provides a computer-readable storage medium storing a computer program which, when executed by a processor, performs a step of the method for releasing skills in a game as described in any of the first aspects.
[0010] The method, apparatus, electronic device, and readable storage medium for releasing skills in a game according to the embodiments of this disclosure display a skill indicator on 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 a virtual camera from a first camera orientation to a second camera orientation based on the trigger operation on the target skill control when the skill indicator moves to an edge position on the graphical user interface, adjust the first game screen on the graphical user interface to a second game screen while maintaining the relative position of the skill indicator on the graphical user interface, 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 this disclosure, in the process of controlling the movement of the skill indicator by triggering 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 is accurately emitted based on the skill emission 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 are simplified into a single adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing load on the terminal device, saving power consumption on the terminal device, and reducing the performance overhead of the game server.
[0011] To make the above-mentioned objectives, features, and advantages of this disclosure clearer and easier to understand, preferred embodiments are described below in detail, along with the accompanying drawings. [Brief explanation of the drawing]
[0012] To more clearly illustrate the technical aspects of the embodiments of this disclosure, the drawings that may be used in the embodiments are briefly described below. The following drawings illustrate only a few embodiments of this disclosure and should not be considered a limitation of scope; rather, it should be understood that a general expert in the art can obtain other relevant drawings based on these drawings without any creative effort. [Figure 1] This is a flowchart of a method for releasing skills in a game in an optional embodiment of the present disclosure. [Figure 2] This is one schematic diagram of a graphical user interface in an optional embodiment of the present disclosure. [Figure 3] This is schematic diagram 2 of a graphical user interface in an optional embodiment of the present disclosure. [Figure 4] This is one of the schematic plan views of virtual camera adjustment in an optional embodiment of the present disclosure. [Figure 5] This is schematic diagram 3 of a graphical user interface in an optional embodiment of the present disclosure. [Figure 6] This is schematic diagram 4 of a graphical user interface in an optional embodiment of the present disclosure. [Figure 7] This is a plan view 2 of a virtual camera adjustment in an optional embodiment of the present disclosure. [Figure 8] Figure 5 shows a schematic diagram of a graphical user interface in an optional embodiment of the present disclosure. [Figure 9] This is schematic diagram 6 of a graphical user interface in an optional embodiment of the present disclosure. [Figure 10] This is a plan view 3 of the virtual camera adjustment in an optional embodiment of the present disclosure. [Figure 11] Figure 7 shows a schematic diagram of a graphical user interface in an optional embodiment of the present disclosure. [Figure 12] This 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] This is diagram 2 of the configuration of a skill emission device in a game in an optional embodiment of the present disclosure. [Figure 14] This is a schematic diagram of the structure of an electronic device in an optional embodiment of the present disclosure. [Modes for carrying out the invention]
[0013] To further clarify the purpose, technical aspects and advantages of the embodiments of this disclosure, the technical aspects of the embodiments of this disclosure will be described below clearly and completely with reference to the drawings of the embodiments of this disclosure, although it will be clear that the embodiments described are only some, and not all, embodiments of this disclosure. Typically, the components of the embodiments of this 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 this disclosure provided in the accompanying drawings is not intended to limit the scope of the disclosure for which protection is sought, but only to show selected embodiments of this disclosure. All other embodiments that can be obtained by a person skilled in the art without creative work based on the embodiments of this disclosure are all within the scope of protection of this disclosure.
[0014] In a selectable embodiment, the game scene is a virtual scene displayed (or provided) while the application is running on a terminal or a server. Alternatively, this game scene is a simulation environment of the real world, or a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The game scene can be any of a 2D virtual scene, a 2.5D virtual scene, and a 3D virtual scene, and the game scene can be sky, land, sea, etc. including environmental elements such as deserts and cities. Here, the game scene is a scene of the complete game logic of virtual characters such as player control. For example, in a sandbox 3D shooting game, the game scene is a 3D game world for the player to control virtual objects and fight against each other. Exemplary game scenes include at least one element among mountains, plains, rivers, lakes, seas, deserts, sky, plants, buildings, and vehicles. For example, in a 2D or 2.5D card game, the game scene is a scene for releasing cards or displaying corresponding virtual objects of the cards. Exemplary game scenes include a ring field, a battle field, or other "field" elements that can display the battle state of the cards, 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 for virtual objects to fight against each other. Exemplary game scenes can include elements such as mountain ranges in the canyon style, railway lines, rivers, classrooms, tables, chairs, and podiums.
[0015] In an optional embodiment, the 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 an optional embodiment, the UI interface may include game controls (e.g., skill controls, mobile controls, function controls, etc.), directional indicators (e.g., directional indicators, character indicators, etc.), information display areas (e.g., kill count, match time, etc.), or game setting controls (e.g., system settings, shop, gold coins, etc.). In an optional embodiment, the 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 selectable embodiments, a virtual object refers to a controllable dynamic object in a virtual scene. Alternatively, a dynamic object may be a virtual person, a virtual animal, an anime character, etc. This virtual object is a role controlled by a player via an input device, or an artificial intelligence (AI) that is trained and deployed in a virtual environment battle, or a non-player character (NPC) deployed in a virtual scene battle. Alternatively, this virtual object is a virtual person competing in a virtual scene. Alternatively, embodiments of this disclosure are not limited to those in which the number of virtual objects in a virtual scene battle is predetermined or dynamically determined according to the number of clients participating in the battle. In selectable implementations, the user can control the movement of a virtual object within its virtual scene, for example, by controlling its running, hopping, crawling, etc., and can also control the virtual object to fight other virtual objects using skills, virtual tools, etc., provided by the application.
[0017] In a selectable embodiment, a player character refers to a virtual object that can act in a game environment under the control of a player, and is also called a player virtual character or a player virtual object, and in some electronic games, it is also called a shikigami character or a hero character. The player character may be at least one of different forms such as a virtual person, a virtual animal, an anime character, a virtual carriage, etc.
[0018] In a selectable embodiment, in the game, the virtual character can complete an attack on the enemy virtual character by casting a spell on the enemy virtual character in the opposing camp. In order to ensure the accuracy of skill release, the skill release area can be indicated by turning on the skill indicator so that the player can more accurately judge whether the player can attack the enemy virtual character when releasing the skill.
[0019] In the related art, the player can control the skill indicator to move, but if the player does not well grasp the control of the movement distance during the operation, the skill indicator may exceed the display range of the graphical user interface, resulting in insufficient vision of the skill release area. The player cannot observe whether the enemy virtual character is within the skill release area, cannot accurately perform the skill release, the game task fails, and the efficiency of human interaction is low.
[0020] In response to this situation, related technologies have implemented a mechanism in which the focus of the virtual camera shifts to follow the position of the suspension point in planar view games so that the skill indicator can always be displayed in the graphical user interface. However, the above-mentioned improved method is for planar view games, and in games with a 45-degree oblique view, the virtual camera is positioned at a fixed location relative to the target virtual character. Therefore, the displayed game screen differs from that of a planar view game, and it is not possible to satisfy the display method in which the focus of the virtual camera shifts to follow the position of the suspension point. Consequently, if the skill indicator moves outside the graphical user interface in a game with a 45-degree oblique view, the player cannot observe whether the enemy virtual character is within the skill emission area, cannot accurately emit skills, the game task fails, and the efficiency of human interaction decreases.
[0021] Based on this, embodiments of the present disclosure provide 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 terminal devices, lowering the processing load on terminal devices, saving power consumption on terminal devices, and reducing the performance overhead of game servers.
[0022] To facilitate understanding of this embodiment, the method, apparatus, electronic device, and readable storage medium for releasing skills in a game in the embodiment of this disclosure will be described in detail. The embodiment of this disclosure can be applied to Frames Per Second (FPS) type games and MMO (Massive Multiplayer Online) type games, but the embodiment of this disclosure is not limited to the above types of games, nor is it limited to the gaming field.
[0023] A method for releasing skills in a game in one embodiment of this disclosure can be performed on a local terminal device or a server. When the method for releasing skills in a game is performed on a server, this method can be implemented and executed based on a cloud interaction system including a server and client devices.
[0024] In selectable embodiments, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, a cloud game refers to a game format based on cloud computing. In the execution mode of a cloud game, the execution entity of the game program and the game screen are separated. The storage and execution of the methods for releasing skills during the game are performed on the cloud game server, and the client device is used for receiving and transmitting data and displaying the game screen. For example, the client device is a display device with data transfer 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 in the cloud. 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 the game screen, returns it to the client device via the network, and finally decodes and outputs the game screen via the client device.
[0025] In an optional embodiment, taking a game as an example, the local terminal device is used to store the game program and render the game screen. The local terminal device is used to interact with the player via a graphical user interface. That is, conventionally, the game program is downloaded, installed, and executed via an electronic device. The way in which the local terminal device provides the graphical user interface to the player can include various methods, such as rendering it on the terminal's display screen or providing it to the player by projection mapping. For example, the local terminal device may include a display and a processor, the processor running the game, generating the graphical user interface, and controlling the display of the graphical user interface, and the display showing the graphical user interface including the game screen.
[0026] In selectable embodiments, embodiments of the present disclosure provide a method for releasing skills in a game that provides a graphical user interface via a terminal device, 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 given of the case in which the above-described method for releasing skills in a game is performed 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 optional embodiment of the present disclosure. As shown in Figure 1, the present disclosure is a method for releasing skills in a game in an optional embodiment, comprising 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, 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 the 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 in accordance with the trigger operation for the target skill, and the relative position of the skill indicator with respect to the graphical user interface is maintained, the first game screen is adjusted to the second game screen, the second game screen is the screen determined by the virtual camera capturing the game scene with the orientation of the second camera.
[0030] In S103, in response to the completion 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] The method for releasing skills in the game disclosed herein involves controlling the movement of a skill indicator through a trigger operation on a skill. When the skill indicator moves to the edge 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. Skills can be accurately released based on the skill release area indicated by the skill indicator, improving human interaction efficiency. At the same time, the adjustment of the skill indicator and the orientation of the virtual camera are simplified into a single adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing load on the terminal device, saving power consumption on the terminal device, and reducing the performance overhead of the game server.
[0032] The following describes each step of this disclosure.
[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, 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 optional embodiment of the present disclosure, the game screen displayed in the graphical user interface can be determined based on virtual game scenes captured by a virtual camera, and the displayed game screen is determined based on the orientation of the virtual camera, so that when the orientation of the virtual camera changes, the game screen in the graphical user interface also changes. In an alternative technology of the present disclosure, what is currently displayed is a first game screen that corresponds to all or some of the game scenes captured by the virtual camera under a first camera orientation.
[0035] In the selectable embodiments of this disclosure, the virtual camera captures the game scene at a 45° angle and generates a game screen which is then displayed on the graphical user interface. With the shooting angle in the examples of this disclosure, the game screen displays more of the screen within the field of view of the target virtual character. Therefore, 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, those parts of the game scene cannot be displayed on the displayed game screen.
[0036] In selectable embodiments of the present disclosure, a skill indicator in a 3D game scene indicates the skill emission area, and the display of the skill indicator can be selected by a pre-game setting. When the player selects to turn on the display of the skill indicator, the skill indicator is displayed in the graphical user interface upon receiving a touch operation on the skill indicator, and the player is presented with the current skill emission area.
[0037] Here, the skill release area indicated in the skill instruction area includes the skill release position and skill release range. If the enemy virtual character that the target virtual character wants to attack is within the skill release range corresponding to the skill indicator, releasing the corresponding skill will cause the enemy virtual character to be hit by the target virtual character's skill attack.
[0038] In selectable embodiments, the display shape (e.g., circular, rectangular, irregular graphics, etc.) and display color of the skill indicator's graphical user interface can all be rendered by the game's own settings and are not particularly limited to the selectable embodiments of this disclosure.
[0039] In an optional embodiment of the present disclosure, upon receiving a trigger operation on a target skill, a skill indicator is displayed in the graphical user interface, and the trigger operation on the target skill can control the skill indicator in the graphical user interface to move in accordance with the trigger operation, thereby ensuring that the position of the skill release is accurate (i.e., it can attack the enemy virtual character).
[0040] In optional embodiments of this disclosure, target skills can be triggered in different ways for different game types, and the movement of skill indicators in the graphical user interface can be controlled through different control methods, specifically, the player can control the movement of skill indicators in the graphical user interface through function controls and / or preset key combinations, specifically, the player can use touch function controls such as fingers or a mouse, or a combination of preset key combinations in a game controller, such as L1 and R1 keys in a game handle, or preset keys such as ctrl, alt, and a key in a keyboard, the preset keys can be manually set according to the player's needs.
[0041] Furthermore, taking the example of a target skill trigger operation being a touch operation on a skill control on a graphical user interface, during actual gameplay, the player's touch operation position (using mobile games as an example, the operation position being the finger position) may move away from the touch response range of the skill control (in the above example, moving the finger position away from the skill control). In that case, if the player wants to continue controlling the action by touching the skill control, they need to move from their current position to 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 corner of the graphical user interface, they need to adjust from the upper left to the entire graphical user interface). This requires the player to repeat the touch movement operation, resulting in low control efficiency.
[0042] Therefore, in an optional embodiment of the present disclosure, a control tracking mechanism is provided that controls the movement of the skill control in accordance with the player's touch input, in order to ensure convenience and operational efficiency for the player during gameplay, and the player can complete the corresponding control by operating the skill control in real time.
[0043] Specifically, the step "controlling the skill indicator to move within the graphical user interface in response to a trigger operation on a target skill, following the trigger operation" includes the following: 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 the predetermined position of the skill control is greater than a preset distance threshold, the skill control is controlled to move in the graphical user interface in accordance with the touch operation, and further, the touch operation on the skill control is used in real time to control the skill indicator to move in the graphical user interface in accordance with the touch operation.
[0045] In select embodiments of the present disclosure, if the distance between the current touch position of a touch operation and a predetermined position of the skill control exceeds a predetermined distance, the skill control is controlled to follow the movement of the touch operation, and if there is a need to adjust the movement of the skill indicator position, it is not necessary to return to the original position of the skill indicator to complete the operation, but to operate the skill control at the current position, 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. 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, the current touch position is considered not to be on the skill control, and in that case, it is necessary to control the skill control so that it moves according to the touch operation.
[0047] As an example, a mobile game (i.e., where the player touches the skill control with their fingers to control the release of the skill) is used to illustrate the process of the skill control moving in response to the player's finger movements. Referring to Figure 2, which is one schematic diagram of a graphical user interface in an optional embodiment of the present disclosure, as shown in Figure 2, a skill control 210 is displayed in the lower right corner of the graphical user interface 200, and the control range (right rocker) of the skill control 210 is such that when the player's fingers are not over the skill control 210, the touch range (right rocker) corresponding to the skill control 210 moves in response to the player's fingers, allowing the player to operate the corresponding skill control in real time.
[0048] In S102, in response to the skill indicator moving to the 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 in accordance with the trigger operation for the target skill, and the relative position of the skill indicator with respect to the graphical user interface is maintained, the first game screen is adjusted to the second game screen, the second game screen is the screen determined by the virtual camera capturing the game scene with the orientation of the second camera.
[0049] In an optional embodiment of this disclosure, the skill indicator can move within the graphical user interface in response to a trigger operation on a target skill. As described above, the current display position of the graphical user interface is limited, so if the range of movement of the trigger operation on a target skill is relatively large, the skill indicator may move to the edge of the graphical user interface and move directly outside the current graphical user interface. In that case, the player cannot observe the specific display range of the corresponding skill emission range of the skill indicator, and if the skill is emitted at this time, the skill emission may fail (without damaging the enemy virtual character). Therefore, when the skill indicator moves to the edge 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 displayed simultaneously on a second game screen captured by the adjusted virtual camera orientation.
[0050] Furthermore, the skill indicators displayed in the game scene are shown in a 3D environment, while the game screen captured by the virtual camera (including the skill indicators displayed on the game screen) is in a 2D environment. Therefore, when the skill indicators move to the edge position of the graphical user interface, it is necessary to perform a conversion between 3D and 2D coordinates before determining whether the skill indicators have moved to the edge position of the graphical user interface.
[0051] Specifically, it is determined that the skill indicator has moved to the edge position of the graphical user interface as follows:
[0052] In step b1, the current 3D coordinates of the skill indicator in the game scene are converted to the current 2D coordinates in the 2D coordinate system in which the graphical user interface is located.
[0053] In step b2, 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 overlap condition. If the skill indicator and the edge position of the graphical user interface satisfy the preset overlap 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 that points to a skill emission area under the three-dimensional coordinate system of the game scene are determined, 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 decision is made as to whether the skill indicator moves to an edge position on 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 by the added boundary line is smaller than or equal to the area of the graphical user interface.
[0056] In selectable embodiments, the pre-set superposition conditions include at least one of the following: the region edge of the skill indicator closer to the graphical user interface boundary coincides with the boundary of the edge location in the graphical user interface; or the center point of the skill indicator coincides with the boundary of the edge location in the graphical user interface.
[0057] The two methods described above determine whether the pre-set overlap conditions are met between the skill indicator and the pre-set boundary line on the first game screen (the screen determined so that the virtual camera faces downwards to capture the game scene). After determining that the pre-set overlap conditions are met between the skill indicator and the pre-set boundary line on the first game screen, it is determined that the skill indicator has moved to the edge position of the graphical user interface at that point. Based on the edge position of the graphical user interface where the skill indicator exists and the direction of the trigger operation for the target skill, the adjustment parameters for the orientation of the virtual camera can be determined.
[0058] Specifically, the step "adjusting the camera orientation of the virtual camera from the orientation of the first camera to the orientation of the second camera based on a touch operation on the skill control" includes the following: In c1, the rotation 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 direction of the touch operation on the skill control.
[0059] In selectable embodiments of this disclosure, the camera orientation of a virtual camera can be determined by the rotation and / or translation parameters (vertical translation parameters) of the virtual camera. Specifically, a different orientation adjustment scheme can be determined based on the edge position of the graphical user interface on which the current skill indicator resides. The edge positions of the graphical user interface can be divided into left and right edge positions, top and bottom edge positions, and corner positions. Below, a determination scheme is described for determining different parameters corresponding to adjusting the orientation of the virtual camera based on different edge positions of the graphical user interface on which the skill indicator resides.
[0060] Firstly, if the current position of the skill indicator is located at the left edge or right edge of the graphical user interface, the rotation parameters of the virtual camera are determined as follows: In d1, if the skill indicator is located at the left edge or right edge of the graphical user interface, the rotation angle of the virtual camera is determined based on the distance traveled to the left or right by the trigger operation.
[0061] In d2, the rotation direction of the virtual camera is determined based on the orientation of the edge position where the skill indicator is located in the graphical user interface.
[0062] In d3, the rotation angle and the rotation direction are determined as the rotation parameters.
[0063] In select embodiments of the present disclosure, if the current position of the skill indicator area is at the left edge or right edge of the graphical user interface, it is necessary to control the current virtual camera's shooting angle and rotation so that the skill indicator is displayed on the game screen captured by the adjusted virtual camera.
[0064] Here, the adjustment of the virtual camera's rotation is divided into adjusting the virtual camera's rotation angle and adjusting the virtual camera's rotation direction, and the virtual camera's rotation is adjusted jointly based on the rotation direction and rotation angle.
[0065] In selectable embodiments, a mapping relationship between the distance traveled by a trigger operation and the rotation angle of a virtual camera can be pre-configured. After determining that the skill indicator has moved to the left / right edge of the graphical user interface, the system can determine the distance the trigger operation will continue to travel to the left or right, and then determine the rotation angle of the virtual camera based on the pre-configured mapping relationship between the distance traveled and the rotation angle of the virtual camera.
[0066] For example, let's consider a scenario where the trigger operation for a target skill is a touch operation on the skill control. The distance traveled by 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 represented in pixels. Then, a mapping relationship between the distance traveled by the touch operation and the rotation angle of the virtual camera can be pre-configured so that the virtual camera needs to rotate 1° for every pixel the touch operation moves.
[0067] In selectable embodiments, the rotation direction of the virtual camera can be determined by the current position of the skill indicator being located at an edge of the graphical user interface. This is because, since the disclosure intends for the skill indicator to always remain visible in the graphical user interface, if the skill indicator is moved to the left or right edge position of the graphical user interface, the virtual camera must 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 the left edge position of the graphical user interface, the rotation direction of the virtual camera will be to the right, and similarly, if the skill indicator is moved to the right edge position of the graphical user interface, the rotation direction of the virtual camera will be to the left.
[0068] For illustrative purposes, with reference to Figures 3 to 5, where the trigger operation for a target skill is a touch operation on a skill control in a graphical user interface, Figure 3 is schematic diagram 2 of a graphical user interface in an optional embodiment of the present disclosure, Figure 4 is schematic plan view 1 of virtual camera adjustment in an optional embodiment of the present disclosure, and Figure 5 is schematic diagram 3 of a graphical user interface in an optional embodiment of the present disclosure. As shown in Figure 3, the graphical user interface 200 is provided with four boundaries 1 to 4, the target virtual character 220 is displayed within the area enclosed by the four boundaries, and when the skill indicator 230 moves within the area enclosed by the four boundaries, it does not move outside the current graphical user interface. As shown in Figure 3, in order to unleash 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 boundary (as shown in the figure, the center position of the skill indicator 230 coincides with the left boundary), the operation on the skill control 210 still instructs the skill indicator to move to the left (because it has not yet 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 visible on the game screen (graphical user interface) captured by the virtual camera. As shown in Figure 4, the virtual camera 410 is positioned at a fixed position of the target virtual character and is a plan view, so in Figure 4 the target virtual character is indicated by the character mark 420. When the skill indicator 230 moves to the left boundary of the graphical user interface, the virtual camera rotates to the right by a corresponding angle based on the distance moved by the touch operation on the skill control. Subsequently, the skill indicator 230 also rotates accordingly, ensuring that the complete skill indicator 230 is present on the game screen captured by the second camera orientation after the virtual camera rotation.As shown in Figure 5, Figure 5 is the graphical user interface after the adjustment of the virtual camera 410. At this time, the skill indicator 230 is displayed on the graphical user interface, and 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 emission range of the skill indicator 230. At this point, the target virtual character 220 can be controlled to emit a skill and attack the enemy virtual character 240.
[0069] Furthermore, by adjusting the virtual camera's coordinates and focal position, or by changing the cropping value, a virtual camera rotation function can be implemented.
[0070] Secondly, if the current position of the skill indicator is located at the upper edge or lower edge of the graphical user interface, the movement parameters of the virtual camera are determined as follows.
[0071] In e1, if the skill indicator is located at the upper or lower edge position of the graphical user interface, the movement distance of the virtual camera is determined based on the continuous upward or downward movement distance of the trigger operation.
[0072] In e2, the vertical movement direction of the virtual camera is determined based on the orientation of the edge position where the skill indicator is located in the graphical user interface.
[0073] In e3, the distance traveled and the direction of travel are determined as the travel parameters.
[0074] In an optional embodiment of the present disclosure, if the skill indicator moves to the upper or lower edge position of the graphical user interface, it is necessary to shrink or zoom the graphical user interface 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 adjustment of the virtual camera's movement is divided into adjusting the distance and direction of the virtual camera's movement, and the rotation of the virtual camera is adjusted jointly based on the distance and direction of movement.
[0076] In selectable embodiments, a mapping relationship between the distance traveled by a touch operation and the distance traveled by a virtual camera can be pre-defined. After determining that the skill indicator has moved to the upper / lower edge of the graphical user interface, the system can determine the subsequent distance traveled up or down by the trigger operation, and then determine the distance traveled by the virtual camera based on the pre-defined mapping relationship between the distance traveled and the distance traveled by the virtual camera.
[0077] Corresponding to the above example, let's assume that the trigger operation for the target skill 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 represented 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 1m for every pixel the touch operation moves.
[0078] In selectable embodiments, the direction of movement of the virtual camera can be determined by the current position of the skill indicator being located at an edge position of the graphical user interface. An objective of this disclosure is to always fully display the skill indicator at an edge position of the graphical user interface. If the skill indicator moves to an upper or lower edge position of the graphical user interface, the virtual camera must be adjusted in the same direction to always display the skill indicator in the graphical user interface. That is, if the skill indicator moves to an upper edge position of the graphical user interface, the direction of movement of the virtual camera becomes upward (moving forward relative to the graphical user interface, and the corresponding image user interface is enlarged). Similarly, if the skill indicator moves to a lower edge position of the graphical user interface, the direction of movement of the virtual camera becomes downward (moving backward relative to the graphical user interface, and the corresponding image user interface is reduced).
[0079] For illustrative purposes, let us take the example that the trigger operation for a target skill is a touch operation on a skill control in a graphical user interface, referring to Figures 6 to 8. Figure 6 is a schematic diagram 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 of the graphical user interface in an optional embodiment of the present disclosure. As shown in Figure 6, the graphical user interface is provided with four boundaries 1 to 4, the target virtual character 220 is displayed within the area enclosed by the four boundaries, and when the skill indicator 230 moves within the area enclosed by the four boundaries, it does not move outside the current graphical user interface. As shown in Figure 6, the current position of the enemy virtual character (not shown) must be found, and the skill indicator must be continuously moved toward the lower boundary of the graphical user interface. When the skill indicator 230 moves toward the lower boundary (the center position of the skill indicator 230 shown in the figure coincides with the lower boundary), the operation on the skill control 210 still indicates that the skill indicator should move downward. At this time, the movement of the virtual camera must be controlled so that the skill indicator 230 is always visible on the game screen (graphical user interface) captured by the virtual camera. Similarly, as shown in Figure 7, the virtual camera 410 is positioned at a fixed position of the target virtual character, and since it is a plan view, the target virtual character is indicated by the character mark 420 in Figure 7. When the skill indicator 230 moves toward the lower boundary of the graphical user interface, the virtual camera moves backward by a corresponding distance based on the distance moved by the touch operation on the skill control. Subsequently, the skill indicator 230 also moves accordingly, ensuring that the complete skill indicator 230 is present on the game screen captured by the orientation of the second camera after the virtual camera 410 has rotated.As shown in Figure 8, Figure 8 is the graphical user interface after the adjustment of the virtual camera 410. At this time, the skill indicator 230 is displayed in the graphical user interface, and because the virtual camera 410 has moved vertically, the original graphical user interface has been reduced in size. As shown in Figure 8, the target virtual character 220 has become smaller, and at the same time, the skill indicator 230 is displayed in the graphical user interface, and 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 emission range of the skill indicator 230. At this point, the target virtual character 220 can be controlled to emit a skill and attack the enemy virtual character 240.
[0080] Furthermore, by adjusting the field of view and focal length of the virtual camera, or by changing the cropping value, a virtual camera movement scaling function can also be implemented.
[0081] Thirdly, if the current position of the skill indicator is located at a corner of the graphical user interface, the rotation and movement parameters of the virtual camera are determined as follows:
[0082] In f1, if the current position of the skill indicator is located at the 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 rotation and movement directions of the virtual camera are determined based on the orientation of the corner position where the skill indicator is located in the graphical user interface.
[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 optional embodiment of this disclosure, if the current position of the skill indicator is at the corner of the graphical user interface, it indicates that the skill indicator is currently located at the top and bottom edges of the graphical user interface, as well as the left and right edges of the graphical user interface. In this case, it is necessary to simultaneously rotate and displace the virtual camera to ensure that the skill indicator is always present in 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. Based on the fact that the current position of the skill indicator is located at the boundary line at the corner position of the graphical user interface, the rotation direction and movement direction of the virtual camera are determined, and further, 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 adjusted simultaneously based on the virtual parameters and movement parameters.
[0087] Specifically, the determination of the rotation and translation parameters of the virtual camera is consistent with the first and second determination methods, and therefore, we will omit the explanation here.
[0088] For illustrative purposes, with reference to Figures 9 to 11, where the trigger operation for a target skill is a touch operation on a skill control in a graphical user interface, Figure 9 is a schematic diagram of the graphical user interface in an optional embodiment of the present disclosure, Figure 10 is a schematic plan view of the virtual camera adjustment in an optional embodiment of the present disclosure, and Figure 11 is a schematic diagram of the graphical user interface in an optional embodiment of the present disclosure. As shown in Figure 9, the graphical user interface is provided with four boundaries 1 to 4, the target virtual character 220 is displayed within the area enclosed by the four boundaries, and when the skill indicator 230 moves within the area enclosed by the four boundaries, it does not move outside the current graphical user interface. As shown in Figure 9, it is necessary to find the current position of the enemy virtual character (not shown) and continuously move 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 simultaneously aligns with the left and bottom borders), the operation on the skill control 210 is still controlled to instruct the skill indicator to move downwards and / or to the left. At this time, it is necessary to control the rotation and movement of the virtual camera so that the skill indicator 230 is always visible on the game screen (graphical user interface) captured by the virtual camera. As shown in Figure 10, similarly, the virtual camera 410 is positioned at a fixed location relative to the target virtual character, and since it is a plan view, the target virtual character in Figure 10 is indicated by the character mark 420. When the skill indicator 230 moves to the lower left corner of the graphical user interface, the virtual camera must move backward a corresponding distance while rotating to the right by a corresponding angle based on the distance moved by the touch operation relative to the skill control. The skill indicator 230 then also rotates and moves accordingly, ensuring that the entire skill indicator 230 is present in the game screen captured from the orientation of the second camera after the virtual camera has rotated.As shown in Figure 11, Figure 11 is the graphical user interface after the adjustment of the virtual camera 410. At this time, the skill indicator 230 is displayed in the graphical user interface, and because the virtual camera 410 has also moved vertically, the original graphical user interface has been reduced in size. As shown in Figure 11, the target virtual character 220 has also become smaller, and the skill indicator 230 is displayed in 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 emission range of the skill indicator 230. At this point, the target virtual character 220 can be controlled to emit a skill and attack the enemy virtual character 240.
[0089] In c2, 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 rotation and / or translation parameters of the virtual camera.
[0090] In an optional embodiment of this disclosure, after determining the rotation and / or movement parameters of the virtual camera, the camera orientation of the virtual camera is adjusted from a first camera orientation to a second camera orientation so that the skill indicator is always positioned within the graphical user interface, ensuring that the player can see the full area of the skill indicator and accurately unleash skills to attack enemy virtual characters.
[0091] In select embodiments of the present disclosure, a skill indicator is controlled to move on a graphical user interface in response to a touch operation on a skill control, and when the skill indicator moves to an edge position on the graphical user interface, the touch operation on the skill control controls the adjustment of the orientation of the virtual camera by multiplexing the functionality of the skill control, rather than controlling the movement of the skill indicator on the graphical user interface.
[0092] Specifically, the step "In response to the skill indicator moving to the edge position of the graphical user interface, adjust the camera orientation of the virtual camera from the orientation of the first camera to the orientation of the second camera based on the touch operation on the skill control" includes the following:
[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, the camera transitions to the camera adjustment state.
[0094] In g2, in the camera adjustment state, 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 direction of the trigger operation.
[0095] The aforementioned preset control conditions are: The operation direction of the trigger operation for the target skill is the direction in which the skill indicator is controlled and moves continuously 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 preset operation distance threshold, which is at least one of these.
[0096] In an optional embodiment of the present disclosure, in response to a skill indicator moving to an edge position of the graphical user interface, if the trigger operation of the target skill satisfies a preset control condition, the system transitions to a camera adjustment state, in which the camera orientation of the virtual camera is adjusted based on the direction of the trigger operation for the target skill.
[0097] In an optional embodiment of the present disclosure, if the skill indicator moves to an edge position of the graphical user interface, and the direction of the trigger operation for the target skill at that time is such that the skill indicator continues to move toward the edge position of the graphical user interface, then controlling the skill indicator based on the operation for the target skill will cause the skill indicator to move outside the graphical user interface, and at that point the movement of the skill indicator will no longer be controlled based on the trigger operation for the target skill.
[0098] Specifically, taking the example that the trigger operation for a target skill is a touch operation on the skill control, the direction of the touch operation on the skill control is the direction in which the skill indicator is controlled and continues to move toward the edge position of the graphical user interface. This means that the direction of the current touch operation coincides with 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 located at the left edge of the graphical user interface, touch operations on the skill control will move to the left, meaning the user will continue to move to the left while controlling the skill control. In this case, the skill indicator is likely to move outside the graphical user interface, requiring adjustment of the virtual camera.
[0100] Another pre-set control condition is that the operating distance for trigger operations on the target skill is set to be greater than a predetermined operating distance threshold. The purpose of this is to prevent player errors and, if there is no need to adjust the virtual camera, to adjust the virtual camera and change the current graphical user interface, making it impossible to accurately observe the game screen and ultimately leading to game failure.
[0101] For example, the virtual camera's parameter adjustment action can be triggered only when the player's movement distance is greater than 5 pixels, indicating a pre-set movement distance threshold in pixels.
[0102] In selectable embodiments, in order to ensure that the game screen as seen by the player from the graphical user interface does not move as a skill indicator while the virtual camera is being adjusted, and that only the game scene and target virtual character are moving, in selectable embodiments of the present disclosure, in order to ensure that the relative position between the skill indicator and the virtual camera does not change, it is necessary to control the skill indicator to rotate or move (to coincide with the adjustment of the virtual camera) at the same time as the virtual camera is being adjusted.
[0103] Specifically, the skill indicator is displayed on the second game screen, and the position of the skill indicator in the graphical user interface is determined as follows: In h1, the update position of the skill indicator in the graphical user interface is determined using the relative distance and relative angle between the skill indicator and the virtual camera, based on the rotation and / or movement parameters of the virtual camera.
[0104] In h2, the position of the skill indicator in the graphical user interface is determined by displaying the skill indicator at the update position of the graphical user interface so that the relative position of the skill indicator in the graphical user interface does not change.
[0105] In selectable embodiments of this disclosure, the current relative distance and relative angle between the skill indicator and the virtual camera are combined based on the rotation and / or translation parameters of the virtual camera to determine the updated position in the graphical user interface after the skill indicator has been adjusted, and the skill indicator is displayed in the updated position in the graphical user interface, ensuring that the relative position between the skill indicator and the virtual camera does not change. This achieves the technical effect that the skill indicator does not move on the game screen as seen by the user from the graphical user interface, while only the game scene and the target virtual character move.
[0106] In S103, in response to the completion 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 selectable embodiments of this disclosure, if the skill indicator determines that only the target object for skill emission (enemy virtual character) is included, that is, if the skill can be emitted to attack the enemy virtual character and will not inadvertently harm friendly virtual characters, the skill can be emitted, and in response to the end of the touch operation on the skill control, the target virtual character emission skill can be controlled in the emission area indicated by the skill indicator.
[0108] Here, the end of the trigger operation for the target skill may also be the end of the current touch operation on the skill control, for example, if the current control is a mobile game, that is, the player's finger may leave the skill control, or the player may finish pressing a key on the keyboard, or the player may finish directional control operation on the game handle.
[0109] In an optional embodiment, the timing of the end of the target skill trigger operation may be when the skill indicator moves to the enemy virtual character and the enemy virtual character is within the skill emission range of the skill indicator, in which case the end of the target skill trigger operation ensures that the target skill is emitted, hits the enemy virtual character, and is a valid skill emission process.
[0110] In an optional embodiment, after skill emission is complete, the orientation of the virtual camera must be adjusted back to the first camera orientation before the adjustment in order to continue with the next game task.
[0111] Specifically, the aforementioned release method further includes: i1, including 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 it is determined that the skill emission of the target virtual character has finished, the camera orientation of the virtual camera is adjusted from the orientation of the second camera to the orientation of the first camera, and the first game screen captured by the virtual camera in the orientation of the first camera in the graphical user interface then performs the corresponding control operation based on the corresponding control.
[0113] The method for emitting a skill in a game according to the embodiment of this disclosure includes: displaying a skill indicator on a graphical user interface in response to a trigger operation on a target skill; controlling the movement of the skill indicator based on the trigger operation; adjusting the camera orientation of a virtual camera from a first camera orientation to a second camera orientation based on the trigger operation on the target skill control when the skill indicator moves to an edge position on the graphical user interface; adjusting the first game screen on the graphical user interface to a second game screen while maintaining the relative position of the skill indicator on the graphical user interface; and controlling the target virtual character to emit a skill in the emission area indicated by the skill indicator in response to the end of the trigger operation on the target skill control. In this disclosure, in the process of controlling the movement of the skill indicator by triggering 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 is accurately emitted based on the skill emission 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 are simplified into a single adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing load on the terminal device, saving power consumption on the terminal device, and reducing the performance overhead of the game server.
[0114] Referring to Figures 12 and 13, Figure 12 is one configuration diagram of a skill emitter in a game in an optional embodiment of the present disclosure, and Figure 13 is a second configuration diagram of a skill emitter in a game in an optional embodiment of the present disclosure. As shown in Figure 12, the emitter 1200 includes a control movement control module 1210, a camera orientation adjustment module 1220, and a skill emitter control module 1230. The control movement control module 1210 is configured to display a skill indicator corresponding to the target skill on the graphical user interface in response to a trigger operation on the target skill, and to control the skill indicator 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. 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 the edge position of the graphical user interface, in accordance with a trigger operation for the target skill, and to adjust the first game screen to a second game screen in order to maintain the relative position of the skill indicator on the graphical user interface, wherein the second game screen is a screen determined by the virtual camera capturing the game scene with the second camera orientation. The skill release control module 1230 controls the target virtual character to release the skill in the release area indicated by the skill indicator in response to the completion of the trigger operation for the target skill.
[0115] In an optional embodiment, as shown in Figure 13, the emission device 1200 further includes a camera orientation reset module 1240. The camera orientation reset module 1240 is, 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 optional embodiment, the game scene is a three-dimensional scene, The camera orientation adjustment module 1220 is, It is determined that the skill indicator has moved to the edge position of the graphical user interface, The current 3D coordinates of the skill indicator in the game scene are converted to the current 2D coordinates in the 2D coordinate system where the graphical user interface is located. Based on the current two-dimensional coordinates, the system is configured to detect whether the skill indicator and the edge position of the graphical user interface satisfy a preset overlap condition, and if the skill indicator and the edge position of the graphical user interface satisfy the preset overlap condition, it is determined that the skill indicator has moved to the edge position of the graphical user interface.
[0117] In an optional 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 on the target skill, The camera orientation adjustment module 1220 is, Based on the edge position of the graphical user interface where the skill indicator is located and the direction of the trigger operation for the target skill, the rotation parameters and / or movement parameters of the virtual camera are determined. The system is configured to adjust the camera orientation of the virtual camera from the orientation of a first camera to the orientation of a second camera based on the rotation and / or translation parameters of the virtual camera.
[0118] In an optional embodiment, if the skill indicator is located at the left or right edge of the graphical user interface, the camera orientation adjustment module 1220 determines the rotation parameter of the virtual camera as follows: If the skill indicator is located at the left or right edge of the graphical user interface, the rotation angle of the virtual camera is determined based on the distance traveled to the left or right by the trigger operation. Based on the orientation of the edge position where the skill indicator is located in the graphical user interface, the rotation direction of the virtual camera is determined. The rotation angle and rotation direction are determined as the rotation parameters.
[0119] In an optional embodiment, if the skill indicator is located at the upper or lower edge of the graphical user interface, the camera orientation adjustment module 1220 determines the movement parameters of the virtual camera as follows: If the skill indicator is located at the upper or lower edge position of the graphical user interface, the movement distance of the virtual camera is determined based on the continuous upward or downward movement distance of the trigger operation. Based on the orientation of the edge position where the skill indicator is located in the graphical user interface, the vertical movement direction of the virtual camera is determined. The aforementioned distance and direction of movement are determined as the movement parameters.
[0120] In an optional embodiment, if the current position of the skill indicator is located at a corner of the graphical user interface, the camera orientation adjustment module 1220 determines the rotation and translation parameters of the virtual camera as follows: If the current position of the skill indicator is located at the 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. Based on the orientation of the corner position where the skill indicator is located in the graphical user interface, the rotation direction and movement direction of the virtual camera are determined. The rotation angle and rotation direction are determined as the rotation parameters, and the movement distance and movement direction are determined as the movement parameters.
[0121] In an optional 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 response to the skill indicator moving to an edge position of the graphical user interface and in accordance with a trigger operation for the target skill, The camera orientation adjustment module 1220 is, In response to the skill indicator moving to the edge position of the graphical user interface, the system detects whether the touch operation on the skill control satisfies the preset control conditions, and if the touch operation on the skill control satisfies the preset control conditions, the system transitions to the camera adjustment state. In the camera adjustment state, 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 direction of the trigger operation. The aforementioned preset control conditions are: The operation direction of the trigger operation for the target skill is the direction in which the skill indicator is controlled and moves continuously 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 preset operation distance threshold, which is at least one of these.
[0122] In a selectable 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, the control movement control module 1210 responds to the trigger operation for the target skill by controlling the skill indicator to move on the graphical user interface in accordance with the trigger operation, The aforementioned control movement control module 1210 is 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. 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 system is configured to control the skill control to move in the graphical user interface in accordance with the touch operation, and further, the system is configured to use the touch operation on the skill control in real time to control the skill indicator to move in the graphical user interface in accordance with the touch operation.
[0123] In an optional embodiment, the skill indicator is displayed on the second game screen, and the camera orientation adjustment module 1220 determines the position of the skill indicator in the graphical user interface as follows: Based on the rotation and / or movement parameters of the virtual camera, the relative distance and relative angle between the skill indicator and the virtual camera are used to determine the update position of the skill indicator in the graphical user interface. The position of the skill indicator in the graphical user interface is determined by displaying the skill indicator at the update position of the graphical user interface so that the relative position of the skill indicator in the graphical user interface does not change.
[0124] The skill emission device in a game according to the embodiment of this disclosure displays a skill indicator on the 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, 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 when the skill indicator moves to an edge position on the graphical user interface, adjusts the first game screen on the graphical user interface to the second game screen while maintaining the relative position of the skill indicator on the graphical user interface, and controls the target virtual character to emit a skill in the emission area indicated by the skill indicator in response to the end of the trigger operation on the target skill control. In this disclosure, in the process of controlling the movement of the skill indicator by triggering 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 is accurately emitted based on the skill emission 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 are simplified into a single adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing load on the terminal device, saving power consumption on the terminal device, and reducing the performance overhead of the game server.
[0125] Referring to Figure 14, Figure 14 is a schematic diagram of the structure of an electronic device in an optional embodiment of the present disclosure. As shown in Figure 14, the electronic device 1400 includes a processor 1410, a memory 1420, and a bus 1430.
[0126] Memory 1420 stores machine-readable instructions that the processor 1410 can execute, and communicates with the processor 1410 via the bus 1430 when the electronic device 1400 is operating, so that the processor 1410 can execute the next instruction. 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, 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. In response to the skill indicator moving to the edge position of the graphical user interface, the camera orientation of the virtual camera is adjusted from the first camera orientation to the second camera orientation in accordance with the trigger operation for the target skill, and the relative position of the skill indicator on the graphical user interface is maintained unchanged. In this case, the first game screen is adjusted to the second game screen, and the second game screen is determined by the virtual camera capturing the game scene with the second camera orientation. In response to the completion 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.
[0127] In an optional embodiment, the game scene is a three-dimensional scene, and in an instruction executed by the processor, it is determined that the skill indicator has moved to an edge position of the graphical user interface. The current 3D coordinates of the skill indicator in the game scene are converted to the current 2D coordinates in the 2D coordinate system where 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 overlap condition. If the skill indicator and the edge position of the graphical user interface satisfy the preset overlap condition, it is determined that the skill indicator has moved to the edge position of the graphical user interface.
[0128] In an optional embodiment, the instruction executed by the processor may adjust the camera orientation of the virtual camera from the orientation of the first camera to the orientation of the second camera in accordance with a trigger operation on the target skill. Based on the edge position of the graphical user interface where the skill indicator is located and the direction of the trigger operation for the target skill, the rotation parameters and / or movement parameters of the virtual camera are determined. This includes adjusting the camera orientation of the virtual camera from the orientation of a first camera to the orientation of a second camera based on the rotation parameters and / or translation parameters of the virtual camera.
[0129] In an optional embodiment, if the skill indicator is located at the left or right edge of the graphical user interface, the instruction executed by the processor determines the rotation parameter of the virtual camera as follows: If the skill indicator is located at the left or right edge of the graphical user interface, the rotation angle of the virtual camera is determined based on the distance traveled to the left or right by the trigger operation. Based on the orientation of the edge position where the skill indicator is located in the graphical user interface, the rotation direction of the virtual camera is determined. The rotation angle and rotation direction are determined as the rotation parameters.
[0130] In an optional embodiment, if the skill indicator is located at the upper or lower edge of the graphical user interface, the instruction executed by the processor determines the movement parameters of the virtual camera as follows: If the skill indicator is located at the upper or lower edge position of the graphical user interface, the movement distance of the virtual camera is determined based on the continuous upward or downward movement distance of the trigger operation. Based on the orientation of the edge position where the skill indicator is located in the graphical user interface, the vertical movement direction of the virtual camera is determined. The aforementioned distance and direction of movement are determined as the movement parameters.
[0131] In an optional embodiment, if the current position of the skill indicator is located at a corner of the graphical user interface, the instruction executed by the processor determines the rotation and translation parameters of the virtual camera as follows: If the current position of the skill indicator is located at the 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. Based on the orientation of the corner position where the skill indicator is located in the graphical user interface, the rotation direction and movement direction of the virtual camera are determined. The rotation angle and rotation direction are determined as the rotation parameters, and the movement distance and movement direction are determined as the movement parameters.
[0132] In an optional embodiment, the instruction executed by the processor adjusts 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, according to a trigger operation on the target skill. In response to the skill indicator moving to the edge position of the graphical user interface, the system detects 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, the system transitions to the camera adjustment state. In the camera adjustment state, 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 direction of the trigger operation. The aforementioned preset control conditions are: The operation direction of the trigger operation for the target skill is the direction in which the skill indicator is controlled and moves continuously 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 preset operation distance threshold, which is at least one of these.
[0133] In a selectable embodiment, if 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, the instruction executed by the processor controls the skill indicator to move in the graphical user interface in response to the trigger operation for the target skill, In response to a touch operation on the skill control, the system detects whether the distance between the touch position of the touch operation and a predetermined position on the skill control exceeds a preset distance. 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 system controls the skill control to move in the graphical user interface in accordance with the touch operation, and further controls the skill indicator to move in 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 optional embodiment, the skill indicator is displayed on the second game screen, and the instruction executed by the processor determines the position of the skill indicator in the graphical user interface as follows: Based on the rotation and / or movement parameters of the virtual camera, the relative distance and relative angle between the skill indicator and the virtual camera are used to determine the update position of the skill indicator in the graphical user interface. The position of the skill indicator in the graphical user interface is determined by displaying the skill indicator at the update position of the graphical user interface so that the relative position of the skill indicator in the graphical user interface does not change.
[0135] In an optional embodiment, the instructions executed by the processor further include: This includes adjusting the orientation of the virtual camera from the orientation of the second camera to the orientation of the first camera.
[0136] As described above, in response to a trigger operation on a target skill, a skill indicator is displayed on the graphical user interface, the movement of the skill indicator is controlled based on the trigger operation, when the skill indicator moves to the 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, the first game screen on the graphical user interface is adjusted to the second game screen while maintaining the relative position of the skill indicator on the graphical user interface, and in response to the end of the trigger operation on the target skill control, the target virtual character is controlled to emit the skill in the emission area indicated by the skill indicator. In this disclosure, in the process of controlling the movement of the skill indicator by triggering 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 is accurately emitted based on the skill emission 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 are simplified into a single adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing load on the terminal device, saving power consumption on the terminal device, and reducing the performance overhead of the game server.
[0137] Optional embodiments of this disclosure also provide a computer-readable storage medium in which a computer program is stored so as to execute the next instruction when the computer program is executed by a processor, 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, 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. In response to the skill indicator moving to the edge position of the graphical user interface, the camera orientation of the virtual camera is adjusted from the first camera orientation to the second camera orientation in accordance with the trigger operation for the target skill, and the relative position of the skill indicator on the graphical user interface is maintained unchanged. In this case, the first game screen is adjusted to the second game screen, and the second game screen is determined by the virtual camera capturing the game scene with the second camera orientation. In response to the completion 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.
[0138] In an optional embodiment, the game scene is a three-dimensional scene, and an instruction executed on a computer-readable storage medium determines that the skill indicator has moved to an edge position of the graphical user interface. The current 3D coordinates of the skill indicator in the game scene are converted to the current 2D coordinates in the 2D coordinate system where 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 overlap condition. If the skill indicator and the edge position of the graphical user interface satisfy the preset overlap condition, it is determined that the skill indicator has moved to the edge position of the graphical user interface.
[0139] In an optional embodiment, an instruction executed on a computer-readable storage medium may adjust the 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. Based on the edge position of the graphical user interface where the skill indicator is located and the direction of the trigger operation for the target skill, the rotation parameters and / or movement parameters of the virtual camera are determined. This includes adjusting the camera orientation of the virtual camera from the orientation of a first camera to the orientation of a second camera based on the rotation parameters and / or translation parameters of the virtual camera.
[0140] In an optional embodiment, if the skill indicator is located at the left or right edge of the graphical user interface, an instruction executed on a computer-readable storage medium determines the rotation parameter of the virtual camera as follows: If the skill indicator is located at the left or right edge of the graphical user interface, the rotation angle of the virtual camera is determined based on the distance traveled to the left or right by the trigger operation. Based on the orientation of the edge position where the skill indicator is located in the graphical user interface, the rotation direction of the virtual camera is determined. The rotation angle and rotation direction are determined as the rotation parameters.
[0141] In an optional embodiment, if the skill indicator is located at the upper or lower edge of the graphical user interface, an instruction executed on a computer-readable storage medium determines the movement parameters of the virtual camera as follows: If the skill indicator is located at the upper or lower edge position of the graphical user interface, the movement distance of the virtual camera is determined based on the continuous upward or downward movement distance of the trigger operation. Based on the orientation of the edge position where the skill indicator is located in the graphical user interface, the vertical movement direction of the virtual camera is determined. The aforementioned distance and direction of movement are determined as the movement parameters.
[0142] In an optional embodiment, if the current position of the skill indicator is located at a corner of the graphical user interface, an instruction executed on a computer-readable storage medium determines the rotation and translation parameters of the virtual camera as follows: If the current position of the skill indicator is located at the 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. Based on the orientation of the corner position where the skill indicator is located in the graphical user interface, the rotation direction and movement direction of the virtual camera are determined. The rotation angle and rotation direction are determined as the rotation parameters, and the movement distance and movement direction are determined as the movement parameters.
[0143] In an optional embodiment, an instruction executed on a computer-readable storage medium adjusts 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, according to a trigger operation on the target skill. In response to the skill indicator moving to the edge position of the graphical user interface, the system detects 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, the system transitions to the camera adjustment state. In the camera adjustment state, 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 direction of the trigger operation. The aforementioned preset control conditions are: The operation direction of the trigger operation for the target skill is the direction in which the skill indicator is controlled and moves continuously 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 preset operation distance threshold, which is at least one of these.
[0144] In a selectable embodiment, if 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, then an instruction executed on a computer-readable storage medium controls the skill indicator to move on the graphical user interface in response to the trigger operation for the target skill, In response to a touch operation on the skill control, the system detects whether the distance between the touch position of the touch operation and a predetermined position on the skill control exceeds a preset distance. 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 system controls the skill control to move in the graphical user interface in accordance with the touch operation, and further controls the skill indicator to move in 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 optional embodiment, the skill indicator is displayed on the second game screen, and an instruction executed on a computer-readable storage medium determines the position of the skill indicator in the graphical user interface as follows: Based on the rotation and / or movement parameters of the virtual camera, the relative distance and relative angle between the skill indicator and the virtual camera are used to determine the update position of the skill indicator in the graphical user interface. The position of the skill indicator in the graphical user interface is determined by displaying the skill indicator at the update position of the graphical user interface so that the relative position of the skill indicator in the graphical user interface does not change.
[0146] In an optional embodiment, instructions executed on a computer-readable storage medium further include: This includes adjusting the orientation of the virtual camera from the orientation of the second camera to the orientation of the first camera.
[0147] As described above, in response to a trigger operation on a target skill, a skill indicator is displayed on the graphical user interface, the movement of the skill indicator is controlled based on the trigger operation, when the skill indicator moves to the 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, the first game screen on the graphical user interface is adjusted to the second game screen while maintaining the relative position of the skill indicator on the graphical user interface, and in response to the end of the trigger operation on the target skill control, the target virtual character is controlled to emit the skill in the emission area indicated by the skill indicator. In this disclosure, in the process of controlling the movement of the skill indicator by triggering 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 is accurately emitted based on the skill emission 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 are simplified into a single adjustment step, reducing the amount of data processing on the terminal device, further reducing the processing load on the terminal device, saving power consumption on the terminal device, and reducing the performance overhead of the game server.
[0148] Those skilled in the art will see that, for the sake of ease and brevity of explanation, the specific operating processes of the systems, devices, and units described above can be described by referring to the corresponding processes in the embodiments of the methods described above, and will not be described further here.
[0149] In some embodiments provided by this disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The embodiments of the devices described above are merely illustrative, and for example, the division of units is only one logical functional division, and there may be other division methods in actual implementation, for example, multiple units or components may be combined, or integrated into another system, or some features may be ignored or not performed. In other words, the combination or direct combination or communication connection between each other shown or discussed may be an indirect combination or communication connection via some communication interface, device or unit, and may be in the form of electrical, mechanical, or other.
[0150] The means described as separation means may be physically separated, and the means shown as means do not have to be physical means; that is, they may be located in one place or distributed among multiple network elements. The object of this embodiment can be realized by selecting some or all of the units as needed in practice.
[0151] Furthermore, each functional unit in each embodiment of the present disclosure may be integrated into a single processing unit, each unit may exist physically independently, or two or more units may be integrated into a single unit.
[0152] When a function is implemented as a software function unit and sold or used as an independent product, it can be stored on a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical approach of the present disclosure can be embodied, in essence or in part, in the form of a software product stored on a storage medium containing several instructions for performing all or some of the steps of the methods described in each embodiment of the present disclosure. On the other hand, the aforementioned storage medium includes a variety of media capable of storing program code, such as U disks, removable hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0153] Finally, it should be noted that the embodiments described above are only specific embodiments of the Disclosure and are used to illustrate the technical ideas of the Disclosure, but are not limited thereto, and the scope of protection of the Disclosure is not limited thereto. Although the Disclosure has been described in detail with reference to the embodiments described above, those skilled in the art should understand that it is within the scope of the Disclosure. These modifications, changes, or substitutions should be included within the scope of protection of the Disclosure without causing the essence of each technical idea to deviate from the spirit and scope of the technical ideas of the embodiments of the Disclosure. Accordingly, the scope of protection of the Disclosure should be the same as the scope of protection of the claims.
Claims
1. A method for releasing skills in a game, wherein a terminal device provides a graphical user interface, the graphical user interface includes a first game screen of all or part of a game scene captured by a virtual camera in the orientation of a first camera, the virtual camera is positioned at a fixed location of a target virtual character, skill controls are displayed on the graphical user interface, and the game scene is a three-dimensional scene. 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, 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. The current 3D coordinates of the skill indicator in the game scene are converted to the current 2D coordinates in the 2D coordinate system where the graphical user interface is located, and based on the current 2D coordinates, it is detected whether the edge positions of the skill indicator and the graphical user interface satisfy a preset overlap condition. If the edge positions of the skill indicator and the graphical user interface satisfy the preset overlap condition, it is determined that the skill indicator has moved to the edge position of the graphical user interface. In response to the skill indicator moving to the 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 in accordance with the trigger operation for the target skill, and in the graphical user interface, the display position of the skill indicator relative to the graphical user interface is maintained unchanged, the first game screen is adjusted to the second game screen, and the second game screen is determined to be a screen captured by the virtual camera with the orientation of the second camera capturing the game scene. Adjusting the camera orientation of the virtual camera from the orientation of the first camera to the orientation of the second camera in accordance with the trigger operation for the target skill is: Based on the edge position of the graphical user interface where the skill indicator is located and the direction of the trigger operation for the target skill, the rotation parameters and / or movement parameters of the virtual camera are determined. This includes adjusting the camera orientation of the virtual camera from the orientation of a first camera to the orientation of a second camera based on the rotation parameters and / or translation parameters of the virtual camera, If the skill indicator is located at the upper or lower edge position of the graphical user interface, the movement distance of the virtual camera is determined based on the vertical distance between the current touch position of the touch operation and the center position of the skill control, and the vertical movement direction of the virtual camera is determined based on the orientation of the edge position where the skill indicator is located in the graphical user interface, and the movement distance and the movement direction are determined as the movement parameters. This includes controlling the target virtual character to emit the skill in the emission area indicated by the skill indicator in response to the termination of the trigger operation for the target skill. A method for releasing skills in a game, characterized by the following:
2. If the skill indicator is located at the left edge or right edge of the graphical user interface, the rotation angle of the virtual camera is determined based on the horizontal distance between the current touch position of the touch operation and the center position of the skill control, the rotation direction of the virtual camera is determined based on the orientation of the edge position where the skill indicator is located in the graphical user interface, and the rotation angle and rotation direction are determined as the rotation parameters. A method for releasing skills in a game according to feature 1.
3. If the current position of the skill indicator is located at a corner of the graphical user interface, the rotation angle of the virtual camera is determined based on the horizontal distance between the current touch position of the touch operation and the center position of the skill control; the movement distance of the virtual camera is determined based on the vertical distance between the current touch position of the touch operation and the center position of the skill control; the rotation direction and movement direction of the virtual camera are determined based on the orientation of the corner position where the skill indicator is located in the graphical user interface; the rotation angle and rotation direction are determined as the rotation parameter; and the movement distance and movement direction are determined as the movement parameter. A method for releasing skills in a game according to feature 1.
4. In response to the skill indicator moving to the edge position of the graphical user interface, adjusting the camera orientation of the virtual camera from the first camera orientation to the second camera orientation according to a trigger operation for the target skill is: In response to the skill indicator moving to the edge position of the graphical user interface, the system detects 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, the system transitions to the camera adjustment state. In the camera adjustment state, 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 direction of the trigger operation. The aforementioned preset control conditions are: The trigger operation for the target skill is performed in a direction that controls the skill indicator and moves continuously toward the edge position of the graphical user interface, and the trigger operation distance for the target skill is greater than a preset operating distance threshold, which is at least one of these conditions. A method for releasing skills in a game according to feature 1.
5. When the trigger operation for the target skill is a touch operation on the skill control, the skill indicator is controlled to move in the graphical user interface in response to the trigger operation for the target skill, In response to a touch operation on the skill control, the system detects whether the distance between the touch position of the touch operation and a predetermined position on the skill control exceeds a preset distance. 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 system controls the skill control to move in the graphical user interface in accordance with the touch operation, and further controls the skill indicator to move in the graphical user interface in accordance with the touch operation by utilizing the touch operation on the skill control in real time. A method for releasing skills in a game according to feature 1.
6. Based on the rotation and / or movement parameters of the virtual camera, the relative distance and relative angle between the skill indicator and the virtual camera are used to determine the update position of the skill indicator in the graphical user interface. The position of the skill indicator in the graphical user interface is determined by displaying the skill indicator at the update position in the graphical user interface so that the relative position of the skill indicator in the graphical user interface does not change. A method for releasing skills in a game according to feature 1.
7. After controlling the target virtual character to release a skill, the method further: This includes adjusting the orientation of the virtual camera from the orientation of the second camera to the orientation of the first camera. A method for releasing skills in a game according to feature 1.
8. A device for emitting skills in a game, wherein a terminal device provides a graphical user interface, the graphical user interface includes a first game screen of all or part of a game scene captured by a virtual camera in the orientation of a first camera, the virtual camera is positioned at a fixed location of a target virtual character, skill controls are displayed on the graphical user interface, and the game scene is a three-dimensional scene. The skill emission device in the aforementioned game includes a control movement control module, a camera direction adjustment module, and a skill emission control module. The control movement control module is configured to display a skill indicator corresponding to the target skill on the graphical user interface in response to a trigger operation on the target skill, and to control the skill indicator 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. The camera orientation adjustment module determines that the skill indicator has moved to the edge position of the graphical user interface, The current three-dimensional coordinates of the skill indicator in the game scene are converted to the current two-dimensional coordinates in the two-dimensional coordinate system where the graphical user interface is located. Based on the current two-dimensional coordinates, the system is configured to detect whether the skill indicator and the edge position of the graphical user interface satisfy a preset overlap condition, and if the skill indicator and the edge position of the graphical user interface satisfy the preset overlap condition, it is determined that the skill indicator has moved to the edge position of the graphical user interface. The camera orientation adjustment module is configured to adjust the camera orientation of the virtual camera from the first camera orientation to the second camera orientation in response to the skill indicator moving to the edge position of the graphical user interface, in accordance with a trigger operation for the target skill, and to adjust the first game screen to the second game screen in order to maintain the display position of the skill indicator relative to the graphical user interface in an unchanging manner, wherein the second game screen is a screen determined by the virtual camera capturing the game scene with the orientation of the second camera. When the camera orientation adjustment module adjusts the camera orientation of the virtual camera from the orientation of the first camera to the orientation of the second camera based on a trigger operation for the target skill, The camera orientation adjustment module is, Based on the edge position of the graphical user interface where the skill indicator is located and the direction of the trigger operation for the target skill, the rotation parameters and / or movement parameters of the virtual camera are determined. The system is configured to adjust the camera orientation of the virtual camera from the orientation of the first camera to the orientation of the second camera based on the rotation and / or translation parameters of the virtual camera. If the skill indicator is located at the upper or lower edge of the graphical user interface, the camera orientation adjustment module determines the movement parameters of the virtual camera as follows: If the skill indicator is located at the upper or lower edge of the graphical user interface, the distance the virtual camera moves is determined based on the vertical distance between the current touch position of the touch operation and the center position of the skill control. Based on the orientation of the edge position where the skill indicator is located in the graphical user interface, the vertical movement direction of the virtual camera is determined. The aforementioned distance and direction of movement are determined as the movement parameters, The skill emission control module is configured to control the target virtual character to emit the skill in the emission area indicated by the skill indicator in response to the completion of a trigger operation for the target skill. A skill emission device in a game characterized by the following.
9. An electronic device comprising a processor, a storage medium, and a bus, The storage medium stores machine-readable instructions that the processor can execute, the processor and the storage medium communicate via a bus when the electronic device is running, and 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 7. An electronic device characterized by the following features.
10. The processor stores a computer program that, when executed, performs the steps of the method for releasing skills in a game according to any one of claims 1 to 7. A computer-readable storage medium characterized by the following features.