Method and apparatus for controlling virtual skill, and electronic device and storage medium

By displaying the range components on the graphical user interface and adjusting their size, controlling the virtual object to scatter virtual props based on the operation time, solving the problem that users have difficulty understanding the effect of power-causing attack skills, and achieving more efficient interaction and resource utilization.

WO2025086945A9PCT designated stage expired Publication Date: 2025-07-24NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
PCT/CN2024/119730
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-10-27
Filing Date
2024-09-19
Publication Date
2025-07-24

AI Technical Summary

Technical Problem

In games based on two-dimensional and three-dimensional virtual environments, it is difficult for users to intuitively understand the effects and release range of power-causing attack skills, resulting in low interaction efficiency and waste of computing resources.

Method used

By displaying the range component on the periphery of the sight on the graphical user interface, adjusting the display size of the range component based on the operation time of the casting operation, controlling the virtual object to scatter the virtual props at the target scattering angle, realizing the linear relationship between the skill accumulation and the scattering angle.

Benefits of technology

It improves interaction efficiency, reduces the computing resource consumption of releasing power-absorbing attack skills, and allows players to intuitively master the scattering angle and release range of skills.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A method for controlling a virtual skill. The method comprises: in response to a casting operation for a target game skill, displaying a range component at the periphery of a crosshair, and adjusting a display size of the range component on the basis of an operation duration of the casting operation (S101), wherein the display size of the range component corresponds to a scattering angle of when the target game skill is casted; and in response to the end of the casting operation, controlling a virtual object to launch, in a virtual scene, a specified number of virtual props in a scattering manner and at a target scattering angle (S102), wherein the operation duration of the casting operation is negatively correlated with the target scattering angle that the specified number of virtual props present. Therefore, the linear relationship between the charging of a skill and a scattering angle of the skill can be expressed on a graphical user interface visually and accurately.
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Description

Virtual skill control method, device, electronic device and storage medium

[0001] CROSS-REFERENCE TO RELATED APPLICATIONS

[0002] This application claims priority to Chinese patent application number 202311412458.3, filed on October 27, 2023, entitled “Virtual Skill Control Method, Device, Electronic Device and Storage Medium”, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure relates to the field of computer application technology, and in particular to a virtual skill control method, device, electronic device, and storage medium. Background Art

[0004] In applications based on two-dimensional and / or three-dimensional virtual environments, users can manipulate virtual objects in the virtual environment to perform actions such as walking, running, climbing, shooting, and fighting, and multiple users can form an online team to collaboratively complete a task in the same virtual environment.

[0005] In related art, charging attack skills for virtual objects are typically activated by long-pressing a skill control. Simultaneously, a progress bar is displayed on the skill control or on the game interface, indicating the charging progress. Releasing the skill control during the charging process controls the virtual object to unleash the charged attack skill in the virtual environment, attacking the enemy.

[0006] In the above-mentioned method of controlling a virtual object to use a charged attack skill, the user can learn about the charging progress through changes in the progress bar. However, the impact of the charging progress on the effect of the charged attack skill in the virtual scene requires the user to estimate it through multiple attempts, resulting in low interaction efficiency and increased computing resources consumed by releasing the charged attack skill.

[0007] Summary of the Invention

[0008] According to one aspect of the present disclosure, a virtual skill control method is provided, wherein a graphical user interface is provided through a terminal device, wherein at least part of a virtual scene and a crosshair are displayed on the graphical user interface, the virtual scene includes a virtual object controlled by the terminal device, the virtual object is configured with a target game skill, the target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene, and the crosshair is used to indicate the aiming direction of the virtual object, the method comprising: in response to a casting operation for the target game skill, displaying a range component at a peripheral position of the crosshair, and adjusting the display size of the range component based on the operation duration of the casting operation, wherein the display size of the range component corresponds to the scattering angle when the target game skill is cast; in response to the end of the casting operation, controlling the virtual object to emit a specified number of virtual props in a scattered manner at the target scattering angle in the virtual scene, wherein the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

[0009] According to one aspect of the present disclosure, a virtual skill control device is also provided, which provides a graphical user interface through a terminal device, and displays at least part of a virtual scene and a crosshair on the graphical user interface. The virtual scene includes a virtual object controlled by the terminal device, and the virtual object is configured with a target game skill. The target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene. The crosshair is used to indicate the aiming direction of the virtual object. The device includes: a display control module, which displays a range component on the side of the crosshair in response to a casting operation for the target game skill, and adjusts the display size of the range component based on the operation duration of the casting operation, wherein the display size of the range component corresponds to the scattering angle when the target game skill is cast; and a casting control module, which controls the virtual object to emit a specified number of virtual props in a scattered manner at a target scattering angle in the virtual scene in response to the end of the casting operation, wherein the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

[0010] According to one aspect of the present disclosure, an electronic device is also provided, which includes a processor, a storage medium and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the steps of the above-mentioned virtual skill control method.

[0011] According to one aspect of the present disclosure, a computer-readable storage medium is further provided, on which a computer program is stored. When the computer program is executed by a processor, the steps of the above-mentioned virtual skill control method are executed.

[0012] The virtual skill control method, device, electronic device and storage medium provided by the embodiments of the present disclosure can intuitively and accurately express the linear relationship between the charging and the scattering angle of the skill on the interface, thereby improving the interaction efficiency and reducing the computing resources consumed in releasing the charging attack skill.

[0013] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] FIG1 is a schematic diagram showing a display of a power-accumulating attack skill in one related art;

[0015] FIG2 shows a flowchart of a virtual skill control method provided by an exemplary embodiment of the present disclosure;

[0016] FIG3 shows a flowchart of steps of a display range component provided by an exemplary embodiment of the present disclosure;

[0017] FIG4 is a schematic diagram showing an initial display position corresponding to each identifier provided by an exemplary embodiment of the present disclosure;

[0018] FIG5 is a schematic diagram showing changes in display positions of respective markers during a continuous release operation according to an exemplary embodiment of the present disclosure;

[0019] FIG6 is a schematic diagram showing a scattering angle corresponding to one of the target game skills provided by an exemplary embodiment of the present disclosure;

[0020] 7A to 7D are schematic diagrams respectively illustrating a display format of an identifier corresponding to a range component provided by an exemplary embodiment of the present disclosure;

[0021] 8 and 9 are schematic diagrams illustrating a linear relationship between the operation duration of one type of casting operation and the scattering angle when a target game skill is cast, provided by an exemplary embodiment of the present disclosure;

[0022] FIG10 shows a flowchart of one of the steps for updating a skill feedback identifier provided by an exemplary embodiment of the present disclosure;

[0023] 11A and 11B are schematic diagrams illustrating one type of skill feedback identification provided by an exemplary embodiment of the present disclosure;

[0024] FIG12 is a schematic diagram showing a single-shot trajectory corresponding to one of the target game skills provided by an exemplary embodiment of the present disclosure;

[0025] FIG13 is a schematic diagram showing a target game skill corresponding to multiple trajectories provided by an exemplary embodiment of the present disclosure;

[0026] FIG14 shows a schematic diagram of one of the recycling components provided by an exemplary embodiment of the present disclosure;

[0027] FIG15 shows one of the schematic diagrams of displaying target game skills on a graphical user interface provided by an exemplary embodiment of the present disclosure;

[0028] FIG16 shows a second schematic diagram of displaying target game skills on a graphical user interface provided by an exemplary embodiment of the present disclosure;

[0029] FIG17 is a schematic structural diagram of a virtual skill control device provided by an exemplary embodiment of the present disclosure;

[0030] FIG18 shows a schematic structural diagram of one of the electronic devices provided by an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION

[0031] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. It should be understood that the drawings in the present disclosure are only for the purpose of illustration and description and are not used to limit the scope of protection of the present disclosure. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in the present disclosure illustrate operations implemented according to some embodiments of the present disclosure. It should be understood that the operations of the flowchart can be implemented out of sequence, and steps that do not have a logical context relationship can be reversed in order or implemented simultaneously. In addition, those skilled in the art, guided by the contents of the present disclosure, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.

[0032] The terms "a", "an", "the" and "" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0033] It should be understood that in the embodiments of the present disclosure, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent three situations: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0034] It should be understood that in the embodiments of the present disclosure, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.

[0035] In addition, the described embodiments are only a part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure claimed for protection, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present disclosure.

[0036] In some current games (such as shooting games or action games), the attack skills of virtual objects can at least be manifested as releasing projectiles in a virtual scene. After the projectile is released, a virtual model corresponding to the projectile can be displayed at the landing point of the projectile in the virtual scene. At this time, the virtual model corresponding to the projectile is hung in the virtual scene so that the player can observe the location of the projectile from the virtual scene.

[0037] In related art, a virtual object's attack skills can have a charging process, which is generally achieved by long-pressing a skill control. Referring to FIG1 , a schematic diagram of a charging attack skill in related art is shown. A skill control 3 is displayed on a game interface 1, and charging is achieved by long-pressing this skill control 3. Simultaneously, a progress bar 4 is displayed at the skill control 3 or on the game interface 1, and the progress of the charging is indicated by changes in the progress bar. During the charging process, releasing the skill control 3 controls the virtual object 2 to release the attack skill in the virtual scene, thereby attacking the enemy.

[0038] During the release of attack skills in related technologies, users can learn about the charging progress through changes in the progress bar. However, the impact of the charging progress on the effect of the charged attack skill in the game scene requires users to estimate it through multiple attempts, resulting in reduced interaction efficiency, increased learning costs, and increased computing resources consumed by releasing the charged attack skill.

[0039] Furthermore, related technologies also assign a release range to these attack skills in the virtual scene. This release range is typically not displayed in the virtual scene, preventing users from accurately understanding the attack skill's effects in the virtual scene. Furthermore, the release range of an attack skill can be a circle, sector, or trapezoid, and the shape of the release range changes depending on the virtual weapon or virtual skill currently held by the virtual object. Therefore, users cannot quickly and accurately understand the shape of the virtual skill's release range or the changes in the range of action during the skill's charging process.

[0040] In response to at least one of the above-mentioned problems, the present disclosure proposes a technical solution for displaying the linear relationship between the operation duration of a skill in a game and the scattering angle of the skill on a graphical user interface.

[0041] First, the names involved in the embodiments of the present disclosure are introduced.

[0042] Terminal equipment:

[0043] The terminal device involved in the embodiments of the present disclosure mainly refers to an intelligent device for providing a game screen (such as a relevant setting / configuration interface in the game, an interface for presenting a virtual scene) and capable of controlling virtual objects. The terminal device may include but is not limited to any one of the following devices: a smart phone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer IV) player, etc. An application that supports virtual scenes is installed and running in the terminal device, such as an application that supports three-dimensional virtual scenes. The application may include but is not limited to any one of a virtual reality application, a three-dimensional map program, a military simulation program, a MOBA game, a multiplayer gun battle survival game, and a third-person shooter game (TPS, Third-Personal Shooting Game). Optionally, the application may be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0044] Graphical User Interface:

[0045] It is an interface display format for communication between people and computers, allowing users to manipulate icons, logos or menu options on the screen using input devices such as a mouse, keyboard and / or game controller, and also allowing users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks. Exemplarily, the graphical user interface may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in a virtual scene. The interface includes any visible visual controls or elements, for example, game controls (such as skill controls, movement controls, function controls, etc.), indicator signs (such as direction indicators, character indicator signs, etc.), information display areas (such as number of people defeated, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.), and may also include controls such as pictures, input boxes, and text boxes, some of which respond to user operations.

[0046] Virtual scene:

[0047] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server. Optionally, the virtual scene is a simulation of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. The virtual environment can be the sky, land, ocean, etc. Among them, the virtual scene is a scene where the user controls the complete game logic of the virtual object. Optionally, the virtual scene is also used for virtual environment battles between at least two virtual objects, and the virtual scene has virtual resources that can be used by at least two virtual objects.

[0048] Virtual Objects:

[0049] Refers to a virtual object in a virtual scene. The virtual object can be a virtual character controlled by a player, including but not limited to at least one of a virtual person, a virtual animal, and anime characters, and can also be a virtual object (NPC) controlled by a non-player. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object can be a three-dimensional virtual model. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object achieves different external images by wearing different skins. In some implementations, the virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.

[0050] There may be multiple virtual objects in a virtual scene. These virtual objects are virtual characters controlled by players (i.e., characters controlled by players through input devices) and / or artificial intelligence (AI) trained to compete in virtual scenes. Optionally, the virtual objects are virtual characters competing in the virtual scene. Optionally, the number of virtual characters in the virtual scene battle is preset or dynamically determined based on the number of terminal devices participating in the virtual game, which is not limited in the embodiments of the present disclosure.

[0051] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the GUI to the player in a variety of ways, such as rendering it on the terminal device's display screen or providing it to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen being used to present the GUI, which includes the game screen, and the processor being used to run the game, generate the GUI, and control the display of the GUI on the display screen.

[0052] The present disclosure is applicable to the following application scenarios: The present disclosure can be applied to the field of gaming technology, where multiple players participate in a virtual game together.

[0053] Before entering a virtual game, players can select different character attributes, such as identity attributes, for their virtual objects in the virtual game. By assigning different character attributes to determine different camps, players can win the game by completing tasks assigned by the game during different stages of the virtual game. For example, multiple virtual objects with character attribute A can "eliminate" virtual objects with character attribute B during the battle stage to win the game. Alternatively, character attributes can be randomly assigned to each virtual object participating in the virtual game upon entering the virtual game.

[0054] The implementation environment provided in one embodiment of the present disclosure may include: a first terminal device, a server, and a second terminal device. The first terminal device and the second terminal device respectively communicate with the server to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program that executes the virtual skill control method provided by the present disclosure, and the server is a server end that executes the virtual skill control method provided by the present disclosure. Through the application program, the first terminal device and the second terminal device can respectively communicate with the server.

[0055] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game based on the game request of the application. The parameters of the virtual game can be determined based on the parameters in the received game request. For example, the parameters of the virtual game may include the number of participants in the virtual game, the level of the characters participating in the virtual game, etc. When the first terminal device receives a response from the game server, the virtual scene corresponding to the virtual game is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual object displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.

[0056] Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual game based on the game request of the application. The parameters of the virtual game can be determined based on the parameters in the received game request. For example, the parameters of the virtual game may include the number of participants in the virtual game, the level of the characters participating in the virtual game, etc. When the second terminal device receives the response from the server, the virtual scene corresponding to the virtual game is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user. The virtual object displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs operation instructions through the graphical user interface to control the virtual object to perform corresponding operations in the virtual scene.

[0057] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual object according to the synchronization data sent by the game server.

[0058] In this embodiment, the virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device are virtual objects in the same virtual game. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may have the same character attributes or different character attributes. The virtual object controlled by the first terminal device and the virtual object controlled by the second terminal device may belong to the same camp or different camps with hostile relations. The game AI virtual object participating in the virtual game may have a camp to which it belongs, for example, it may belong to the camp to which the virtual object controlled by the first terminal device belongs, or the camp to which the virtual object controlled by the second terminal device belongs. The game AI virtual object may also not belong to a camp and may interact with other virtual objects in the virtual game.

[0059] It should be noted that a virtual game may include two or more virtual objects, and different virtual objects may correspond to different terminal devices. That is to say, in a virtual game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0060] The virtual skill control method provided by the embodiments of the present disclosure can be applied to any of virtual reality applications, three-dimensional map programs, military simulation programs, multiplayer online tactical competitive games (MOBAs), multiplayer gunfight survival games, third-person combat games, and first-person combat games.

[0061] The virtual skill control method in one embodiment of the present disclosure can be run on a local terminal device or a server. When the control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0062] In an optional embodiment, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud gaming operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud gaming server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0063] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0064] In a possible implementation, an embodiment of the present disclosure provides a virtual skill control method, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or the client device in the cloud interaction system mentioned above.

[0065] To facilitate understanding of the present disclosure, the virtual skill control method, device, electronic device, and storage medium provided in the embodiments of the present disclosure are described in detail below.

[0066] Please refer to Figure 2, which is a flowchart of a virtual skill control method provided by an exemplary embodiment of the present disclosure, which is generally applied to a game server, such as the cloud game server described above, but the present disclosure is not limited thereto.

[0067] A graphical user interface is provided through a terminal device, and at least a portion of a virtual scene is displayed on the graphical user interface. The virtual scene includes a virtual object controlled by the terminal device. For example, the virtual object can be controlled to move in the virtual scene, for example, the virtual object can be controlled to run, jump, crawl, etc., and the virtual object can also be controlled to use the virtual skills and virtual props provided in the game to interact with other virtual objects in the game.

[0068] A crosshair is also displayed on the graphical user interface, which is used to indicate the aiming direction of the virtual object. For example, the crosshair can be displayed at the center of the graphical user interface, or at other locations on the graphical user interface, as is not limited in this disclosure. Furthermore, the crosshair can be permanently displayed on the graphical user interface, or can be displayed on the graphical user interface in response to a crosshair trigger condition being met.

[0069] As an example, the crosshair triggering conditions may include, but are not limited to: receiving a control command for displaying the crosshair, detecting that a virtual object is equipped with a virtual weapon having a sight, or detecting that the virtual object possesses target character attributes. For example, the crosshair display may be pre-set based on the target character attributes.

[0070] Here, the above-mentioned control instruction can be an instruction issued by the terminal device for displaying a crosshair on a graphical user interface. The control instruction can be generated by an external input device connected to the terminal device (such as pressing a preset button on the external input device), or, in the case where the terminal device is a device with a touch screen, the above-mentioned control instruction can be generated by a touch operation performed on the touch screen (such as selecting a preset virtual button on the touch screen).

[0071] In the disclosed embodiment, a virtual object is configured with a target game skill, which is configured to at least control the virtual object to emit a specified number of virtual props in a scattered manner within a virtual scene. In an alternative embodiment, the target game skill may also be configured to control the virtual object to retrieve emitted virtual props within the virtual scene.

[0072] Exemplarily, the target game skill may include a charging phase, a firing phase, and a recovery phase. During the charging phase, the duration of the target game skill's casting operation is linearly related to the target scattering angle presented by the specified number of virtual props. During the firing phase, the virtual object is controlled to launch a specified number of virtual props in a scattered manner at the target scattering angle within the virtual scene. Exemplarily, each virtual prop can be launched in the direction indicated by the crosshairs to cause damage to enemy virtual objects in the virtual scene located in that direction. After the specified number of virtual props are launched, a virtual model of each virtual prop can be displayed at the landing point of each virtual prop in the virtual environment. At this time, the virtual model of the virtual prop is attached to the virtual environment, allowing the player to observe the location of each virtual prop from the virtual environment. During the recovery phase, the virtual object is controlled to recover the launched virtual props within the virtual scene. Exemplarily, all or some of the virtual props can be manipulated to return to the virtual object to cause further damage to enemy virtual objects along the recovery path.

[0073] As shown in FIG2 , the virtual skill control method of the exemplary embodiment of the present disclosure specifically includes:

[0074] Step S101: In response to a casting operation for a target game skill, a range component is displayed on the periphery of the crosshair, and the display size of the range component is adjusted based on the operation duration of the casting operation.

[0075] For example, the release operation may refer to a control instruction for manipulating a virtual object to release a target game skill in a virtual scene. For example, the release operation may be input via an external input device connected to the terminal device, or, if the terminal device is a device with a touch screen, the release operation may be input via a touch operation performed on the touch screen.

[0076] In the embodiment of the present disclosure, the timing for displaying the range component is: when a casting operation for a target game skill is detected, the range component is displayed at a position around the crosshair on the graphical user interface.

[0077] It should be understood that the target game skill in the embodiment of the present disclosure is a charged attack skill. When the initial moment of detecting the casting operation, it will not directly trigger the release of the target game skill, but will enter the charging stage for the target game skill. In the charging stage, the charging state of the target game skill is controlled by the operation duration of the casting operation.

[0078] In one case, the target game skill may be an ability possessed by the virtual object itself.

[0079] For example, the original skills given by the game to the virtual object, for example, the target game skill can be the general attack skill possessed by the virtual object. At this time, the skill does not require skill cooling or skill triggering, and can be released continuously and multiple times.

[0080] In another case, the target game skill may be an ability that a virtual object possesses by holding virtual props or assembling virtual accessories.

[0081] For example, a virtual object can be controlled to pick up a virtual item or virtual accessory in a virtual scene. The virtual item or virtual accessory may be randomly generated in the virtual scene, dropped by a defeated enemy virtual object, or obtained by completing a virtual task in a virtual game. When the virtual object currently holds the virtual item or has the virtual accessory equipped, the virtual object possesses the target game skill.

[0082] In the disclosed embodiment, when charging a target game skill based on a release operation, the display size of the range component displayed on the graphical user interface changes accordingly. Exemplarily, the duration of the release operation varies linearly with the display size of the range component. Preferably, the duration of the release operation is negatively correlated with the display size of the range component.

[0083] Here, the display size of the range component corresponds to the scattering angle when the target game skill is cast. The correspondence between different display sizes and different scattering angles can be established in advance. After adjusting the display size of the range component by the operation duration of the casting operation, when the target game skill is cast, a specified number of virtual props are emitted in the virtual scene according to the scattering angle corresponding to the adjusted display size of the range component.

[0084] Illustratively, the range component may include a first marker and a second marker, the first marker and the second marker being arranged relative to each other around the crosshair, with the display size of the range component being represented by the distance between the first marker and the second marker. The following steps, shown in FIG3 , determine changes in the display position corresponding to each of the first marker and the second marker during the duration of the release operation.

[0085] FIG3 shows a flowchart of steps of displaying a range component provided by an exemplary embodiment of the present disclosure.

[0086] As shown in FIG. 3 , in step S201 , when the casting operation starts, the initial display position corresponding to the marker is determined according to the basic distance value corresponding to the target game skill for display.

[0087] Here, you can set corresponding basic distance values ​​for different charging skills in the game, or you can set the same basic distance value for different charging skills. This disclosure does not limit this.

[0088] FIG4 is a schematic diagram showing initial display positions corresponding to various logos provided by an exemplary embodiment of the present disclosure.

[0089] As shown in FIG4 , in response to a casting operation for a target game skill, a base distance value X corresponding to the target game skill is determined. For example, the base distance value X may refer to an initial distance value between the boundaries of the range component 50. The range component 50 is displayed around the crosshair 40 according to the determined base distance value X.

[0090] Returning to FIG. 3 , in step S202 , during the continuous process of the release operation, a real-time variable distance value corresponding to the operation duration of the release operation is determined.

[0091] Here, the relationship between the operation duration of the casting operation and the real-time variable distance value can be established in advance. For example, the relationship between the two is a linear relationship. Furthermore, the operation duration of the casting operation is positively correlated with the real-time variable distance value, that is, as the operation duration of the casting operation increases, the real-time variable distance value becomes larger.

[0092] In a preferred embodiment, the real-time variable distance value has a change limit, that is, as the operation time of the release operation increases, after the real-time variable distance value reaches the change limit, the real-time variable distance value remains at the change limit and no longer changes.

[0093] FIG5 is a schematic diagram showing changes in display positions corresponding to various markers during a continuous release operation provided by an exemplary embodiment of the present disclosure.

[0094] As shown in Figure 5, the first identifier 51 and the second identifier 52 of the range component 50 are set on both sides of the crosshairs 40. In this example, the first identifier, the second identifier and the crosshairs are distributed along the first direction on the graphical user interface, and the crosshairs 40 is located at the center between the display position of the first identifier 51 and the display position of the second identifier 52.

[0095] In the disclosed embodiment, the mechanism corresponding to the target game skill includes at least: emitting a specified number of virtual props in a scattered manner in the virtual scene. At this time, the distribution direction between the first marker, the second marker, and the crosshair (i.e., the first direction) is the expansion direction when scattering in the presented scattered manner. In the example shown in FIG5 , the scattering is horizontal scattering, and the corresponding first marker, the second marker, and the crosshair are distributed in the horizontal direction (i.e., the horizontal direction), and the display size of the range component (i.e., the direction of change of the real-time variable distance value) also changes in the horizontal direction. In other words, for the case where the scattering is in a linear form in the virtual scene, the first direction may refer to the direction corresponding to the direction of the linear scattering.

[0096] In this example, the first identifier 51 may refer to a bracketed graphic as shown in the figure. The second identifier 52 may refer to a bracketed graphic as shown in the figure. The shaded portion of the graphic is used to represent the display area occupied by the corresponding logo, which changes with the display position of the logo. Preferably, the shaded portion can be represented by a regular graphic to facilitate determining the boundaries of the display size and distance value of the range component. The shaded portion is not displayed on the graphical user interface.

[0097] Returning to FIG. 3 , in step S203 , starting from the initial display position corresponding to the marker, the display position of the marker is updated along a preset direction in a stepwise manner according to the real-time variable distance value.

[0098] Here, the preset direction is from the initial display position to the crosshair position. That is, during the charging phase of a target skill, the display size of the range component on the graphical user interface changes as the duration of the skill's casting operation increases.

[0099] Continuing with the examples shown in Figures 4 and 5 above, during the charging process of a target skill, the first marker 51 and the second marker 52 are used to identify the change in the scattering range of a specified number of virtual items in the virtual scene. Specifically, at the initial moment of detecting the casting operation for the target skill, a range component 50 is displayed around the crosshairs according to a base distance value X. As the duration of the casting operation increases, the displayed size of the range component 50 is calculated by subtracting the real-time variable distance value Y from the base distance value X. In other words, as the duration of the operation increases, the displayed size of the range component 50 gradually shrinks from its maximum size. Once the player confirms the release of the target skill, the real-time variable distance value Y at the time of confirmation is read. Based on the difference between the base distance value X and the real-time variable distance value Y, the length of the range component in the first direction is determined, and the scattering angle of the target skill when it is cast is determined accordingly.

[0100] Through the above-mentioned solution disclosed in the present invention, in the design of the range component, the use of skills is taken into consideration, and information such as skill release direction, charging progress, and virtual prop scattering angle is provided to players to better control the use of skills.

[0101] It should be understood that the number and distribution direction of the identifiers in the range components shown in Figures 4 and 5 above are only examples, and the present disclosure is not limited thereto. The range components of the present disclosure can not only be applied to game skills that are expanded in a linear form, but can also meet the needs of game skills with different expansion forms and different trajectory types by adjusting the number and distribution direction of the identifiers in the "range component" to cover a wider range of expansion forms and trajectory types.

[0102] The following describes the composition and display size changes of range components under various scattering conditions.

[0103] The first embodiment is directed to game skills that unfold in a linear form.

[0104] For example, the linearly expanded scattering may include, but is not limited to, horizontal scattering (e.g., horizontal stripes) and vertical scattering (e.g., vertical stripes). In the case of horizontal scattering (as shown in FIG6 ), the first identifier, the second identifier, and the crosshairs displayed on the graphical user interface are expanded horizontally. That is, at the initial moment of detecting the release operation, the first identifier and the second identifier are displayed around the crosshairs according to the basic distance value X. As the operation duration of the release operation increases, the first identifier and the second identifier gradually shrink toward the crosshairs in the horizontal direction according to the real-time variable distance value Y. This is specifically manifested in the graphical user interface as: the display size of the range component (the scattering angle of each virtual prop) shrinks horizontally.

[0105] For the case of longitudinal scattering (as shown in FIG6 ), the first marker, the second marker, and the crosshairs displayed on the graphical user interface are expanded in the vertical direction. That is, at the initial moment of detecting the release operation, the first marker and the second marker are displayed around the crosshairs according to the basic distance value X. As the operation duration of the release operation increases, the first marker and the second marker gradually shrink toward the crosshairs in the vertical direction according to the real-time variable distance value Y. The specific manifestation on the graphical user interface is: the display size of the range component shrinks in the vertical direction.

[0106] The second embodiment is directed to game skills that are developed in a planar form.

[0107] Exemplarily, for the case of unfolding in a planar form, the above-mentioned range component includes at least two pairs of identifiers, each pair of identifiers includes a first identifier and a second identifier, wherein the first identifier and the second identifier of one pair of identifiers are respectively arranged on both sides of the first preset direction of the crosshairs, and the first identifier and the second identifier of the other pair of identifiers are respectively arranged on both sides of the second preset direction of the crosshairs, and the identifier distance between the first identifier and the second identifier of one pair of identifiers changes synchronously with the identifier distance between the first identifier and the second identifier of the other pair of identifiers.

[0108] Here, the directions indicated by the first preset direction and the second preset direction are different, and a certain angle may be formed between the two. Exemplarily, the angle formed between the two is 90 degrees. In a preferred example, for the planar scattering shown in FIG6 , the first preset direction may refer to the horizontal direction, and the second preset direction may refer to the vertical direction. It should be understood that those skilled in the art may determine the first preset direction and the second preset direction as needed, and the present disclosure does not impose any restrictions on this.

[0109] In the disclosed embodiments, the display styles of the markers within the range component can be varied. The "bracket format" listed in the above example is merely an example. This disclosure is not limited to a specific design style and can be customized to suit different game types, as shown in Figures 7A to 7D. Any display style that effectively conveys the visual effect of the scatter range is acceptable. Furthermore, the relative positions of the markers and the crosshairs can be flexibly adjusted to accommodate different ballistic trajectories.

[0110] Through the above design scheme, the present invention is simple and intuitive in use, and at the same time meets the needs of different types of trajectories, so that players can promptly know the changes in the scattering angle of game skills, thereby improving interaction efficiency.

[0111] In the related art, for games in 2.5D and / or 3D virtual environments, the scattering angle of skills is generally not considered, or a skill indicator is added to the virtual scene to represent the attack direction of the game skill, and the skill indicator is displayed in the virtual scene. However, the above-mentioned prompt method for the scattering range of the target game skill in the present disclosure displays the range component on the graphical user interface, and prompts the player of the scattering angle of the game skill through the display icon on the interface. For two-dimensional virtual environments, 2.5D virtual environments, and / or 3D virtual environments, and for different perspectives (such as first-person perspective or third-person perspective), the scattering angle of the game skill can be intuitively and accurately prompted.

[0112] The following describes how to adjust the display size of a range component based on the duration of a cast operation.

[0113] For example, it may be detected whether the operation duration of the casting operation for the target game skill reaches the time limit, and the change of the display size of the range component may be controlled based on the comparison result.

[0114] Specifically, when the operation duration of the release operation does not reach the time limit, the display size of the range component is adjusted based on the operation duration of the release operation. At this time, the display size of the range component is linearly related to the operation duration.

[0115] After the duration of the release operation reaches the time limit, the range component is displayed at the limit display size around the crosshairs. At this time, the limit display size is the display size corresponding to the time limit under the aforementioned linear relationship. In other words, the adjustment of the display size of the range component has a change limit. That is, as the duration of the release operation increases, the display size of the range component reaches the limit display size, and then the display size of the range component remains at the limit display size and does not change.

[0116] In a preferred embodiment of the present disclosure, corresponding prompts are provided in stages for the continuous process of the release operation.

[0117] For example, in response to not detecting the end of the casting operation within a preset time period after the casting operation duration reaches a time limit, the launch of a specified number of virtual props is canceled. Exemplarily, a prompt regarding the cancellation of the launch can be provided to the user on a graphical user interface, or through an external input device connected to the terminal device (e.g., controlling a game controller to generate vibration).

[0118] After the duration of the casting operation reaches the time limit, a first special effect is displayed at the range component. Here, the first special effect is used to prompt the user that the operation duration has reached the time limit, or to prompt the user that the charging process for the target game skill is complete. For example, the first special effect may include but is not limited to at least one of the following items: an animation effect, displaying a preset image at the range component, or changing the display properties of the range component (or logo). As an example, the display properties may include but are not limited to display style, display color, and display transparency.

[0119] After the duration of the casting operation reaches the time limit, a second special effect is displayed in the range component during a sub-period within the preset time period. This second special effect is different from the first special effect and serves to indicate to the user that the launch triggering process for the target game skill is about to end, or to indicate that the launch of a specified number of virtual items is about to be canceled. The sub-period is shorter than the preset time period, and its end time coincides with the end time of the preset time period.

[0120] Returning to FIG. 1 , step S102 : in response to the completion of the release operation, controlling the virtual object to emit a specified number of virtual props in a scattered manner at a target scattering angle in the virtual scene.

[0121] In an exemplary embodiment of the present disclosure, the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props. Specifically, when the power is short (i.e., the shorter the operation duration of the casting operation), the larger the scattering angle of the specified number of virtual props, at this time, it is more suitable to perform close-range bursts against enemy virtual objects through the target game skill. When the power is long (i.e., the longer the operation duration of the casting operation), the smaller the scattering angle of the specified number of virtual props, the more concentrated the attack of the target game skill, at this time, it is more suitable to perform long-range aiming attacks against enemy virtual objects through the target game skill.

[0122] For example, during the charging process for the target game skill, the display size of the range component gradually shrinks, and during the process of shooting out a specified number of virtual props, the model distance values ​​between the virtual models of each virtual prop in the virtual scene are shot out in a radial shape.

[0123] It should be understood that the linear relationship between the operation duration of the casting operation and the scattering angle when the target game skill is cast can be negatively correlated, such as the focusing type shown in Figure 8, where the scattering angle gradually decreases as the operation duration increases. In addition, the linear relationship between the operation duration of the casting operation and the scattering angle when the target game skill is cast can also be positively correlated, such as the diffusion type shown in Figure 9, where the scattering angle gradually increases as the operation duration increases.

[0124] That is, in response to the casting operation for the target game skill, range components appear on both sides of the crosshairs. The longer the operation time, the closer the distance between the range components on both sides is, forming a visual effect of the scattering range gradually narrowing. In addition, through the reverse processing, the longer the operation time, the farther the distance between the range components on both sides is, forming a visual effect of the scattering range gradually widening. Through the above design method, the linear relationship between the charging time (operation time) and the trajectory range (scattering range) of the scattering trajectory for the target game skill can be simply and intuitively demonstrated.

[0125] During the continuous process of casting the target game skill, the relative position relationship between the display position of the crosshair and the display positions of the first and second identifiers remains unchanged. The above technical solution of the present disclosure is a universal design that can meet the presentation of different trajectory types (surface trajectory, strip trajectory), and the functional presentation of the range component on the graphical user interface is simple and easy to learn. The usage and visual presentation are simple and intuitive enough to conform to the player's intuition without adding additional cognitive cost.

[0126] In a preferred embodiment of the present disclosure, skill feedback can also be provided on the graphical user interface for the target game skill, so that the player can promptly learn the skill attack effect.

[0127] FIG. 10 shows a flowchart of steps for updating a skill feedback identifier provided by an exemplary embodiment of the present disclosure.

[0128] As shown in FIG. 10 , in step S301 , in response to a designated number of virtual props being ejected and performing an interactive behavior with a target object in a virtual scene, a skill feedback mark is displayed around the crosshair.

[0129] Here, the above-mentioned interactive behavior may refer to the virtual object releasing target game skills to the target object in the virtual scene. For example, it may refer to controlling the virtual object to attack the target object through virtual props in the virtual scene to cause damage to the target object.

[0130] In the disclosed embodiments, the target object is a virtual character participating in the virtual game. The target object can be a virtual character controlled by another player (or a virtual character controlled by another terminal device). The target object can be controlled to move in the virtual scene, for example, to run, jump, crawl, etc. The target object can also be controlled to use virtual skills and virtual props provided by the virtual game to interact with the game. For example, the target object and the virtual object can belong to the enemy camp.

[0131] In addition, the above-mentioned target object can also be an artificial intelligence character controlled by a non-player, such as an artificial intelligence (AI) character set in a virtual scene battle through training. The AI ​​character can be configured to move in the virtual scene according to a pre-trained action strategy, and can also be controlled to use the virtual skills, virtual props, etc. provided by this virtual game to interact with other virtual objects in the game.

[0132] Alternatively, the target object may be a virtual object, such as a virtual prop, ground, building, bridge, tree, mountain, vegetation, etc. in a virtual scene. For example, the virtual object may be attacked and destroyed.

[0133] Here, the skill feedback indicator is used to represent that the target game skill acts on the target object. That is, after a specified number of virtual props are shot out, if a skill feedback indicator is displayed on the graphical user interface, it indicates that the target game skill has acted on the target object. If the skill feedback indicator is not displayed on the graphical user interface, it indicates that the target game skill has not acted on the target object.

[0134] For example, the target game skill has acted on the target object may mean that at least one virtual prop among the specified number of virtual props has hit the target object, and the target game skill has not acted on the target object may mean that there is no virtual prop that has hit the target object.

[0135] Optionally, the display of the scope component may be canceled while the skill feedback icon is displayed around the crosshairs, or both may be displayed simultaneously. It should be understood that, in addition to the above, the display of the scope component may also be canceled on the graphical user interface when the virtual item launch is canceled, or when a specified number of virtual items have been launched.

[0136] In step S302, based on the interaction results between the specified number of virtual props and the target object, the presentation form corresponding to the skill feedback identifier is updated so that the presentation form matches the interaction results.

[0137] In the disclosed embodiments, the effect of a target game skill on a target object, or the degree of effect of the target game skill on the target object, can also be represented by different presentation forms of the skill feedback indicator. For example, after a specified number of virtual props are fired, the presentation form of the skill feedback indicator can be updated based on the number of virtual props that hit the target object.

[0138] 11A and 11B are schematic diagrams showing skill feedback identifiers provided by exemplary embodiments of the present disclosure.

[0139] In the present disclosure, whether there is a virtual prop that hits the target object can be fed back by displaying or not displaying the skill feedback mark 80 on the graphical user interface. In addition, the number of virtual props that hit the target object can also be fed back by the presentation form of the skill feedback mark 80.

[0140] In the embodiment of the present disclosure, the specified number of virtual props shot in the virtual scene is associated with the target game skill. The specified number of virtual props shot can be one or more. The specified number corresponding to the shot virtual props can be a default value or a custom setting by the player. The present disclosure does not impose any restrictions on this.

[0141] As described above, the virtual skill control method of the exemplary embodiment of the present disclosure can cover a wider range of trajectory types, such as planar trajectories and linear trajectories, and the subdivision types within each type of trajectory can also meet the needs. For example, under linear trajectory, it can be subdivided into lateral scattering or longitudinal scattering, or in the same direction, it can be subdivided into single-shot trajectory and multi-shot trajectory, etc.

[0142] The following describes how to display range components for two types of trajectories, single-shot trajectory and multi-shot trajectory, in combination with Figures 12 and 13 under linear trajectory.

[0143] FIG12 is a schematic diagram showing a single-shot trajectory corresponding to a target game skill provided by an exemplary embodiment of the present disclosure.

[0144] As shown in Figure 12, a trajectory prompt icon (the shaded area shown in the figure) can be displayed between the two icons of the range component. During the charging stage of the target game skill, the length of the trajectory prompt icon will be shortened in the horizontal direction (laterally, that is, in the direction of scattering in a linear form).

[0145] FIG13 is a schematic diagram showing target game skills corresponding to multiple trajectories provided by an exemplary embodiment of the present disclosure.

[0146] As shown in FIG13 , in response to a casting operation for a target game skill, a range component can be displayed around the crosshairs, and a specified number of item identifiers can be displayed within the range component. In the disclosed embodiment, the item identifiers are identifiers corresponding to virtual items displayed on the graphical user interface. The number of item identifiers corresponds to the number of virtual items fired, i.e., each item identifier corresponds to a virtual item to be fired.

[0147] During the charging phase for the target game skill, multiple prop identifiers are always evenly distributed between the first identifier and the second identifier. For example, the specified number of virtual props includes multiple, and each virtual prop is shot in the direction indicated by a corresponding prop identifier.

[0148] The specified number of prop markers are evenly spaced within the scope component, and the distance between the specified number of prop markers is negatively correlated with the duration of the casting operation. In other words, the longer the casting operation lasts, the smaller the distance between the specified number of prop markers.

[0149] The distribution direction of the specified number of prop identifiers within the range component is consistent with the direction in which the specified number of virtual props would be scattered in the virtual scene after being launched. For example, if the scattering pattern is horizontal, the specified number of prop identifiers would be distributed horizontally within the range component; if the scattering pattern is vertical, the specified number of prop identifiers would be distributed vertically within the range component. This disclosure does not enumerate these details one by one.

[0150] Taking Figure 13 as an example, multiple projectiles can be used for throwing weapons. During the charging process of the target game skill, the length of each projectile is not affected, but the spacing between the projectiles is changed, thereby adjusting the throwing range.

[0151] In a preferred embodiment of the present disclosure, the target game skill also includes a virtual item recovery mechanism. In this case, in response to the completion of the casting operation, the display range component can be removed and a recovery component can be provided around the crosshairs to prompt the user to recover a specified number of virtual items that were fired. Exemplarily, the recovery component is used to prompt the user that the target game skill has entered the recovery phase.

[0152] FIG14 shows a schematic diagram of a recycling assembly provided by an exemplary embodiment of the present disclosure;

[0153] As shown in FIG. 14 , in response to the completion of the casting operation for the target game skill, a recycling component 90 may be displayed at the crosshair 40 to replace the display of the range component.

[0154] Here, the recycling component includes corresponding display parameters. The display status of the recycling component can be changed by adjusting the display parameters of the recycling component to prompt the effective time when the virtual props can be actively recycled. The display status of the recycling component can also be changed to prompt the countdown progress of automatic recycling of the virtual props.

[0155] In a preferred embodiment of the present disclosure, the above-mentioned virtual skill control method may further include: in response to a recycling control instruction for the target game skill, controlling the virtual object to recycle a specified number of virtual props in the virtual scene.

[0156] Here, the "recycling control instruction" may refer to a control instruction issued by a terminal device, and may refer to a control instruction for manipulating a virtual object to recycle a virtual item in a virtual scene. For example, the "recycling control instruction" may be generated by an external input device connected to the terminal device, or, if the terminal device is a device with a touch screen, the second release instruction may be generated by a touch operation performed on the touch screen.

[0157] After a specified number of virtual props are ejected, the virtual models of the virtual props are controlled to stay in the virtual scene. In the process of recovering the virtual props, the target objects on the recovery path of the virtual props are attacked. Here, the recovery path may refer to the location from the virtual prop's stop position in the virtual scene to the location of the virtual object.

[0158] The second casting instruction for the target game skill may be generated by at least one of the following methods.

[0159] One case is automatic recycling.

[0160] In this case, in response to the end of the countdown progress of automatic recycling, a recycling control instruction for the target game skill can be automatically generated. The countdown progress of the automatic recycling is triggered to start timing when the virtual prop is ejected.

[0161] As shown in FIG. 14 , the countdown progress of automatic recycling is represented by the change of the pattern in the recycling component 90 , that is, the countdown for triggering the automatic recycling of the virtual props is represented.

[0162] Another situation is active recycling.

[0163] In this case, a recycling control instruction for the target game skill may be generated in response to a recycling operation for the target game skill.

[0164] Here, the recycling operation may refer to an operation for manipulating a virtual object to recycle a virtual item in a virtual scene. For example, the recycling operation may be input via an external input device connected to the terminal device, or, if the terminal device is a device with a touch screen, the recycling operation may be input via a touch operation performed on the touch screen.

[0165] In an optional embodiment, all ejected virtual props may be recycled in response to a recycling control instruction for a target game skill, or only virtual props that meet a specified prop recycling condition among a specified number of ejected virtual props may be recycled.

[0166] For example, the prop state of each ejected virtual prop can be detected. If the prop state of the virtual prop is recyclable, it indicates that the specified prop recycling conditions are met. If the prop state of the virtual prop is non-recyclable, it indicates that the specified prop recycling conditions are not met.

[0167] In the embodiment of the present disclosure, the target virtual props that meet the specified prop recycling conditions among the specified number of virtual props may include but are not limited to at least one of the following situations.

[0168] In the first embodiment, the virtual props among the specified number of virtual props are located within the target field of view.

[0169] For example, a recycling mechanism can be pre-configured for virtual props. This recycling mechanism can include virtual props within a target field of view (including those located at the boundary of the target field of view) being in a recyclable state, and virtual props outside the target field of view being in a non-recyclable state. Based on this, virtual props within the target field of view are determined as target virtual props that meet specified prop recycling conditions, and virtual props outside the target field of view are determined as virtual props that do not meet the specified prop recycling conditions. Exemplarily, the above-mentioned target field of view may refer to the field of view of a virtual object, for example, the observation range when observing the virtual object in a virtual environment from a first-person perspective or a third-person perspective.

[0170] In the second embodiment, the control authority of the virtual props among the specified number of virtual props belongs to the virtual object.

[0171] For example, the target object hit by the virtual prop may have a specified defense attribute, which can trigger the confiscation of the virtual prop that hits itself or make the prop that hits itself invalid. If the above situation occurs, the control authority of the virtual prop no longer belongs to the virtual object. Accordingly, the prop status of the virtual prop is unrecoverable. If the above situation does not occur, the control authority of the virtual prop belongs to the virtual object. Accordingly, the prop status of the virtual prop is recyclable.

[0172] In a third embodiment, virtual items among the specified number of virtual items are located within the effective range of the target game skill.

[0173] Here, the effective range of the target game skill may correspond to the effective range of the target game skill in the virtual scene. Typically, after a virtual prop is launched, it will fly as far as the boundary of the effective range of the target game skill. However, if, during flight, the virtual prop falls into a sunken area in the virtual scene, the position of the virtual prop in the virtual scene is outside the effective range of the target game skill, and the item status of the virtual prop is set to non-recoverable. If the position of the virtual prop in the virtual scene is within the effective range of the target game skill, the item status of the virtual prop is set to recoverable. For example, the sunken area may include a cliff or a river.

[0174] In the fourth embodiment, the target object hit by the virtual item is in a valid state.

[0175] For example, if the target object hit by the virtual prop is in a valid state, the prop state of the virtual prop is a recyclable state; if the target object hit by the virtual prop is in an invalid state, the prop state of the virtual prop is an unrecyclable state.

[0176] For example, the target object may be a virtual object (e.g., a virtual building) in a virtual scene that can be dismantled or destroyed. In this case, the target object being in a valid state may mean that the virtual object exists in the virtual scene, and the target object being in an invalid state may mean that the virtual object has been dismantled or destroyed in the virtual scene. In addition, the target object may be an enemy virtual object or NPC in the virtual scene. In this case, the target object being in a valid state may mean that the enemy virtual object or NPC is alive, and the target object being in an invalid state may mean that the enemy virtual object or NPC is dead.

[0177] In the disclosed embodiment, the prop recycling conditions can be determined for each virtual prop that is ejected, and the recyclability of each virtual prop can be indicated on the graphical user interface. For example, while a recycling component can be displayed around the crosshairs, a specified number of prop recycling indicators displayed on the graphical user interface can be controlled and updated based on the prop status of the ejected virtual prop in the virtual scene to indicate whether the prop status corresponding to the virtual prop meets the specified prop recycling conditions.

[0178] For example, in response to the prop status corresponding to the virtual prop meeting the specified prop recycling conditions, a first prop recycling identifier is presented in a first display form. The first prop recycling identifier is the prop identifier corresponding to the virtual prop whose prop status meets the specified prop recycling conditions. The first display form is used to indicate that the corresponding virtual prop meets the specified prop recycling conditions.

[0179] In response to the prop state corresponding to the virtual prop not satisfying the specified prop recycling conditions, a second prop recycling identifier is presented in a second display form. The second prop recycling identifier is the prop identifier corresponding to the virtual prop whose prop state does not satisfy the specified prop recycling conditions. The second display form is used to indicate that the corresponding virtual prop does not satisfy the specified prop recycling conditions. The first display form is different from the second display form.

[0180] The following describes the control process of the target game skill in the embodiment of the present disclosure with reference to the examples shown in FIG. 15 and FIG. 16 .

[0181] FIG. 15 shows one of the schematic diagrams for displaying target game skills on a graphical user interface according to an exemplary embodiment of the present disclosure.

[0182] As shown in FIG15 , a graphical user interface 10 is provided by a terminal device. At least a portion of a virtual scene 20 and a crosshair 40 are displayed in the graphical user interface 10 . The virtual scene 20 includes a virtual object 30 controlled by the terminal device.

[0183] In this example, a skill identifier 60 corresponding to the target game skill is further displayed on the graphical user interface 10 , and the skill stage of the target game skill is represented by the presentation form of the skill identifier 60 .

[0184] For example, taking the example of a long press of the right mouse button to cast a target skill, in response to the long press of the right mouse button, the target skill enters the charging phase. At this point, the skill indicator 60 is displayed in a third display state on the graphical user interface 10 (as shown in FIG. 15 ), indicating that the target skill is in the charging phase. In this case, the distance between the first indicator 51 and the second indicator 52 displayed on the side of the crosshair 40 decreases as the long press of the right mouse button increases.

[0185] In a preferred example, an operation prompt icon 70 can also be displayed on the graphical user interface 10. An operation prompt pattern or operation prompt information for indicating the casting operation of the target game skill can be displayed in the operation prompt icon 70, so that the user can promptly know the control method of the target game skill through the content displayed in the operation prompt icon 70, effectively improve the operation efficiency and reduce the learning cost.

[0186] As shown in FIG15 , the association between the operation prompt icon 70 and the skill icon 60 can be indicated by displaying a positional association or by representing the association through a connecting line. That is, the operation prompt displayed in the operation prompt icon 70 is for the game skill indicated by the skill icon 60. For example, if the operation for casting the target game skill is to press and hold the right mouse button, a mouse icon can be displayed in the operation prompt icon 70, and the right mouse button in the mouse icon can be distinguished to indicate that the right mouse button operation can trigger the charging of the target game skill.

[0187] Continuing with the above example, in response to releasing the right mouse button (i.e., releasing the right mouse button), the virtual object 30 is controlled to emit a specified number of virtual props in a scattered manner at the target scattering angles indicated by the first identifier 51 and the second identifier 52 in the virtual scene 20.

[0188] Afterwards, a recycling control instruction for the target game skill may be generated in response to the active recycling or automatic recycling method to control the virtual object 30 to recycle the launched virtual props in the virtual scene 10 .

[0189] As shown in FIG16 , after a specified number of virtual items are ejected, the presentation form of the skill identifier 60 can be changed. For example, the skill identifier 60 can be controlled to be presented in a fourth display state on the graphical user interface 10 (as shown in FIG16 ), and the fourth display state is used to indicate that the target game skill is in the recycling stage. At the same time, the display content in the operation prompt identifier 70 can be synchronously updated. That is, after the presentation form of the skill identifier 60 is changed, the content displayed in the operation prompt identifier 70 is an operation prompt for the current skill stage of the target game skill. For example, in FIG16 , if the skill identifier 60 indicates that the target game skill is in the recycling stage, then the content displayed in the operation prompt identifier 70 indicates that the ejected virtual items can be actively recycled by operating the right mouse button.

[0190] During the recycling phase of the target game skill, the display of the range component can be canceled, and the recycling component 90 can be displayed at the crosshair 40. The change in the display state of the recycling component 90 can be used to prompt the effective time for active recycling of the virtual props. That is, before the change in the display state of the recycling component 90 is completed, the active recycling of the virtual props can be triggered. The countdown progress for automatic recycling of the virtual props can also be prompted by changing the display state of the recycling component. That is, when the change in the display state of the recycling component 90 is completed, the automatic recycling of the virtual props will be triggered.

[0191] In this example, a specified number of prop recycling marks 22 may also be displayed on the crosshairs 40, and based on the prop status of the ejected virtual prop in the virtual scene, the specified number of prop recycling marks displayed on the graphical user interface 10 may be updated. As shown in FIG16 , the prop status of each virtual prop may be intuitively displayed using prop recycling marks in different display forms. For example, in this example, a solid dot may indicate that the corresponding virtual prop is in a recyclable state, while a hollow dot may indicate that the corresponding virtual prop is in a non-recyclable state.

[0192] In addition, the skill mark 60 can be highlighted to indicate that the target game skill is in a continuous state (such as in the charging stage, the launching stage and the recovery stage), and the skill mark 60 can be grayed out to indicate that the target game skill is not in use.

[0193] Based on the same application concept, the embodiments of the present disclosure also provide a virtual skill control device corresponding to the virtual skill control method provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the virtual skill control method in the above embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0194] FIG17 is a schematic structural diagram of a virtual skill control device provided by an exemplary embodiment of the present disclosure.

[0195] As shown in FIG17 , a graphical user interface is provided by a terminal device, wherein the graphical user interface displays at least a portion of a virtual scene and a crosshair. The virtual scene includes a virtual object controlled by the terminal device, and the virtual object is configured with a target game skill. The target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene. The crosshair is used to indicate the aiming direction of the virtual object. The virtual skill control device 200 includes a display control module 210 and a casting control module 220, wherein: the display control module 210 is configured to execute, in response to a casting operation for the target game skill, display a range component around the crosshair, and adjust the display size of the range component based on the operation duration of the casting operation, wherein the display size of the range component corresponds to the scattering angle when the target game skill is cast; and the casting control module 220 is configured to execute, in response to the completion of the casting operation, control the virtual object to emit a specified number of virtual props in a scattered manner at a target scattering angle in the virtual scene, wherein the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props. Through the above embodiment, the linear relationship between the charging and the scattering angle of the skill can be expressed intuitively and accurately on the interface, thereby improving the interaction efficiency and reducing the computing resources consumed in releasing the charging attack skill.

[0196] In a possible implementation of the present disclosure, the range component includes a first marker and a second marker, which are arranged relative to each other around the crosshair, and the display size of the range component is represented by the marker distance between the first marker and the second marker.

[0197] In a possible embodiment of the present disclosure, the display control module 210 is further used to: for each of the first identifier and the second identifier, at the beginning of the casting operation, determine the initial display position corresponding to the identifier according to the basic distance value corresponding to the target game skill for display; during the continuous casting operation, determine the real-time variable distance value corresponding to the operation duration of the casting operation; for each identifier, starting from the initial display position corresponding to the identifier, along the preset direction, update the display position of the identifier in a step-by-step manner according to the real-time variable distance value, wherein the preset direction is from the initial display position to the position of the crosshairs.

[0198] In a possible implementation of the present disclosure, the first identifier, the second identifier, and the crosshair are distributed along a first direction on the graphical user interface, and the crosshair is located at the center between the display position of the first identifier and the display position of the second identifier.

[0199] In a possible implementation of the present disclosure, when the scattering shape is scattering in a linear form in the virtual scene, the first direction is a direction corresponding to the direction of the scattering in the linear form.

[0200] In one possible embodiment of the present disclosure, the display control module 210 is further used to: in response to a casting operation for a target game skill, display a range component on the side of the crosshairs, and display a specified number of prop identifiers within the range component; wherein each prop identifier corresponds to a virtual prop to be launched.

[0201] In a possible implementation of the present disclosure, a specified number of prop identifiers are evenly spaced within the range component, and during the duration of the casting operation, the identifier distance values ​​between the specified number of prop identifiers are negatively correlated with the operation duration of the casting operation.

[0202] In a possible implementation of the present disclosure, the distribution direction of the specified number of prop identifiers within the range component is consistent with the direction in which the specified number of virtual props are scattered in the virtual scene after being launched.

[0203] Through the above-mentioned embodiments of the present disclosure, in the design of the range component, the use of skills is taken into consideration, and information such as the skill release direction, charging progress, and virtual prop scattering angle is provided to the player to assist the player in better controlling the use of skills. Moreover, the range component provided by the present disclosure is not only applicable to game skills that are deployed in a linear form, but also can meet the needs of game skills with different deployment forms and different trajectory types by adjusting the number and distribution direction of the identifiers in the "range component" to cover a wider range of deployment forms and trajectory types, so that players can be informed of changes in the scattering angle of the game skills in a timely manner, thereby improving interaction efficiency. It is also simple and intuitive in use.

[0204] In one possible implementation of the present disclosure, the display control module 210 is further configured to: display a skill feedback identifier on the periphery of the crosshairs in response to an interaction between a specified number of virtual props shot out and a target object in a virtual scene; and update a presentation form corresponding to the skill feedback identifier based on the interaction results between the specified number of virtual props and the target object, so that the presentation form matches the interaction results.

[0205] In one possible implementation of the present disclosure, the display control module 210 is further configured to: in response to the completion of the release operation, cancel the display range component and provide a recovery component on the side of the crosshairs to prompt the user to recover a specified number of virtual props that were shot.

[0206] In a possible implementation of the present disclosure, the recycling component includes corresponding display parameters, and the display control module 210 is further used to change the display state of the recycling component by adjusting the display parameters of the recycling component to indicate the effective time when the virtual prop can be actively recycled.

[0207] In a possible implementation of the present disclosure, the release control module 220 is further configured to: control the virtual object to recycle a specified number of virtual props in the virtual scene in response to a recycle control instruction for a target game skill.

[0208] In one possible implementation of the present disclosure, the recycling control instruction release control module 220 for the target game skill is generated by at least one of the following methods: in response to the end of the skill release countdown, the recycling control instruction for the target game skill is automatically generated, and the skill release countdown is triggered to start timing when the virtual prop is ejected; in response to the recycling operation for the target game skill, the recycling control instruction for the target game skill is generated.

[0209] Through the above embodiment, based on the intuitive display of the recycling component on the interface, players can be prompted to recycle a specified number of virtual props that have been shot out. The effective time of active recycling can also be used to increase the fun of the game, thereby improving the interaction efficiency and the gaming experience.

[0210] In a possible implementation of the present disclosure, the display control module 210 is further used to: detect whether the operation duration of the casting operation has reached the time limit; when the operation duration has not reached the time limit, adjust the display size of the range component based on the operation duration of the casting operation, and the display size of the range component is linearly related to the operation duration; after the operation duration reaches the time limit, display the range component at the peripheral position of the crosshairs according to the limit display size, and the limit display size is the display size corresponding to the time limit under the linear relationship. Through this embodiment, the adjustment of the display size of the range component has a change limit, that is, as the operation duration of the casting operation increases, after the display size of the range component reaches the limit display size, the display size of the range component remains at the limit display size and no longer changes. This is to intuitively, simply and effectively prompt the player's operation duration through different visual effects.

[0211] In one possible implementation of the present disclosure, the release control module 220 is further used to: cancel the launch of a specified number of virtual props in response to not detecting the end of the release operation within a preset time period after the operation duration reaches the time limit, and the display control module 210 is further used to: display a first special effect at the range component after the operation duration reaches the time limit, and display a second special effect at the range component in a sub-time period of the preset time period, and the end time of the sub-time period coincides with the end time of the preset time period.

[0212] Through the virtual skill control device provided by the present invention, the linear relationship between skill charging and skill scattering angle can be expressed intuitively and accurately on the graphical user interface.

[0213] Please refer to Figure 18, which is a schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present disclosure. As shown in Figure 18, the electronic device 300 includes a processor 310, a memory 320 and a bus 330.

[0214] The memory 320 stores machine-readable instructions executable by the processor 310. When the electronic device 300 is running, the processor 310 communicates with the memory 320 via the bus 330. When the machine-readable instructions are executed by the processor 310, the steps of the virtual skill control method in any of the above embodiments can be performed, specifically as follows:

[0215] A graphical user interface is provided through a terminal device, on which at least part of a virtual scene and a crosshair are displayed. The virtual scene includes a virtual object controlled by the terminal device. The virtual object is configured with a target game skill. The target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene. The crosshair is used to indicate the aiming direction of the virtual object. In response to a casting operation for the target game skill, a range component is displayed at a peripheral position of the crosshair, and the display size of the range component is adjusted based on the operation duration of the casting operation, wherein the display size of the range component corresponds to the scattering angle when the target game skill is cast; in response to the end of the casting operation, the virtual object is controlled to emit a specified number of virtual props in a scattered manner at the target scattering angle in the virtual scene, wherein the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

[0216] Through the above embodiments, the linear relationship between charging and the scattering angle of the skill can be expressed intuitively and accurately on the interface, thereby improving the interaction efficiency and reducing the computing resources consumed in releasing the charging attack skill.

[0217] In a possible implementation of the present disclosure, the range component includes a first marker and a second marker, which are arranged relative to each other around the crosshair, and the display size of the range component is represented by the marker distance between the first marker and the second marker.

[0218] In one possible embodiment of the present disclosure, a range component is displayed at a peripheral position of the crosshairs, including: for each of the first and second identifiers, at the start of a casting operation, an initial display position corresponding to the identifier is determined according to a basic distance value corresponding to the target game skill for display; during the casting operation, a real-time variable distance value corresponding to the operation duration of the casting operation is determined; for each identifier, starting from the initial display position corresponding to the identifier, the display position of the identifier is updated in a gradually changing manner according to the real-time variable distance value along a preset direction, wherein the preset direction is from the initial display position to the position of the crosshairs.

[0219] In a possible implementation of the present disclosure, the first identifier, the second identifier, and the crosshair are distributed along a first direction on the graphical user interface, and the crosshair is located at the center between the display position of the first identifier and the display position of the second identifier.

[0220] In a possible implementation of the present disclosure, when the scattering shape is to scatter in a linear form in the virtual scene, the first direction is a direction corresponding to the direction of the scattering in the linear form.

[0221] In one possible embodiment of the present disclosure, in response to a casting operation for a target game skill, the step of displaying a range component at a peripheral position of the crosshairs includes: in response to a casting operation for a target game skill, displaying a range component at a peripheral position of the crosshairs, and displaying a specified number of prop identifiers within the range component; wherein each prop identifier corresponds to a virtual prop to be launched.

[0222] In a possible implementation of the present disclosure, a specified number of prop identifiers are evenly spaced within the range component, and during the duration of the casting operation, the identifier distance values ​​between the specified number of prop identifiers are negatively correlated with the operation duration of the casting operation.

[0223] In a possible implementation of the present disclosure, the distribution direction of the specified number of prop identifiers within the range component is consistent with the direction in which the specified number of virtual props are scattered in the virtual scene after being launched.

[0224] Through the above-mentioned embodiments of the present disclosure, in the design of the range component, the use of skills is taken into consideration, and information such as the skill release direction, charging progress, and virtual prop scattering angle is provided to the player to assist the player in better controlling the use of skills. Moreover, the range component provided by the present disclosure is not only applicable to game skills that are deployed in a linear form, but also can meet the needs of game skills with different deployment forms and different trajectory types by adjusting the number and distribution direction of the identifiers in the "range component" to cover a wider range of deployment forms and trajectory types, so that players can be informed of changes in the scattering angle of the game skills in a timely manner, thereby improving interaction efficiency. It is also simple and intuitive in use.

[0225] In a possible embodiment of the present disclosure, the method further includes: displaying a skill feedback identifier on the periphery of the crosshairs in response to an interaction between a specified number of virtual props shot out and a target object in a virtual scene; and updating a presentation form corresponding to the skill feedback identifier based on the interaction results between the specified number of virtual props and the target object so that the presentation form matches the interaction results.

[0226] In a possible implementation of the present disclosure, the method further includes: in response to the completion of the release operation, canceling the display range component and providing a recovery component on the side of the crosshairs to prompt the user to recover a specified number of virtual props that were shot.

[0227] In a possible implementation of the present disclosure, the recycling component includes corresponding display parameters, and the method further includes: changing the display state of the recycling component by adjusting the display parameters of the recycling component to indicate the effective time when the virtual prop can be actively recycled.

[0228] In a possible implementation of the present disclosure, the method further includes: controlling the virtual object to recycle a specified number of virtual props in the virtual scene in response to a recycling control instruction for the target game skill.

[0229] In one possible implementation of the present disclosure, the recycling control instruction for the target game skill is generated by at least one of the following methods:

[0230] In response to the skill release countdown ending, a recovery control instruction for the target game skill is automatically generated. The skill release countdown is triggered and starts when the virtual prop is ejected.

[0231] In response to the recycling operation for the target game skill, a recycling control instruction for the target game skill is generated.

[0232] Through the above embodiment, based on the intuitive display of the recycling component on the interface, players can be prompted to recycle a specified number of virtual props that have been shot out. The effective time of active recycling can also be used to increase the fun of the game, thereby improving the interaction efficiency and the gaming experience.

[0233] In a possible implementation of the present disclosure, the display size of the range component is adjusted based on the operation duration of the casting operation, including: detecting whether the operation duration of the casting operation has reached a time limit; when the operation duration has not reached the time limit, adjusting the display size of the range component based on the operation duration of the casting operation, the display size of the range component is linearly related to the operation duration; after the operation duration reaches the time limit, displaying the range component at the peripheral position of the crosshairs according to the limit display size, the limit display size being the display size corresponding to the time limit under the linear relationship. Through this embodiment, the adjustment of the display size of the range component has a change limit, that is, as the operation duration of the casting operation increases, after the display size of the range component reaches the limit display size, the display size of the range component remains at the limit display size and no longer changes. This is to intuitively, simply and effectively prompt the player's operation duration through different visual effects.

[0234] In a possible implementation of the present disclosure, the method further includes: in response to not detecting the end of the casting operation within a preset time period after the operation duration reaches a time limit, canceling the launch of a specified number of virtual props, displaying a first special effect at the range component after the operation duration reaches the time limit, and displaying a second special effect at the range component in a sub-time period within the preset time period, and the end time of the sub-time period coincides with the end time of the preset time period.

[0235] Through the electronic device provided by the present disclosure, the linear relationship between skill charging and skill scattering angle can be expressed intuitively and accurately on a graphical user interface.

[0236] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps of the virtual skill control method in any of the above embodiments are executed, specifically as follows:

[0237] A graphical user interface is provided through a terminal device, on which at least part of a virtual scene and a crosshair are displayed. The virtual scene includes a virtual object controlled by the terminal device. The virtual object is configured with a target game skill. The target game skill is configured to control the virtual object to emit a specified number of virtual props in a scattered manner in the virtual scene. The crosshair is used to indicate the aiming direction of the virtual object. In response to a casting operation for the target game skill, a range component is displayed at a peripheral position of the crosshair, and the display size of the range component is adjusted based on the operation duration of the casting operation, wherein the display size of the range component corresponds to the scattering angle when the target game skill is cast; in response to the end of the casting operation, the virtual object is controlled to emit a specified number of virtual props in a scattered manner at the target scattering angle in the virtual scene, wherein the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

[0238] Through the above embodiments, the linear relationship between charging and the scattering angle of the skill can be expressed intuitively and accurately on the interface, thereby improving the interaction efficiency and reducing the computing resources consumed in releasing the charging attack skill.

[0239] In a possible implementation of the present disclosure, the range component includes a first marker and a second marker, which are arranged relative to each other around the crosshair, and the display size of the range component is represented by the marker distance between the first marker and the second marker.

[0240] In one possible embodiment of the present disclosure, a range component is displayed at a peripheral position of the crosshairs, including: for each of the first and second identifiers, at the start of a casting operation, an initial display position corresponding to the identifier is determined according to a basic distance value corresponding to the target game skill for display; during the casting operation, a real-time variable distance value corresponding to the operation duration of the casting operation is determined; for each identifier, starting from the initial display position corresponding to the identifier, the display position of the identifier is updated in a gradually changing manner according to the real-time variable distance value along a preset direction, wherein the preset direction is from the initial display position to the position of the crosshairs.

[0241] In a possible implementation of the present disclosure, the first identifier, the second identifier, and the crosshair are distributed along a first direction on the graphical user interface, and the crosshair is located at the center between the display position of the first identifier and the display position of the second identifier.

[0242] In a possible implementation of the present disclosure, when the scattering shape is to scatter in a linear form in the virtual scene, the first direction is a direction corresponding to the direction of the scattering in the linear form.

[0243] In one possible embodiment of the present disclosure, in response to a casting operation for a target game skill, the step of displaying a range component at a peripheral position of the crosshairs includes: in response to a casting operation for a target game skill, displaying a range component at a peripheral position of the crosshairs, and displaying a specified number of prop identifiers within the range component; wherein each prop identifier corresponds to a virtual prop to be launched.

[0244] In a possible implementation of the present disclosure, a specified number of prop identifiers are evenly spaced within the range component, and during the duration of the casting operation, the identifier distance values ​​between the specified number of prop identifiers are negatively correlated with the operation duration of the casting operation.

[0245] In a possible implementation of the present disclosure, the distribution direction of the specified number of prop identifiers within the range component is consistent with the direction in which the specified number of virtual props are scattered in the virtual scene after being launched.

[0246] Through the above-mentioned embodiments of the present disclosure, in the design of the range component, the use of skills is taken into consideration, and information such as the skill release direction, charging progress, and virtual prop scattering angle is provided to the player to assist the player in better controlling the use of skills. Moreover, the range component provided by the present disclosure is not only applicable to game skills that are deployed in a linear form, but also can meet the needs of game skills with different deployment forms and different trajectory types by adjusting the number and distribution direction of the identifiers in the "range component" to cover a wider range of deployment forms and trajectory types, so that players can be informed of changes in the scattering angle of the game skills in a timely manner, thereby improving interaction efficiency. It is also simple and intuitive in use.

[0247] In a possible embodiment of the present disclosure, the method further includes: displaying a skill feedback identifier on the periphery of the crosshairs in response to an interaction between a specified number of virtual props shot out and a target object in a virtual scene; and updating a presentation form corresponding to the skill feedback identifier based on the interaction results between the specified number of virtual props and the target object so that the presentation form matches the interaction results.

[0248] In a possible implementation of the present disclosure, the method further includes: in response to the completion of the release operation, canceling the display range component and providing a recovery component on the side of the crosshairs to prompt the user to recover a specified number of virtual props that were shot.

[0249] In a possible implementation of the present disclosure, the recycling component includes corresponding display parameters, and the method further includes: changing the display state of the recycling component by adjusting the display parameters of the recycling component to indicate the effective time when the virtual prop can be actively recycled.

[0250] In a possible implementation of the present disclosure, the method further includes: controlling the virtual object to recycle a specified number of virtual props in the virtual scene in response to a recycling control instruction for the target game skill.

[0251] In one possible implementation of the present disclosure, the recycling control instruction for the target game skill is generated by at least one of the following methods:

[0252] In response to the skill release countdown ending, a recovery control instruction for the target game skill is automatically generated. The skill release countdown is triggered and starts when the virtual prop is ejected.

[0253] In response to the recycling operation for the target game skill, a recycling control instruction for the target game skill is generated.

[0254] Through the above embodiment, based on the intuitive display of the recycling component on the interface, players can be prompted to recycle a specified number of virtual props that have been shot out. The effective time of active recycling can also be used to increase the fun of the game, thereby improving the interaction efficiency and the gaming experience.

[0255] In a possible implementation of the present disclosure, the display size of the range component is adjusted based on the operation duration of the casting operation, including: detecting whether the operation duration of the casting operation has reached a time limit; when the operation duration has not reached the time limit, adjusting the display size of the range component based on the operation duration of the casting operation, the display size of the range component is linearly related to the operation duration; after the operation duration reaches the time limit, displaying the range component at the peripheral position of the crosshairs according to the limit display size, the limit display size being the display size corresponding to the time limit under the linear relationship. Through this embodiment, the adjustment of the display size of the range component has a change limit, that is, as the operation duration of the casting operation increases, after the display size of the range component reaches the limit display size, the display size of the range component remains at the limit display size and no longer changes. This is to intuitively, simply and effectively prompt the player's operation duration through different visual effects.

[0256] In a possible implementation of the present disclosure, the method further includes: in response to not detecting the end of the casting operation within a preset time period after the operation duration reaches a time limit, canceling the launch of a specified number of virtual props, displaying a first special effect at the range component after the operation duration reaches the time limit, and displaying a second special effect at the range component in a sub-time period within the preset time period, and the end time of the sub-time period coincides with the end time of the preset time period.

[0257] The computer-readable storage medium provided by the present disclosure enables the linear relationship between skill charge and skill scattering angle to be expressed intuitively and accurately on a graphical user interface.

[0258] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the aforementioned method embodiments, and will not be repeated here. In the several embodiments provided in the present disclosure, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.

[0259] Units described as separate components may or may not be physically separate, and components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0260] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.

[0261] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server, or network device, etc.) to execute all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, and other media that can store program code.

[0262] The above are only specific embodiments of the present disclosure, but the scope of protection of the present disclosure is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this disclosure should be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.

Claims

1. A virtual skill control method, which provides a graphical user interface through a terminal device. At least part of a virtual scene and a sight are displayed on the graphical user interface. The virtual scene includes a virtual object controlled by the terminal device. The virtual object is configured with a target game skill. The target game skill is configured to control the virtual object to scatter and emit a specified number of virtual props in the virtual scene. The sight is used to indicate the aiming direction of the virtual object. The method includes: In response to a casting operation for the target game skill, a range component is displayed at a position around the sight, and the display size of the range component is adjusted based on the operation duration of the casting operation. Wherein, the display size of the range component corresponds to the scattering angle when the target game skill is cast; In response to the end of the casting operation, control the virtual object to scatter and emit the specified number of virtual props in the virtual scene at a target scattering angle. Wherein, the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual props.

2. The method according to claim 1, wherein, The range component includes a first identifier and a second identifier. The first identifier and the second identifier are arranged oppositely around the sight. The display size of the range component is characterized by the identifier distance between the first identifier and the second identifier.

3. The method according to claim 2, wherein The step of displaying a range component at a position around the sight includes: For each of the first identifier and the second identifier, at the start of the casting operation, determine the initial display position corresponding to the identifier according to the base distance value corresponding to the target game skill for display; During the continuous process of the casting operation, determine a real-time variable distance value corresponding to the operation duration of the casting operation; For each identifier, starting from the initial display position corresponding to the identifier, along a preset direction, update the display position of the identifier in a gradually changing manner according to the real-time variable distance value. Wherein, the preset direction is from the initial display position to the position where the sight is located.

4. The method according to claim 3, wherein, The first identifier, the second identifier and the sight are distributed in a first direction on the graphical user interface, and the sight is located at the center between the display positions of the first identifier and the second identifier.

5. The method according to claim 4, wherein, When the scattering form is to scatter in a linear form in the virtual scene, the first direction is the direction corresponding to the direction of scattering in the linear form.

6. The method according to claim 1, wherein The step of, in response to a casting operation for the target game skill, displaying a range component at a position around the sight includes: In response to a casting operation for the target game skill, a range component is displayed at a position around the sight, and the specified number of prop identifiers are displayed within the range component; Wherein, each prop identifier corresponds to a virtual prop to be launched.

7. The method according to claim 6, wherein The specified number of prop identifiers are equally spaced within the range component, and during the continuous process of the casting operation, the identifier distance value between the specified number of prop identifiers is negatively correlated with the operation duration of the casting operation.

8. The method according to claim 6, wherein, The distribution direction of the specified number of prop identifiers within the range component is consistent with the direction in which the specified number of virtual props are scattered after being launched in the virtual scene.

9. The method according to claim 1, wherein The method further includes: In response to the interaction behavior between the specified number of virtual props that have been shot out and a target object in the virtual scene, a skill feedback identifier is displayed at a position around the aiming reticle. Based on the interaction result between the specified number of virtual props and the target object, the presentation form corresponding to the skill feedback identifier is updated so that the presentation form matches the interaction result.

10. The method according to claim 1, wherein The method further includes: In response to the end of the casting operation, the display of the range component is cancelled and a recycling component is provided at a position around the aiming reticle to prompt the recycling of the specified number of virtual props that have been shot out.

11. The method according to claim 10, wherein, The recycling component includes corresponding display parameters, and the method further includes: By adjusting the display parameters of the recycling component, the display state of the recycling component is changed to prompt the effective time for the active recycling of the virtual props.

12. The method according to claim 10, wherein, The method further includes: In response to the recycling control instruction for the target game skill, the virtual object is controlled to recycle the specified number of virtual props in the virtual scene.

13. The method according to claim 12, wherein The recycling control instruction for the target game skill is generated through at least one of the following methods: In response to the end of the skill release countdown, a recycling control instruction for the target game skill is automatically generated, and the skill release countdown is triggered to start timing when the virtual prop is shot out. In response to the recycling operation for the target game skill, a recycling control instruction for the target game skill is generated.

14. The method according to claim 1, wherein Adjusting the display size of the range component based on the operation duration of the casting operation includes: Detecting whether the operation duration of the casting operation reaches a time limit; When the operation duration does not reach the time limit, the display size of the range component is adjusted based on the operation duration of the casting operation, and the display size of the range component has a linear relationship with the operation duration; After the operation duration reaches the time limit, the range component is displayed at a position around the aiming reticle according to the limit display size, and the limit display size is the display size corresponding to the time limit under the linear relationship.

15. The method according to claim 14, wherein, The method further includes: In response to the failure to detect the end of the casting operation within a preset time period after the operation duration reaches the time limit, the launch of the specified number of virtual props is cancelled; After the operation duration reaches the time limit, a first special effect is displayed at the range component; During a sub-time period within the preset time period, a second special effect is displayed at the range component, and the end moment of the sub-time period coincides with the end moment of the preset time period.

16. A virtual skill control device provides a graphical user interface through a terminal device. At least part of a virtual scene and a sight are displayed on the graphical user interface. The virtual scene includes a virtual object controlled by the terminal device. The virtual object is configured with a target game skill. The target game skill is configured to control the virtual object to scatter and emit a specified number of virtual items in the virtual scene. The sight is used to indicate the aiming direction of the virtual object. The device includes: A display control module, configured to execute in response to a casting operation for the target game skill, display a range component at a position around the sight, and adjust the display size of the range component based on the operation duration of the casting operation. Wherein, the display size of the range component corresponds to the scattering angle when the target game skill is cast; A casting control module, configured to execute in response to the end of the casting operation, control the virtual object to scatter and emit the specified number of virtual items in the virtual scene at a target scattering angle. Wherein, the operation duration of the casting operation is negatively correlated with the target scattering angle presented by the specified number of virtual items.

17. An electronic device, comprising: A processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus. The processor executes the machine-readable instructions to perform the steps of the method according to any one of claims 1 to 15.

18. A computer-readable storage medium stores a computer program. When the computer program is run by a processor, it performs the steps of the method according to any one of claims 1 to 15.