Information processing method and apparatus in game, and electronic device and storage medium
By creating virtual scenes and highly interactive skill control display methods in sports competitive games, the problem of single control display is solved, improving game interaction efficiency and player experience.
Patent Information
- Application Number
- PCT/CN2024/119892
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-10-25
- Filing Date
- 2024-09-20
- Publication Date
- 2025-05-01
AI Technical Summary
In sports competitive games, the display of the controls does not interact with the virtual characters, resulting in a relatively single display method, which causes the player to have a memory burden.
Provide a virtual scene on the graphical user interface of the terminal device, allowing virtual characters from different camps to fight against each other by competing for virtual spheres, and control the target virtual characters to manipulate the virtual sphere to trigger the projection event to advance the game process. In response to the triggering operation against the skill control, the target virtual character is controlled to execute the corresponding skill, and the target skill control is displayed according to the status parameters of the virtual character.
While reducing the control area, it improves interaction convenience, enhances the interaction between controls and virtual characters, makes game skills display more diverse and intuitive, and improves game interaction efficiency.
Smart Images

Figure CN2024119892_01052025_PF_FP_ABST
Abstract
Description
Information processing method, device, electronic device and storage medium in games
[0001] Cross-references to related publications
[0002] This disclosure claims priority to Chinese patent publication No. 202311396811.3, filed on October 25, 2023, entitled “Information processing method, device, electronic device and storage medium in games”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game technology, and in particular to an information processing method, device, electronic device, and storage medium in a game. Background Art
[0004] With the continuous development of game technology, a large number of games with different themes have emerged to meet the needs of players. Among them, sports games are popular among all age groups and are loved by more and more players.
[0005] In related technologies, multiple skill controls are superimposed on the scene screen of a sports game running on a terminal device. The skill controls are used to control the virtual character to perform the corresponding game skills. During the competition, the player controls the virtual character to manipulate the virtual sphere to move and release skills, controlling the virtual character's position and movements to constantly change and trigger projection events. In sports games, in addition to conventional virtual passes, virtual dunks and other actions, players can also control the virtual character to perform some complex, preceding and following virtual actions that need to be performed in sequence. Only after controlling the virtual character to perform the preceding virtual action can the player control the virtual character to perform the following virtual action. For example, in a fake dunk and real pass action, the player can control the virtual character to perform the following fake dunk and real pass action only after controlling the virtual character to perform the virtual dunk action.
[0006] In response to the above needs, the related technology will fix two controls on the graphical user interface. For example, the dunk control and the fake dunk real pass control are displayed on the graphical user interface at the same time. However, displaying two or more controls at the same time will take up a lot of display area; on the other hand, when executing consecutive previous virtual actions and subsequent virtual actions in sequence, the player needs to remember the association or order between different controls, which puts a memory burden on the player. In addition, the related technology fixes the control corresponding to the previous virtual action on the graphical user interface, and then displays the control corresponding to the previous virtual action after triggering the control. However, although the above method can reduce the display area of the controls, the display of the controls does not interact with the virtual character, resulting in a relatively simple control display method.
[0007] Summary of the Invention
[0008] In view of this, the present disclosure provides an information processing method, device, electronic device and storage medium in a game, so as to at least solve the technical problem in the related art that the display of controls does not interact with the virtual characters, resulting in a relatively single control display method.
[0009] In a first aspect, embodiments of the present disclosure provide a method for processing information in a game, wherein a virtual scene is provided on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual scene, the virtual characters from different camps compete for a virtual sphere, and a target virtual character is controlled to manipulate the virtual sphere to trigger a projection event to advance the game. The method comprises:
[0010] In response to a trigger operation on a first skill control, the target virtual character is controlled to execute a first skill corresponding to the first skill control; during the process of the target virtual character executing the first skill, the first target skill control is displayed on the graphical user interface according to the state parameters of the target virtual character; in response to a trigger operation on the first target skill control, the target virtual character is controlled to adjust from executing the first skill to executing the first target skill corresponding to the first target skill control.
[0011] In a second aspect, embodiments of the present disclosure further provide an information processing device for use in a game, which provides a virtual scene on a graphical user interface of a terminal device for virtual characters from different camps to interact with each other. In the virtual scene, the virtual characters from different camps compete for a virtual sphere, and the target virtual character is controlled to manipulate the virtual sphere to trigger a projection event to advance the game. The device includes:
[0012] The first skill execution module is configured to control the target virtual character to execute the first skill corresponding to the first skill control in response to a trigger operation on the first skill control; the target control display module is configured to display the first target skill control on the graphical user interface according to the state parameters of the target virtual character during the process of the target virtual character executing the first skill; the target skill execution module is configured to control the target virtual character to adjust from executing the first skill to executing the first target skill corresponding to the first target skill control in response to a trigger operation on the first target skill control.
[0013] In a third aspect, an embodiment of the present disclosure further provides an electronic device comprising: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the memory communicate via the bus, and when the machine-readable instructions are executed by the processor, an information processing method in the game as described above is executed.
[0014] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, which executes the information processing method in the game as described above when the computer program is executed by a processor.
[0015] The information processing method in the game provided by the embodiment of the present disclosure has the following beneficial effects:
[0016] The disclosed embodiment can display the first target skill control only after the first skill control is triggered, thereby reducing the area occupied by the control and improving the convenience of interaction; in addition, the display of the first target skill control is associated with and interacts with the status parameters of the virtual character, thereby improving the diversity of the control (first target skill control) display and the interactivity with the virtual character, and can also realize the intuitive display of the first target skill control during the game battle, so that players can know the game skills currently allowed to be executed in a timely manner and realize the purpose of complex, sequentially and coherently executing prior virtual actions and subsequent virtual actions based on the newly displayed skill control, which helps to improve the efficiency of game interaction.
[0017] 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
[0018] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0019] FIG1 is a flow chart of an information processing method in a game provided by one embodiment of the present disclosure;
[0020] FIG2 is a schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0021] FIG3 is a second schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0022] FIG4 is a third schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0023] FIG5 is a fourth schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0024] FIG6 is a fifth schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0025] FIG7 is a sixth schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0026] FIG8 is a seventh schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0027] FIG9 is an eighth schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0028] FIG10 is a ninth schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0029] FIG11 is a tenth schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0030] FIG12 is an eleventh schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0031] FIG13 is a twelfth schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0032] FIG14 is a thirteenth schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0033] FIG15 is a fourteenth schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0034] FIG16 is a fifteenth schematic diagram of a game interface provided by one embodiment of the present disclosure;
[0035] FIG17 is a schematic diagram of the structure of an information processing device in a game provided by one embodiment of the present disclosure;
[0036] FIG18 is a schematic structural diagram of an electronic device provided by one embodiment of the present disclosure. DETAILED DESCRIPTION
[0037] 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. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not 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 various 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 for which protection is sought, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, every other embodiment obtained by those skilled in the art without making creative work falls within the scope of protection of the present disclosure.
[0038] First, a brief introduction to the names involved in the embodiments of the present disclosure is given:
[0039] (1) Terminal equipment
[0040] The terminal device involved in the embodiments of the present disclosure mainly refers to a terminal for providing a graphical user interface and capable of controlling operations on a virtual character. Among them, the terminal device can be the local terminal device mentioned below, or a client device in a cloud interactive system. The terminal device may include but is not limited to any one of the following devices: a laptop computer, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. An application that supports games is installed and running in the terminal device, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present disclosure, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.
[0041] (2) Graphical User Interface
[0042] A graphical user interface (GUI) is an interface display format for communication between humans and computers. It allows users to manipulate icons, logos, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch-sensitive terminal to select commands, start programs, or perform other tasks.
[0043] (3) Virtual Scene
[0044] A virtual scene is a game scene displayed (or provided) when an application is running on a terminal or server, i.e., the scene used during normal game play. Within the game scene, virtual characters can perform actions such as movement and skill usage, controlled by user (i.e., player) commands issued to the terminal device. Optionally, the game scene can be a simulation of the real world, a virtual environment that is partially simulated and partially fictional, or a purely fictional virtual environment. The game scene can be any of a two-dimensional virtual interactive scene, a 2.5-dimensional virtual interactive scene, and a three-dimensional virtual interactive scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. The game scene is a scene where the user controls the complete game logic of the virtual character. Optionally, the game scene can also be used for game scene battles between at least two virtual characters, with virtual parameters available to the at least two virtual characters. Exemplarily, the game scene can include any one or more of the following elements: game background elements, game object elements, game prop elements, and game material elements.
[0045] (4) Virtual Characters
[0046] A virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, an animated character, etc. The virtual character is a character controlled by the player through an input device, or an artificial intelligence (AI) that is trained and set to compete in a virtual environment. Optionally, the virtual character is a virtual character that competes in the virtual scene. Optionally, the number of virtual characters in the virtual scene is preset or dynamically determined based on the number of clients participating in the battle, which is not limited in the embodiments of the present disclosure. In one possible implementation, the user can control the virtual character to move within the virtual scene, for example, to run, jump, crawl, etc., and can also control the virtual character to fight other virtual characters using skills and virtual props provided by the application. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume within the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different appearances by wearing different skins. In some implementations, the virtual character may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present disclosure.
[0047] The information processing method in the game provided by the embodiments of the present disclosure can be run on a local terminal device or a server. When the information processing method in the game is run on a server, the information processing method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0048] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game 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 information processing method are completed on the cloud game 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 game server in the cloud performs information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game 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.
[0049] 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.
[0050] Secondly, the application scenarios to which the present disclosure is applicable are introduced. The present disclosure can be applied to sports competitive games, such as basketball games. Take basketball games as an example to illustrate: in relevant basketball games, the game experience other than basketball is enhanced for players during the process of basketball confrontation. The in-game battle content of basketball games usually includes one player controlling one player to compete with different players controlled by other opponent players, and performing a series of physical actions in the basketball court that simulate real basketball games, including shooting, stealing, blocking, rebounding, intercepting, jump ball, positioning, pick-and-roll, etc., to score goals and ultimately win.
[0051] In related art, multiple skill controls are superimposed on the scene screen of sports games running on terminal devices. These skill controls are used to control the virtual character to perform corresponding game skills. However, during the game, the skill controls displayed on the game interface are fixed, and the player's game skills in the game are too limited, which leads to a certain degree of limitation in the expansion of the game's playability.
[0052] Based on this, the embodiments of the present disclosure provide an information processing method in a game to at least solve the technical problem that the player's gaming skills in the battle are too single, thereby resulting in a certain degree of limitation in the expansion space of the game's playability.
[0053] In an embodiment of the present disclosure, a virtual scene for enabling virtual characters from different camps to interact is provided on a graphical user interface of a terminal device. In the virtual scene, virtual characters from different camps compete with each other for a virtual sphere, and control the target virtual character to manipulate the virtual sphere to trigger a projection event to advance the game process.
[0054] The terminal device involved here is mainly used to provide a graphical user interface and an intelligent device that can control the virtual character. The terminal device can be the local terminal device mentioned above, or it can be the client device in the cloud interaction system mentioned above.
[0055] Specifically, the virtual scene includes virtual characters from different camps, such as a target virtual character, several first virtual characters (all belonging to the first camp), and several second virtual characters (all belonging to the second camp), as well as a virtual sphere that the virtual characters from different camps are competing for. For example, for the first camp to win the game, it must first reach a preset score threshold for its settlement score in the current game round. Only then can the target virtual character and several first virtual characters in the first camp win the game. Conversely, if the second camp reaches the preset score threshold first, the first camp loses the game.
[0056] The game progresses by controlling the target virtual character to manipulate the virtual sphere, triggering a projection event. The virtual sphere is used to determine whether the virtual characters in different camps can achieve victory. The winner may be the party whose settlement score reaches a preset score threshold first. For example, if the target virtual character or the first virtual character throws the virtual sphere into the virtual ball box more times, causing the settlement score in the current game to reach the preset score threshold first, this means that the target virtual character and the first virtual character in the first camp have won. Alternatively, the winner may be determined by counting the number of times virtual characters in different camps throw the virtual sphere into the virtual ball box within a limited time. For example, the projection event is the event of throwing the virtual sphere into the virtual ball box.
[0057] In one optional embodiment, movement controls are displayed on the graphical user interface. These movement controls can be used to control the movement of the virtual character in the virtual scene. For example, the movement controls may include a virtual wheel and a virtual joystick. In another optional embodiment, skill controls are displayed on the graphical user interface. These skill controls are used to control the virtual character to perform corresponding game skills. For example, in a basketball game, the skill controls may include steal controls, pass controls, block controls, pick-and-roll controls, and shooting controls.
[0058] Specifically, in response to a touch operation on the movement control, the virtual sphere is controlled to follow the target virtual character in the virtual scene. Alternatively, in response to a touch operation on both the movement control and the skill control, the virtual sphere is controlled to follow the target virtual character in the virtual scene while simultaneously controlling the target virtual character to perform a corresponding game skill. The above touch operations may include, but are not limited to, sliding, clicking, and long-pressing.
[0059] In a specific embodiment, by responding to a touch operation performed on a mobile control (for example, a user dragging a virtual joystick within a virtual wheel), the target virtual character can be controlled to move in the virtual scene based on the touch position of the touch operation, and the virtual sphere can be controlled to follow the target virtual character to move in the virtual scene.
[0060] In another specific embodiment, by simultaneously responding to a touch operation performed on a moving control (for example, a user dragging a virtual joystick in a virtual roulette) and a touch operation performed on a stealing control (for example, a user clicking on the stealing control), the target virtual character can be controlled to move in the virtual scene based on the touch position of the touch operation while grabbing a virtual sphere held by a second virtual character, wherein the target virtual character and the second virtual character belong to different camps.
[0061] The target virtual character represents the virtual character that can manipulate the virtual sphere to trigger the projection event, that is, the virtual character holding the virtual sphere, and also the virtual character with possession of the ball. Here, possession of the ball refers to the right to control the virtual sphere, and the party with possession of the ball is responsible for the initiative to attack.
[0062] When the target virtual character has possession of the ball, the mobile controls can control both the target virtual character and the virtual sphere. When the target virtual character's movement is controlled by the mobile controls displayed on the graphical user interface, the movement of the virtual sphere and the target virtual character in horizontal space is integrated, that is, when the target virtual character dribbles the ball, the two move together. It should be noted that when the virtual sphere follows the target virtual character, the virtual sphere and the target virtual character can be in a relatively static state or a non-relative static state. Taking basketball as an example, when the virtual sphere follows the target virtual character, the virtual sphere and the target virtual character are in a non-relative static state. This following movement is a dynamic following, which is manifested in that the virtual sphere can jump up and down during the process of the target virtual character controlling the virtual sphere to move, but the virtual sphere as a whole moves in the direction of the target virtual character's movement.
[0063] For example, the virtual sphere can be controlled to swing based on the dribbling action of the target virtual character, and to move in the direction of the target virtual character's movement. Taking a basketball game as an example, the dribbling action includes but is not limited to: dribbling actions determined based on information such as the target virtual character's body posture, the direction / position of the hand hitting the sphere, and the game system pre-setting corresponding dribbling actions based on the target virtual character's ball-handling ability attributes. Different dribbling actions determine the different swing trajectories of the virtual sphere when the target virtual character dribbles the ball. Specifically, it can be manifested as the virtual sphere jumping up and down with different amplitudes / speeds / directions under the projection perspective of the main view / side view. The direction of movement can be the direction in which the target virtual character moves in the virtual scene, wherein the virtual sphere can be controlled to move in the virtual scene following the target virtual character through the direction of movement of the target virtual character. For example, the direction of movement of the target virtual character in the virtual scene can automatically trigger the dribbling action pre-set for the target virtual character.
[0064] Continuing with the basketball game as an example, the basketball swings based on the dribbling movements of the target avatar, appearing to bounce up and down in the front and side projection perspectives. Furthermore, the basketball can follow the target avatar's direction of movement, moving as a whole with the player in the top view projection perspective.
[0065] In addition, when the virtual character does not have the ball, the control object of the movement control is the virtual character, that is, the virtual character is controlled to move in the virtual scene, but the virtual sphere does not move along with the movement of the virtual character.
[0066] Furthermore, after controlling the start of this game, the player will observe a virtual scene for virtual characters of different camps to interact on the graphical user interface of the terminal device. There is a virtual sphere in the virtual scene that the virtual characters of different camps compete for. The virtual characters of different camps in the virtual scene compete for the virtual sphere, and control the target virtual character to manipulate the virtual sphere to trigger a projection event to advance the game process.
[0067] Please refer to Figure 1, which is a flow chart of an information processing method in a game provided by an embodiment of the present disclosure. As shown in Figure 1, the information processing method in a game provided by an embodiment of the present disclosure includes:
[0068] S101: In response to a triggering operation on a first skill control, controlling a target virtual character to execute a first skill corresponding to the first skill control;
[0069] S102: During the process of the target virtual character performing the first skill, displaying a first target skill control on a graphical user interface according to a state parameter of the target virtual character;
[0070] S103: In response to a triggering operation on the first target skill control, controlling the target virtual character to adjust from executing the first skill to executing the first target skill corresponding to the first target skill control.
[0071] In steps S101 to S103, the first skill is first triggered via the first skill control. Then, during the execution of the first skill, the first target skill control is displayed on the graphical user interface based on the state parameters of the target virtual character. The first target skill is then triggered via the newly displayed first target skill control, thereby controlling the target virtual character to switch from executing the first skill to executing the first target skill. In other words, different game skills (first target skills) can be obtained using the state parameters of the virtual character, and the first target skill controls corresponding to the game skills can be displayed on the graphical user interface for easy use by the player, thereby enabling the player to quickly switch between the first skill and the first target skill.
[0072] The disclosed embodiment can display the first target skill control only after the first skill control is triggered, thereby reducing the area occupied by the control while improving the convenience of interaction. In addition, the display of the first target skill control is associated with and interacts with the status parameters of the virtual character, increasing the diversity of the control (the first target skill control) display and the interactivity with the virtual character. It can also achieve the intuitive display of the first target skill control during the game battle, allowing players to promptly know the currently allowed game skills and achieve the purpose of complex, sequential and coherent execution of previous and subsequent virtual actions based on the newly displayed skill control, which helps to improve the efficiency of game interaction.
[0073] The following takes the above-mentioned information processing method in the game running on a local terminal device (hereinafter referred to as the terminal device) as an example to illustrate the above-mentioned exemplary steps provided in the embodiment of the present disclosure respectively:
[0074] As shown in FIG2 , in the embodiment of the present disclosure, before step S101, in response to a touch operation on the movement control 201, the virtual sphere 202 is controlled to follow the target virtual character 204 in the virtual scene 203. Alternatively, in response to a touch operation on both the movement control 201 and the skill control 205, the virtual sphere 202 is controlled to follow the target virtual character 204 in the virtual scene 203 while controlling the target virtual character 204 to perform a corresponding game skill, thereby projecting the virtual sphere 202 into the virtual ball frame 206.
[0075] In step S101, in response to a triggering operation on a first skill control, the target virtual character is controlled to execute a first skill corresponding to the first skill control.
[0076] Here, the first skill controls represent the skill controls pre-configured by the game system and displayed on the graphical user interface at the start of a game. Taking a basketball game as an example, the first skill controls may include: steal controls, pass controls, block controls, pick-and-roll controls, shooting controls, etc. Correspondingly, the first skills may include: steal skills, pass skills, block skills, pick-and-roll skills, shooting skills, etc.
[0077] Specifically, by sending a trigger operation to the first skill control on the terminal device, the target virtual character can be controlled to execute the first skill corresponding to the first skill control in the virtual scene. Trigger operations may include, but are not limited to, sliding, clicking, and long pressing. The trigger operation can be performed by the player touching the graphical user interface of the terminal device with their finger, or by inputting via a mouse or keyboard.
[0078] In step S102, during the process of the target virtual character performing the first skill, a first target skill control is displayed on the graphical user interface according to the state parameters of the target virtual character.
[0079] Here, the state parameters represent virtual parameters that enable the target virtual character to acquire new game skills and / or new skill effects. Exemplarily, the state parameters may include the energy possessed by the target virtual character in the game, which can be determined by the distance the target virtual character, holding a virtual sphere, moves in the virtual scene. The state parameters may automatically acquire new game skills and / or new skill effects. Exemplarily, when the state parameters are within a predetermined state parameter range, the new game skills and / or new skill effects are automatically acquired. The acquired new game skill controls may be directly displayed on a graphical user interface, or the new skill effects corresponding to the game skills may be displayed when the game skills are executed. The state parameters may also passively acquire new game skills and / or new skill effects. Exemplarily, when the state parameters are within a predetermined state parameter range, the new game skills and / or new skill effects are acquired through active player triggering, such as displaying the newly acquired game skill controls on a graphical user interface in response to a triggering operation on the original skill controls.
[0080] In an optional embodiment, step S102 specifically includes: when the state parameter of the target virtual character is within a predetermined state parameter range, displaying a first target skill control on the graphical user interface.
[0081] Here, the predetermined state parameter range represents the parameter range in which the first target skill can be obtained. That is, when the state parameter of the target virtual character is within the predetermined state parameter range, it will trigger the display of the first target skill control on the graphical user interface. By triggering the first target skill control, the target virtual character can be controlled to perform the first target skill in the virtual scene.
[0082] In other words, controlling the state parameters of the target virtual character within the predetermined state parameter range is a necessary condition for the first target skill control to be displayed on the graphical user interface. Furthermore, the predetermined state parameter range includes different state parameter ranges, and the state parameters under different state parameter ranges can obtain different first target skills. Therefore, while reducing the area occupied by the control, the convenience of interaction can be improved; in addition, the display of the first target skill control is associated with and interacts with the state parameters of the virtual character, which improves the diversity of the control (first target skill control) display and its interactivity with the virtual character.
[0083] It is worth noting that the state parameters of the target virtual character are positively correlated with the moving distance of the target virtual character. That is to say, the state parameters used to obtain game skills and / or skill effects can change as the moving distance of the target virtual character changes, thereby providing more feasibility for the expansion of the game skills and / or skill effects of the target virtual character, and helping to improve the efficiency of game interaction.
[0084] In an optional embodiment, the first target skill control includes a third skill control and / or a fourth skill control, and step S102 specifically includes the following three embodiments:
[0085] Step S1021: When the state parameter of the target virtual character is within a predetermined state parameter range, control the first skill control to be adjusted to a third skill control, and display the third skill control on the graphical user interface.
[0086] Here, while the target virtual character is executing the first skill and while the target virtual character's state parameters are within a predetermined state parameter range, the first skill control corresponding to the first skill can be controlled to adjust to a third skill control. In other words, if the above conditions are met, after the first skill control is triggered, the first skill control can be adjusted to a third skill control. In this case, the target virtual character regains the ability to use the third skill corresponding to the third skill control after executing the first skill.
[0087] Specifically, there are two ways to control the first skill control to adjust to the third skill control: active triggering and passive triggering.
[0088] In a specific embodiment, during the process of the target virtual character performing the first skill, when the state parameter of the target virtual character is within a predetermined state parameter range, the first skill control is automatically controlled to be adjusted to a third skill control, and the third skill control is displayed on the graphical user interface.
[0089] Here, the method of automatically switching the first skill control to the third skill control is relatively fast and does not require player operation. It has a higher degree of automation and is conducive to improving the player's operating efficiency.
[0090] In another specific embodiment, during the execution of a first skill by a target virtual character, when a state parameter of the target virtual character is within a predetermined state parameter range, in response to a triggering operation on the first skill control, the first skill control is controlled to adjust to a third skill control, and the third skill control is displayed on the graphical user interface. The triggering operation includes, but is not limited to, a sliding operation, a clicking operation, and a long press operation. The triggering operation can be implemented by the player touching the graphical user interface of the terminal device with their finger, or by inputting via a mouse or keyboard.
[0091] Here, the player actively triggers the adjustment of the first skill control to the third skill control, making the skill control adjustment more precise. Whether to adjust the skill control can be decided based on the actual needs of the player, which helps to improve the accuracy of the player's operation.
[0092] In the related scheme, after controlling the target virtual character to execute the first skill by triggering the first skill control, the first skill control will enter a cooling state. At this time, the first skill control in the cooling state can no longer be used by the target virtual character, and can only be used again after the cooling time corresponding to the cooling state ends. However, in the embodiment of the present disclosure, after triggering the first skill control, the first skill control can be adjusted to a third skill control. At this time, the target virtual character regains the ability to use the third skill corresponding to the third skill control after executing the first skill, so that the target virtual character can continue to execute the third skill. Here, when the first skill control is adjusted to the third skill control, the cooling state of the first skill control also ends, and directly enters a state where the third skill control can be triggered by the player.
[0093] The disclosed embodiment can display the first target skill control only after the first skill control is triggered, thereby reducing the area occupied by the control and improving the convenience of interaction; in addition, the display of the first target skill control is associated with and interacts with the status parameters of the virtual character, thereby improving the diversity of the control (first target skill control) display and the interactivity with the virtual character.
[0094] It is worth noting that the predetermined state parameter range includes different state parameter ranges, and the state parameters within different state parameter ranges can obtain different first target skills. For example, the state parameter range includes a second state parameter range and a third state parameter range, the second state parameter range and the third state parameter range do not overlap, and the lower limit of the third state parameter range is greater than the upper limit of the second state parameter range. The first target skill that can be obtained by the state parameters within the second state parameter range is different from the first target skill that can be obtained by the state parameters within the third state parameter range.
[0095] Furthermore, step S1021 specifically includes: when the state parameter of the target virtual character is within the second state parameter range or the third state parameter range, controlling the first skill control to be adjusted to the third skill control.
[0096] Here, since the game skills that can be obtained in the second state parameter range and the third state parameter range are different, the first skill control that can be adjusted to the third skill control in the second state parameter range and the third state parameter range are also different. Refer to Figures 2 to 4 for exemplary explanation:
[0097] In Example 1, as shown in FIG2 , in response to a trigger operation on the first skill control 3a, the target virtual character 204 is controlled to execute the first skill corresponding to the first skill control 3a. During the process of the target virtual character 204 executing the first skill, when the state parameter of the target virtual character 204 is within the second state parameter range, the third skill control 3b is displayed on the graphical user interface, as shown in FIG3 . In response to a trigger operation on the third skill control 3b, the execution of the first skill corresponding to the first skill control 3a is interrupted, and the target virtual character 204 is controlled to execute the fourth skill corresponding to the third skill control 3b.
[0098] Among them, as shown in Figure 2, the first skill representation corresponding to the first skill control 3a controls the target virtual character 204 to bypass the second virtual character 207 by changing the movement speed and movement direction, and the second virtual character 207 and the target virtual character 204 belong to different camps; as shown in Figure 3, the third skill representation corresponding to the third skill control 3b controls the target virtual character 204 to control the virtual sphere 202 to accelerate along the first direction, and controls the virtual sphere 202 to move along the second direction after the virtual sphere 202 leaves the target virtual character 204 by a preset distance, and the first direction is different from the second direction.
[0099] Example 2: As shown in FIG2 , in response to a trigger operation on the first skill control 4a, the target virtual character 204 is controlled to execute the first skill corresponding to the first skill control 4a. During the process of the target virtual character 204 executing the first skill, when the state parameter of the target virtual character 204 is within a third state parameter range, the third skill control 4b is displayed on the graphical user interface, as shown in FIG4 . In response to a trigger operation on the third skill control 4b, the execution of the first skill corresponding to the first skill control 4a is interrupted, and the target virtual character 204 is controlled to execute the fourth skill corresponding to the third skill control 4b.
[0100] Among them, as shown in Figure 2, the first skill representation corresponding to the first skill control 4a controls the target virtual character 204 to buckle the virtual sphere 202 into the virtual ball frame 206 in a first bouncing posture; as shown in Figure 4, the third skill representation corresponding to the third skill control 4b controls the virtual sphere 202 to break away from the target virtual character 204 and buckle the virtual sphere 202 into the virtual ball frame 206 after the virtual sphere 202 rotates multiple times.
[0101] Among them, the first skill control corresponding to the first skill under the second state parameter range is different from the first skill control corresponding to the first skill under the third state parameter range. Furthermore, at the beginning of the game, the first skill control corresponding to the first skill under the second state parameter range and the first skill control corresponding to the first skill under the third state parameter range can be displayed simultaneously on the graphical user interface. When the state parameter of the target virtual character does not reach the predetermined state parameter range, the use of the above two first skill controls for control conversion under different state parameter ranges can be triggered. In the process of the growth of the state parameter of the target virtual character, when the state parameter reaches the second state parameter range, the process of Example 1 can be executed; when the state parameter reaches the third state parameter range, the processes of Example 1 and Example 2 can be executed, wherein, under the third state parameter range, the first skill control includes two, and the first skills corresponding to these two first skill controls are different.
[0102] Furthermore, the disclosed embodiment also includes: after controlling the target virtual character to execute the third skill corresponding to the third skill control, controlling the third skill control to change back to the first skill control.
[0103] Here, when the third skill control is changed back to the first skill control, the first skill control is in a cooling state to ensure the balance of the game and reduce the data processing burden of the cloud interaction system.
[0104] Step S1022: When the state parameters of the target virtual character are within the predetermined state parameter range, the second skill control is controlled to be adjusted to the fourth skill control, and the fourth skill control is displayed on the graphical user interface. The second skill corresponding to the second skill control is different from the first skill corresponding to the first skill control.
[0105] Here, while the target virtual character is executing the first skill and the target virtual character's state parameters are within a predetermined state parameter range, the second skill control corresponding to the second skill can be controlled to adjust to a fourth skill control, where the second skill corresponding to the second skill control is different from the first skill corresponding to the first skill control. In other words, if the above conditions are met, after the first skill control is triggered to execute the first skill, the second skill control, which is different from the first skill control, can be adjusted to the fourth skill control. At this time, the first skill control is in a cooldown state.
[0106] Specifically, there are two ways to control the second skill control to adjust to the fourth skill control: active triggering and passive triggering. Under different triggering methods, the target virtual character has different game skills. The details are as follows:
[0107] In a specific embodiment, during the process of the target virtual character performing the first skill, when the state parameter of the target virtual character is within a predetermined state parameter range, the second skill control is automatically controlled to be adjusted to a fourth skill control, and the fourth skill control is displayed on the graphical user interface.
[0108] In this case, regardless of whether the second skill control has been triggered and used, when it is detected that the above conditions are met, the second skill control will automatically adjust to the fourth skill control so that the target virtual character can obtain the ability to execute the fourth skill corresponding to the fourth skill control.
[0109] For example, if the second skill is executed before the first skill, and the second skill control is currently in a cooling state, when it is detected that the target virtual character has executed the first skill and the state parameters of the target virtual character are within the predetermined state parameter range, the second skill control in the cooling state can be automatically controlled to adjust to the fourth skill control.
[0110] In the above situation, automatically switching the second skill control to the fourth skill control can more quickly achieve the purpose of adjusting the second skill control in the cooling state to the fourth skill control without further operation by the player. The degree of automation is higher, which is conducive to improving the player's operating efficiency.
[0111] In another specific embodiment, during the process of the target virtual character performing the first skill, when the state parameter of the target virtual character is within a predetermined state parameter range, in response to a trigger operation on the second skill control, the second skill control is controlled to be adjusted to a fourth skill control, and the fourth skill control is displayed on the graphical user interface.
[0112] Here, the player actively triggers the adjustment of the second skill control to the fourth skill control, making the skill control adjustment smoother. For example, the player can first trigger the second skill control to make the target virtual character perform the second skill and control the second skill control to adjust to the fourth skill control. Then, the player can continue to trigger the fourth skill control to make the target virtual character perform the fourth skill. Here, the second skill and the fourth skill can be executed continuously, which can improve the efficiency of game operations.
[0113] Furthermore, step S1022 also includes: when the state parameter of the target virtual character is within the second state parameter range or the third state parameter range, controlling the second skill control to be adjusted to the fourth skill control.
[0114] Referring to the above description of step S1021, the designated first skill control is pre-associated with the second skill control, so that when the designated first skill control is triggered, the target virtual character can obtain the ability to adjust the second skill control to the fourth skill control under the above conditions.
[0115] Among them, the first skill control that can trigger the skill control itself to change when the state parameter of the target virtual character is within the third state parameter range is used as the designated first skill control that triggers the second skill control to be adjusted to the fourth skill control.
[0116] Example 1: As shown in FIG2 , in response to a trigger operation on the first skill control 4a, the target virtual character 204 is controlled to execute the first skill corresponding to the first skill control 4a. During the execution of the first skill by the target virtual character 204, when the target virtual character's state parameter is within a second state parameter range, a fourth skill control 2b is displayed on the graphical user interface, as shown in FIG5 . Here, when the target virtual character's state parameter is within the second state parameter range, the second skill control 2a in FIG2 is controlled to be adjusted to the fourth skill control 2b in FIG5 . In response to a trigger operation on the fourth skill control 2b, the execution of the first skill corresponding to the first skill control 4a is interrupted, and the target virtual character 204 is controlled to execute the fourth skill corresponding to the fourth skill control 2b.
[0117] Among them, as shown in Figure 2, the first skill representation corresponding to the first skill control 4a controls the target virtual character 204 to buckle the virtual sphere 202 into the virtual ball frame 206 with a first bouncing posture; the second skill representation corresponding to the second skill control 2a controls the target virtual character 204 to transmit the virtual sphere 202 to the first virtual character 208, and the first virtual character 208 and the target virtual character 204 belong to the same camp; as shown in Figure 5, the fourth skill representation corresponding to the fourth skill control 2b controls the target virtual character 204 to transmit the virtual sphere 202 to the first virtual character 208 with a second bouncing posture, and the second bouncing posture is different from the first bouncing posture.
[0118] Furthermore, the disclosed embodiment also includes: after controlling the target virtual character to execute the fourth skill corresponding to the fourth skill control, controlling the fourth skill control to change back into the second skill control.
[0119] This also includes: when the state parameter of the target virtual character is within the second state parameter range, controlling the second skill control to adjust to the fourth skill control, and controlling the first skill control to enter a skill cooldown state. At this time, the first skill control in the skill cooldown state cannot be triggered or used anymore, which can further reduce the processing burden of the cloud interaction system.
[0120] When the fourth skill control changes back to the second skill control, the second skill control is in a cooling state to ensure the balance of the game and reduce the data processing burden of the cloud interaction system.
[0121] Here, when the state parameter of the target virtual character is within the third state parameter range, the second skill control is controlled to adjust to the fourth skill control, and the first skill control is controlled to adjust to the third skill control. In other words, when the first skill control is triggered to control the target virtual character to perform the first skill, the first skill control is adjusted to the third skill control while the second skill control is controlled to adjust to the fourth skill control.
[0122] For example, as shown in FIG2 , in response to a trigger operation on the first skill control 4a, the target virtual character 204 is controlled to execute the first skill corresponding to the first skill control 4a. During the process of the target virtual character 204 executing the first skill, if the state parameter of the target virtual character is within the third state parameter range, the third skill control 4b and the fourth skill control 2b are displayed on the graphical user interface, as shown in FIG6 . In response to a trigger operation on the fourth skill control 2b, the execution of the first skill corresponding to the first skill control 4a is interrupted, and the target virtual character 204 is controlled to execute the fourth skill corresponding to the fourth skill control 2b. In response to a trigger operation on the third skill control 4b, the execution of the first skill corresponding to the first skill control 4a is interrupted, and the target virtual character 204 is controlled to execute the third skill corresponding to the third skill control 4b.
[0123] Among them, as shown in Figure 2, the first skill representation corresponding to the first skill control 4a controls the target virtual character 204 to buckle the virtual sphere 202 into the virtual ball frame 206 in a first bouncing posture; as shown in Figure 6, the third skill representation corresponding to the third skill control 4b controls the virtual sphere 202 to separate from the target virtual character 204 and buckle the virtual sphere 202 into the virtual ball frame 206 after the virtual sphere 202 rotates multiple times; as shown in Figure 2, the second skill representation corresponding to the second skill control 2a controls the target virtual character 204 to transfer the virtual sphere 202 to the first virtual character 208, and the first virtual character 208 and the target virtual character 204 belong to the same camp; as shown in Figure 6, the fourth skill representation corresponding to the fourth skill control 2b controls the target virtual character 204 to transfer the virtual sphere 202 to the first virtual character 208 in a second bouncing posture, and the second bouncing posture is different from the first bouncing posture.
[0124] Furthermore, the disclosed embodiment also includes: after controlling the target virtual character to execute the fourth skill corresponding to the fourth skill control, controlling the fourth skill control to change back into the second skill control.
[0125] In addition, the disclosed embodiment also includes: when the state parameter of the target virtual character is within the range of the third state parameter, controlling the target virtual character to trigger an additional skill effect when executing the first skill; the additional skill effect represents the visual effect of the target virtual character taking off with the first bouncing posture, knocking down the second virtual character in front of the target virtual character and dunking the virtual sphere into the virtual ball frame.
[0126] Step S1023: When the state parameters of the target virtual character are within the predetermined state parameter range, control the first skill control to be adjusted to the third skill control, and display the third skill control on the graphical user interface; and when the state parameters of the target virtual character are within the predetermined state parameter range, control the second skill control to be adjusted to the fourth skill control, and display the fourth skill control on the graphical user interface; wherein, the second skill corresponding to the second skill control is different from the first skill corresponding to the first skill control.
[0127] It should be noted that the description of step S1023 can refer to the description of step S1021 and step S1022, which will not be repeated here.
[0128] That is, during the execution of the first skill by the target virtual character, when the state parameters of the target virtual character are within the predetermined state parameter range, the first skill control corresponding to the triggered first skill can be adjusted to other skill controls, and other skill controls different from the first skill control can be controlled to perform skill adjustments. This dual skill adjustment can further reduce the area occupied by the controls while improving the convenience of interaction. In addition, the display of the first target skill control is associated with and interacts with the state parameters of the virtual character, thereby increasing the diversity of the control (the first target skill control) display and its interactivity with the virtual character.
[0129] To further enhance the variety of game skills during a game, the third skill corresponding to the third skill control in the disclosed embodiment is different from the fourth skill corresponding to the fourth skill control. This ensures that after the first skill control is adjusted to the third skill control and the second skill control is adjusted to the fourth skill control, the third skill corresponding to the third skill control is different from the fourth skill corresponding to the fourth skill control. In other words, after the above adjustment, two skill controls with different game skills are obtained to execute different game skills, further enriching the variety of game skills.
[0130] In addition, the embodiment of the present disclosure further includes: displaying a fifth control and / or a sixth control on the graphical user interface;
[0131] As shown in FIG2 , in response to the triggering operation of the fifth control 1 a , the target virtual character 204 is controlled to perform the fifth skill corresponding to the fifth skill control 1 a ; the fifth skill represents controlling the target virtual character 204 to throw the virtual ball 202 into the virtual ball box 206 ;
[0132] As shown in Figure 2, in response to the triggering operation of the sixth control 5a, the target virtual character 204 is controlled to perform the sixth skill corresponding to the sixth control 5a; the sixth skill representation is that when the first virtual character fails to throw the virtual sphere into the virtual ball box, the target virtual character is controlled to dunk the virtual sphere into the virtual ball box with a second bouncing posture.
[0133] In the embodiment of the present disclosure, the state parameter range of the state parameter also includes a first state parameter range outside the predetermined state parameter range. When the state parameter of the target virtual character is within the first state parameter range, all skill controls displayed on the graphical user interface remain unchanged, that is, all skill controls displayed on the graphical user interface correspond one-to-one to the game skills of all skill controls displayed on the graphical user interface at the beginning of this game.
[0134] After step S101, the embodiment of the present disclosure further includes: when the state parameter of the target virtual character is within the first state parameter range, controlling the first skill control to be in a skill cooling state.
[0135] By providing a skill cooldown time for the first skill control after being triggered, the processing burden of the cloud interaction system can be further reduced.
[0136] In an optional embodiment, the state parameters of the target virtual character may be determined and displayed on a graphical user interface according to the moving distance of the target virtual character holding the virtual sphere in the virtual scene.
[0137] Here, the movement distance represents the length of the target avatar's trajectory within the virtual scene. This refers to the distance between the target avatar's current position and its original position during the movement process. The original position is the target avatar's position within the virtual scene at the start of the game. The target avatar's state parameters are determined based on the movement distance of the virtual sphere held by the target avatar within the virtual scene. These state parameters are used to acquire new game skills and / or game effects.
[0138] The status parameters in the disclosed embodiment can change with the movement distance of the virtual character, and the status parameters can be displayed in real time on the graphical user interface. Through the status parameters, the first target skill control can be displayed only after the first skill control is triggered, and then the type of the first target skill control displayed after the first skill control is triggered is determined by controlling the movement distance of the virtual character, wherein, the greater the movement distance of the virtual character, the more types of first target skill controls are displayed after the first skill control is triggered, thereby achieving the goal of improving the convenience of interaction while reducing the area occupied by the controls; in addition, the display of the first target skill control is associated with and interacts with the status parameters of the virtual character, that is, the display of the first target skill control is associated with and interacts with the movement distance of the virtual character, thereby improving the diversity of the control (first target skill control) display and the interactivity with the virtual character.
[0139] In addition, the status parameters in the embodiment of the present disclosure are displayed on the graphical user interface, which can also intuitively prompt the virtual character's current status parameters converted according to the moving distance, without the player having to spend energy to calculate the current converted status parameters, thereby allowing the player to promptly know the game skills that are currently allowed to be triggered, which helps to improve the efficiency of game interaction.
[0140] In an optional embodiment, the state parameters of the target virtual character are determined by the following steps: in response to the target virtual character holding the virtual sphere and continuously moving in the virtual scene, the state parameters are controlled to continuously increase according to the moving distance of the target virtual character.
[0141] In the above steps, continuous movement means uninterrupted movement, and the continuous movement here needs to meet the following conditions: the movement operation of controlling the target virtual character holding the virtual sphere to move in the virtual scene has not ended, that is, the user's finger touching the movement control has not left the graphical user interface or the finger controlling the mouse of the movement control has not stopped pressing the mouse button.
[0142] As the target virtual character continues to move in the virtual scene while holding the virtual sphere, the moving distance of the target virtual character continues to increase, and thus the state parameter of the target virtual character also continues to increase.
[0143] The target virtual character holds a virtual sphere and moves continuously in the virtual scene to control the continuous growth of the state parameters of the target virtual character. This makes it convenient to control the continuous growth of the state parameters in real time according to the continuously growing moving distance corresponding to the continuous movement during the target virtual character's execution of the first skill. The control method is relatively simple.
[0144] Among them, the continuous growth of the moving distance is positively correlated with the continuous growth of the state parameter; the positive correlation indicates that there is a linear growth relationship between the state parameter and the moving distance.
[0145] Linear growth refers to a process of increasing at a constant rate. This growth method is simple and intuitive, and the rate of change is relatively slow. Here, the linear growth relationship between the state parameter and the movement distance is easy to understand and the game system can handle this linear growth relationship.
[0146] Through the above settings, the processing parameters can be further reduced, and the state parameters converted according to the moving distance can be quickly output to speed up the game process.
[0147] In a specific embodiment, in response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, the control state parameter may remain unchanged or be reduced.
[0148] Here, when the target avatar holding the virtual sphere stops moving in the virtual scene, the target avatar's movement distance does not change. Since the state parameter has a linear growth relationship with the movement distance, the state parameter does not change after the target avatar stops moving. However, considering that the target avatar may need to switch game skills when it stops moving for a long time, the state parameter is controlled to decrease after the target avatar stops moving for a period of time, so that the available game skills and / or skill effects change with the decrease in the state parameter.
[0149] For example, the relationship between the first target duration of the target virtual character holding the virtual sphere and stopping in the virtual scene and a preset first duration threshold can be determined to control whether the state parameter remains unchanged or decreases. The specific process is as follows:
[0150] First, in response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, the step of controlling the state parameters to remain unchanged includes: in response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, and the first target duration of the stop movement does not exceed the first duration threshold, controlling the state parameters of the target virtual character to remain unchanged.
[0151] Secondly, in response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, the step of controlling the state parameters to be reduced includes: in response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, and the first target duration of stopping movement exceeds a first duration threshold, controlling the state parameters of the target virtual character to be reduced.
[0152] Here, the first duration threshold can be determined by a game developer based on a value set in the game design, or can be determined based on an average value of the game data of all players. The first duration threshold is used to represent a dividing value between maintaining the state parameter unchanged and decreasing the state parameter.
[0153] Among them, the difference between the first target duration and the first duration threshold is positively correlated with the reduction of the state parameter, the reduction represents the reduction amount of the state parameter, and the positive correlation represents that there is a linear growth relationship between the state parameter and the difference between the first target duration and the first duration threshold.
[0154] Here, after the target virtual character holding the virtual sphere stops moving in the virtual scene, the first target duration continues to increase, while the state parameter remains unchanged within the first duration threshold and decreases after exceeding the first duration threshold. Therefore, the difference between the first target duration and the first duration threshold is first calculated, and the difference and the state parameter have a linear decreasing relationship. Referring to the above content, setting the difference between the first target duration and the first duration threshold to have a linear decreasing relationship with the state parameter can further reduce processing parameters and quickly output change information of the state parameter to speed up the game process.
[0155] In the disclosed embodiment, after the target virtual character holding the virtual sphere stops moving, the state parameters can be controlled to remain unchanged or be reduced according to the size relationship between the first target duration and the first duration threshold. Since the state parameters are used to obtain game skills and / or skill effects, the player can reduce the state parameters by independently controlling the duration after stopping movement. The operation is simple and easy to implement, which is conducive to improving the efficiency of game operations.
[0156] In another specific embodiment, in response to the state parameter of the target virtual character reaching the state parameter upper limit, the state parameter may be controlled to remain unchanged and / or to be reduced.
[0157] Here, a state parameter range can be set for the state parameter in advance, and the state parameter upper limit is the upper limit of the state parameter range. That is to say, if the state parameter of the target virtual character reaches the state parameter upper limit, the state parameter can be controlled to remain unchanged, or the state parameter can be controlled to be reduced, or the state parameter can be controlled to remain unchanged and then reduced.
[0158] Specifically, in response to the state parameter of the target virtual character reaching the state parameter upper limit, the step of controlling the state parameter to remain unchanged and / or to reduce includes:
[0159] Step a: In response to the state parameter of the target virtual character reaching the state parameter upper limit, controlling the state parameter to remain unchanged within a second target duration; the second target duration includes the time from the moment the state parameter reaches the state parameter upper limit to the end moment of the second target duration.
[0160] Here, the second target duration starts when the state parameter reaches the upper limit of the state parameter, and ends when the second target duration is determined by the duration of a preset duration threshold. For example, if the preset duration threshold is 5 seconds, the second target duration ends when the 5th second has passed. The second target duration can be determined by the game developer based on a value set in the game design, or based on an average value of the game data of all players.
[0161] Or, in step b, in response to the time period during which the state parameter of the target virtual character remains unchanged at the state parameter upper limit exceeds a second target time period, controlling the state parameter to decrease from the state parameter upper limit;
[0162] Alternatively, in step c, in response to the state parameter of the target virtual character reaching the state parameter upper limit, controlling the state parameter to remain unchanged for a second target duration; the second target duration includes the time from the moment the state parameter reaches the state parameter upper limit to the end time of the second target duration;
[0163] In response to the time period during which the state parameter of the target virtual character remains unchanged at the state parameter upper limit exceeding the second target time period, the state parameter is controlled to be reduced starting from the state parameter upper limit.
[0164] Among them, the difference between the time period during which the state parameter of the target virtual character keeps the state parameter upper limit unchanged and the second target time period is positively correlated with the reduction of the state parameter, the reduction represents the amount of reduction in the state parameter, and the positive correlation represents that the state parameter and the difference between the time period during which the state parameter keeps the state parameter upper limit unchanged and the second target time period have a linear growth relationship.
[0165] Here, when the state parameter of the target virtual character reaches the state parameter upper limit, the duration for which the state parameter keeps the state parameter upper limit unchanged continues to grow, while the state parameter remains unchanged within a second target duration and is reduced after exceeding the second target duration. Therefore, the difference between the duration for which the state parameter keeps the state parameter upper limit unchanged and the second target duration is first calculated, and there is a linear reduction relationship between the difference and the state parameter. With reference to the foregoing, the difference between the duration for which the state parameter keeps the state parameter upper limit unchanged and the second target duration is set to have a linear reduction relationship with the state parameter, which can further reduce the processing parameters and quickly output the change information of the state parameter to speed up the game process.
[0166] In the embodiment of the present disclosure, after the state parameter of the target virtual character reaches the state parameter upper limit, the state parameter can be controlled to remain unchanged and / or reduced according to the size relationship between the time when the state parameter of the target virtual character reaches the state parameter upper limit and the second target time. Since the state parameter is used to control the type of the first target skill control displayed after the first skill control is triggered, the player can reduce the state parameter by independently controlling the time after the state parameter reaches the state parameter upper limit, and then adjust the type of the first target skill control that can be displayed. The operation is simple and easy to implement, which is conducive to improving the efficiency of game operation.
[0167] Exemplarily, a parameter progress control is displayed on the graphical user interface, and the parameter progress control indicates the cumulative number of the status parameter; in the embodiment of the present disclosure, when the status parameter increases, the progress bar corresponding to the parameter progress control undergoes a first progress change; when the status parameter remains unchanged, the progress bar corresponding to the parameter progress control remains unchanged; when the status parameter decreases, the progress bar corresponding to the parameter progress control undergoes a second progress change; wherein, the first progress change and the second progress change are both positively correlated with the status parameter.
[0168] Here, the parameter progress control indicates the cumulative number of the state parameters, wherein the progress corresponding to the parameter progress control is positively correlated with the cumulative number of the state parameters, so the progress corresponding to the parameter progress control changes as the state parameters change.
[0169] The first progress change and the second progress change are both positively correlated with the state parameter. This positive correlation indicates that the state parameter and the first and second progress changes have a linear growth relationship. That is, when the state parameter of the target virtual character is at the lower limit of the state parameter range, the progress bar corresponding to the parameter progress control is zero. When the state parameter of the target virtual character reaches the upper limit of the state parameter range, the progress bar corresponding to the parameter progress control reaches its full value.
[0170] In an optional embodiment, the state parameters of the real-time control target virtual character are mapped to a target progress bar on the parameter progress control for highlighting; wherein, there is a linear growth relationship between the display area of the target progress bar and the state parameters.
[0171] Here, as the state parameter increases, the display area of the progress bar mapped to the state parameter on the parameter progress control also increases. For example, if the parameter progress control is in the shape of a partial ring, the arc length of the parameter progress control has a linear growth relationship with the state parameter.
[0172] Among them, the highlighting methods include but are not limited to: deepening the display brightness, using different display shapes, and using different fill colors.
[0173] For example, the highlighting method includes increasing the display brightness as an example:
[0174] When the highlighted display form is display brightness, the target progress bar and the area other than the target progress bar on the parameter progress control are displayed differently by different display brightness.
[0175] Here, display brightness refers to the luminous intensity per unit projected area of the parameter progress control in a given direction, where the given direction is perpendicular to the graphical user interface. The display brightness here can include two extreme brightness values: extremely dark (minimum brightness) and extremely bright (maximum brightness). Based on the above characteristics of display brightness, the target progress bar is displayed extremely brightly, and the area of the parameter progress control other than the target progress bar is displayed extremely darkly.
[0176] By using a strong contrast in display brightness to distinguish the target progress bar and the area other than the target progress bar on the parameter progress control, it is more intuitive, which helps players to promptly understand the game skills and / or skill effects they can obtain and adjust the game skills and / or skill effects they can obtain in a timely manner, so that players can make reasonable tactical deployments based on their current game skills and / or skill effects, which can not only improve the player's gaming experience, but also improve the efficiency of game interaction.
[0177] In an optional embodiment, the parameter progress control includes multiple parameter progress sub-controls, and the parameter ranges corresponding to different parameter progress sub-controls do not overlap. Specifically, the endpoint values of the parameter ranges corresponding to different parameter progress sub-controls are adjacent. Assuming that the multiple parameter progress sub-controls include a first parameter progress sub-control, a second parameter progress sub-control, and a third parameter progress sub-control, the parameter range corresponding to the first parameter progress sub-control can be 0 to 40 unit values, the parameter range corresponding to the second parameter progress sub-control can be 41 to 80 unit values, and the parameter range corresponding to the third parameter progress sub-control can be 81 to 100 unit values.
[0178] For example, as shown in Figures 7 to 10, the parameter progress control includes a first parameter progress sub-control 701, a second parameter progress sub-control 702 and a third parameter progress sub-control 703; the first parameter progress sub-control 701 corresponds to a first state parameter range, the second parameter progress sub-control 702 corresponds to a second state parameter range, and the third parameter progress sub-control 703 corresponds to a third state parameter range, and the first state parameter range, the second state parameter range and the third state parameter range do not overlap with each other; illustratively, the shape of the parameter progress control is a partial ring.
[0179] As shown in FIG7 , when the state parameter of the target virtual character 204 is at the first lower limit of the first state parameter range, that is, the target virtual character 204 is not moving in the virtual scene 203, the progress of the progress bar corresponding to the first parameter progress sub-control 701, the progress of the progress bar corresponding to the second parameter progress sub-control 702, and the progress of the progress bar corresponding to the third parameter progress sub-control 703 are all 0;
[0180] As shown in FIG8 , as the target virtual character 204 moves in the virtual scene 203, the state parameter of the target virtual character 204 is determined according to the movement distance of the target virtual character 204 in the virtual scene 203. When the state parameter of the target virtual character 204 reaches the first upper limit of the first state parameter range, the progress bar corresponding to the first parameter progress sub-control 701 reaches the full value;
[0181] As shown in FIG9 , as the target virtual character 204 continues to move in the virtual scene 203, the state parameter of the target virtual character 204 is determined according to the movement distance of the target virtual character 204 in the virtual scene 203. When the state parameter of the target virtual character 204 reaches the second upper limit of the second state parameter range, the progress bar corresponding to the first parameter progress sub-control 701 and the progress bar corresponding to the second parameter progress sub-control 702 reach full values.
[0182] As shown in Figure 10, as the target virtual character 204 continues to move in the virtual scene 203, the state parameters of the target virtual character 204 are determined according to the movement distance of the target virtual character 204 in the virtual scene 203. When the state parameters of the target virtual character 204 reach the third upper limit of the third state parameter range, the progress bar corresponding to the first parameter progress sub-control 701, the progress bar corresponding to the second parameter progress sub-control 702, and the progress bar corresponding to the third parameter progress sub-control 703 reach full values.
[0183] The above changes indicate that when the target virtual character's state parameter reaches the second upper limit of the second state parameter range, the target virtual character's state parameter will inevitably reach the first upper limit of the first state parameter range; and when the target virtual character's state parameter reaches the third upper limit of the third state parameter range, the target virtual character's state parameter will inevitably reach the first upper limit of the first state parameter range and the second upper limit of the second state parameter range. In other words, the progress bar on the parameter progress control mapped to the target virtual character's state parameter increases linearly with the target virtual character's state parameter.
[0184] Exemplarily, the shape of the parameter progress control is a partial ring; wherein, the ring area of the parameter progress control is composed of a first parameter progress sub-control, a second parameter progress sub-control and a third parameter progress sub-control, and the arc lengths of the first parameter progress sub-control, the second parameter progress sub-control and the third parameter progress sub-control are positively correlated with their corresponding parameter ranges.
[0185] For example, since the game skills that can be obtained in the second state parameter range and the third state parameter range are different, the first skill control that can be adjusted to the third skill control and the second skill control that can be adjusted to the fourth skill control are also different within the second state parameter range and the third state parameter range. Please refer to Figures 11 to 16 for exemplary explanation:
[0186] As shown in Figure 11, at the start of this round of the game, parameter progress controls are displayed on the graphical user interface, including a first parameter progress sub-control 701, a second parameter progress sub-control 702, and a third parameter progress sub-control 703. Before the target virtual character 204 moves in the virtual scene 203, the progress of the progress bar corresponding to the first parameter progress sub-control 701, the progress of the progress bar corresponding to the second parameter progress sub-control 702, and the progress of the progress bar corresponding to the third parameter progress sub-control 703 are all 0.
[0187] As shown in FIG12 , as the game progresses, in response to a touch operation on the movement control 201, the virtual sphere 202 is controlled to follow the target virtual character 204 in the virtual scene 203. The state parameter of the target virtual character 204 is determined based on the movement distance of the target virtual character 204. When the state parameter of the target virtual character 204 is within the first state parameter range, the progress bar corresponding to the first parameter progress sub-control 701 is partially filled with progress, and the game skills corresponding to all skill controls 205 displayed on the graphical user interface remain unchanged. For example, in response to a touch operation on the skill control 2a, the target virtual character 204 is controlled to execute the game skill corresponding to the skill control 2a.
[0188] As shown in Figure 12 , in response to a trigger operation on the first skill control 3a, the target virtual character 204 is controlled to execute the first skill corresponding to the first skill control 3a. During the process of the target virtual character 204 executing the first skill, when the state parameter of the target virtual character 204 is within the second state parameter range, the progress bar corresponding to the first parameter progress sub-control 701 is fully filled, the progress bar corresponding to the second parameter progress sub-control 702 is partially filled, and the third skill control 3b is displayed on the graphical user interface, as shown in Figure 13 . The disclosed embodiment uses the first parameter progress sub-control 701 and the second parameter progress sub-control 702 to intuitively indicate the current accumulated state parameters of the target virtual character 204, thereby allowing players to promptly know which game skills are currently allowed to be triggered, helping to improve game interaction efficiency. Furthermore, in response to a trigger operation on the third skill control 3b, the execution of the first skill corresponding to the first skill control 3a is interrupted, and the target virtual character 204 is controlled to execute the fourth skill corresponding to the third skill control 3b. Among them, as shown in Figure 12, the first skill representation corresponding to the first skill control 3a controls the target virtual character 204 to bypass the second virtual character 207 by changing the movement speed and movement direction, and the second virtual character 207 and the target virtual character 204 belong to different camps; as shown in Figure 13, the third skill representation corresponding to the third skill control 3b controls the target virtual character 204 to control the virtual sphere 202 to accelerate along the first direction, and controls the virtual sphere 202 to move along the second direction after the virtual sphere 202 leaves the target virtual character 204 by a preset distance, and the first direction is different from the second direction.
[0189] As shown in Figure 12 , in response to a trigger operation on the first skill control 4a, the target virtual character 204 is controlled to execute the first skill corresponding to the first skill control 4a. During the process of the target virtual character 204 executing the first skill, when the state parameter of the target virtual character 204 is within the third state parameter range, the progress bar corresponding to the first parameter progress subcontrol 701 and the progress bar corresponding to the second parameter progress subcontrol 702 are fully filled, and the progress bar corresponding to the third parameter progress subcontrol 703 is partially filled, and the third skill control 4b is displayed on the graphical user interface, as shown in Figure 14 . The disclosed embodiment uses the progress bars corresponding to the first parameter progress subcontrol 701, the second parameter progress subcontrol 702, and the third parameter progress subcontrol 703 to intuitively indicate the current accumulated state parameters of the target virtual character 204, thereby allowing players to promptly know which game skills are currently allowed to be triggered, helping to improve game interaction efficiency. Furthermore, in response to a trigger operation on the third skill control 4b, the execution of the first skill corresponding to the first skill control 4a is interrupted, and the target virtual character 204 is controlled to execute the fourth skill corresponding to the third skill control 4b. Among them, as shown in Figure 12, the first skill representation corresponding to the first skill control 4a controls the target virtual character 204 to buckle the virtual sphere 202 into the virtual ball frame 206 in a first bouncing posture; as shown in Figure 14, the third skill representation corresponding to the third skill control 4b controls the virtual sphere 202 to break away from the target virtual character 204 and buckle the virtual sphere 202 into the virtual ball frame 206 after the virtual sphere 202 rotates multiple times.
[0190] As shown in Figure 12 , in response to a trigger operation on the first skill control 4a, the target virtual character 204 is controlled to execute the first skill corresponding to the first skill control 4a. During the execution of the first skill by the target virtual character 204, when the target virtual character's state parameter is within the second state parameter range, the progress bar corresponding to the first parameter progress sub-control 701 is fully filled, the progress bar corresponding to the second parameter progress sub-control 702 is partially filled, and the fourth skill control 2b is displayed on the graphical user interface, as shown in Figure 15 . Here, when the target virtual character's state parameter is within the second state parameter range, the second skill control 2a in Figure 2 is controlled to adjust to the fourth skill control 2b. In response to a trigger operation on the fourth skill control 2b, the execution of the first skill corresponding to the first skill control 4a is interrupted, and the target virtual character 204 is controlled to execute the fourth skill corresponding to the fourth skill control 2b. Among them, as shown in Figure 12, the first skill representation corresponding to the first skill control 4a controls the target virtual character 204 to buckle the virtual sphere 202 into the virtual ball frame 206 in a first bouncing posture; the second skill representation corresponding to the second skill control 2a controls the target virtual character 204 to transmit the virtual sphere 202 to the first virtual character 208, and the first virtual character 208 and the target virtual character 204 belong to the same camp; as shown in Figure 15, the fourth skill representation corresponding to the fourth skill control 2b controls the target virtual character 204 to transmit the virtual sphere 202 to the first virtual character 208 in a second bouncing posture, and the second bouncing posture is different from the first bouncing posture.
[0191] As shown in Figure 12 , in response to a trigger operation on the first skill control 4a, the target virtual character 204 is controlled to execute the first skill corresponding to the first skill control 4a. During the execution of the first skill by the target virtual character 204, if the target virtual character's state parameter is within the third state parameter range, the progress bars corresponding to the first parameter progress sub-control 701 and the second parameter progress sub-control 702 are fully filled, and the progress bar corresponding to the third parameter progress sub-control 703 is partially filled. The third skill control 4b and the fourth skill control 2b are displayed on the graphical user interface, as shown in Figure 16 . In response to a trigger operation on the fourth skill control 2b, the execution of the first skill corresponding to the first skill control 4a is interrupted, and the target virtual character 204 is controlled to execute the fourth skill corresponding to the fourth skill control 2b. In response to a trigger operation on the third skill control 4b, the execution of the first skill corresponding to the first skill control 4a is interrupted, and the target virtual character 204 is controlled to execute the third skill corresponding to the third skill control 4b. Among them, as shown in Figure 12, the first skill representation corresponding to the first skill control 4a controls the target virtual character 204 to buckle the virtual sphere 202 into the virtual ball frame 206 in a first bouncing posture; as shown in Figure 16, the third skill representation corresponding to the third skill control 4b controls the virtual sphere 202 to break away from the target virtual character 204 and buckle the virtual sphere 202 into the virtual ball frame 206 after the virtual sphere 202 rotates multiple times; as shown in Figure 12, the second skill representation corresponding to the second skill control 2a controls the target virtual character 204 to transfer the virtual sphere 202 to the first virtual character 208, and the first virtual character 208 and the target virtual character 204 belong to the same camp; as shown in Figure 16, the fourth skill representation corresponding to the fourth skill control 2b controls the target virtual character 204 to transfer the virtual sphere 202 to the first virtual character 208 in a second bouncing posture, and the second bouncing posture is different from the first bouncing posture.
[0192] In addition, a parameter prompt icon is also displayed on the graphical user interface. The parameter prompt icon is used to prompt the cumulative number of parameters of the status parameter. In the embodiment of the present disclosure, when the status parameter increases, the cumulative number of parameters prompted by the parameter prompt icon increases; when the status parameter remains unchanged, the cumulative number of parameters prompted by the parameter prompt icon remains unchanged; when the status parameter decreases, the cumulative number of parameters prompted by the parameter prompt icon decreases.
[0193] Here, the cumulative number of parameters displayed by the parameter progress icon changes as the state parameter changes, and there is a linear growth relationship between the cumulative number of parameters and the state parameter.
[0194] The parameter progress icon intuitively displays the cumulative number of parameters that represent changes in status parameters, making it easy for players to adjust their current game skills and / or skill effects in a timely manner according to the cumulative number of parameters prompted by the parameter prompt icon, and make reasonable tactical deployments, which can not only improve the player's gaming experience, but also improve the efficiency of game interaction.
[0195] Furthermore, the cumulative number of parameters of the target virtual character's status parameters is dually displayed through the parameter progress control and the parameter prompt icon, making the displayed results more accurate and intuitive, and easy for players to find.
[0196] In step S103, in response to a triggering operation on the first target skill control, the target virtual character is controlled to change from executing the first skill to executing the first target skill corresponding to the first target skill control. Specifically, in response to the triggering operation on the first target skill control, execution of the first skill is interrupted, and execution of the first target skill corresponding to the first target skill control is performed.
[0197] The target virtual character can be controlled to perform the first target skill from the time the target virtual character is controlled to perform the first skill until the target virtual character is controlled to manipulate the virtual sphere to trigger a projection event.
[0198] Based on the same inventive concept, the embodiments of the present disclosure also provide an information processing device in the game corresponding to the information processing method in the game. Since the principle of solving the problem by the device in the embodiments of the present disclosure is similar to the information processing method in the above-mentioned game in the 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.
[0199] Please refer to Figure 17, which is a schematic diagram of the structure of an information processing device in a game provided by an embodiment of the present disclosure. As shown in Figure 17, the information processing device 1700 includes:
[0200] The first skill execution module 1701 is configured to control the target virtual character to execute the first skill corresponding to the first skill control in response to a triggering operation on the first skill control;
[0201] A target control display module 1702 is configured to display a first target skill control on the graphical user interface according to a state parameter of the target virtual character during the process of the target virtual character performing the first skill;
[0202] The target skill execution module 1703 is configured to control the target virtual character to adjust from executing the first skill to executing the first target skill corresponding to the first target skill control in response to a trigger operation on the first target skill control.
[0203] In an optional embodiment, the target control display module 1702 is specifically configured to:
[0204] When the state parameter of the target virtual character is within a predetermined state parameter range, a first target skill control is displayed on the graphical user interface.
[0205] In an optional embodiment, the first target skill control includes a third skill control and / or a fourth skill control, and the target control display module 1702 is specifically configured to:
[0206] When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the first skill control to be adjusted to the third skill control, and displaying the third skill control on the graphical user interface; and / or,
[0207] When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the second skill control to be adjusted to the fourth skill control, and displaying the fourth skill control on the graphical user interface;
[0208] The second skill corresponding to the second skill control is different from the first skill corresponding to the first skill control.
[0209] In an optional embodiment, the first skill representation corresponding to the first skill control controls the target virtual character to bypass a second virtual character by changing the movement speed and movement direction, and the second virtual character and the target virtual character belong to different camps; the third skill representation corresponding to the third skill control controls the target virtual character to control the virtual sphere to accelerate along the first direction, and controls the virtual sphere to move along the second direction after the virtual sphere leaves the target virtual character at a preset distance, and the first direction is different from the second direction.
[0210] In an optional embodiment, the first skill representation corresponding to the first skill control controls the target virtual character to dunk the virtual sphere into the virtual ball box in a first bouncing posture; the third skill representation corresponding to the third skill control controls the virtual sphere to separate from the target virtual character and dunk the virtual sphere into the virtual ball box after the virtual sphere rotates multiple times.
[0211] In an optional embodiment, the first skill representation corresponding to the first skill control controls the target virtual character to dunk the virtual sphere into the virtual ball box in a first bouncing posture; the second skill representation corresponding to the second skill control controls the target virtual character to transmit the virtual sphere to the first virtual character, and the first virtual character and the target virtual character belong to the same camp; the fourth skill representation corresponding to the fourth skill control controls the target virtual character to transmit the virtual sphere to the first virtual character in a second bouncing posture, and the second bouncing posture is different from the first bouncing posture.
[0212] In an optional embodiment, the skill change module (not shown in the figure) is further configured to: after controlling the target virtual character to perform the fourth skill corresponding to the fourth skill control, control the fourth skill control to change back to the second skill control.
[0213] In an optional embodiment, the third skill representation controls the virtual sphere to separate from the target virtual character and then buckles the virtual sphere into a virtual ball frame after the virtual sphere rotates multiple times.
[0214] In an optional embodiment, the device further includes other skill execution modules (not shown in the figure), and the other skill execution modules are configured to:
[0215] displaying a fifth control and / or a sixth control on the graphical user interface;
[0216] In response to a triggering operation on the fifth control, the target virtual character is controlled to perform a fifth skill corresponding to the fifth skill control; the fifth skill representation controls the target virtual character to throw a virtual ball into a virtual ball box;
[0217] In response to the triggering operation of the sixth control, the target virtual character is controlled to perform the sixth skill corresponding to the sixth control; the sixth skill represents that when the first virtual character fails to throw the virtual sphere into the virtual ball box, the target virtual character is controlled to dunk the virtual sphere into the virtual ball box with a second bouncing posture.
[0218] In an optional embodiment, the predetermined state parameter range includes a second state parameter range and a third state parameter range, and the target control display module 1702 is further configured to:
[0219] When the state parameter of the target virtual character is within the second state parameter range or the third state parameter range, controlling the first skill control to be adjusted to the third skill control;
[0220] The target control display module 1702 is further specifically configured to: when the state parameter of the target virtual character is within the second state parameter range or the third state parameter range, control the second skill control to be adjusted to the fourth skill control.
[0221] In an optional embodiment, the apparatus further includes an additional effect triggering module (not shown in the figure), and the additional effect triggering module is configured to:
[0222] When the state parameter of the target virtual character is within the range of the third state parameter, the target virtual character is controlled to trigger an additional skill effect when executing the first skill; the additional skill effect represents the visual effect of the target virtual character taking off with a first bouncing posture, knocking down the second virtual character in front of the target virtual character and dunking the virtual sphere into the virtual ball frame.
[0223] In an optional embodiment, the state parameter range of the state parameter further includes a first state parameter range outside the predetermined state parameter range, and the device further includes a skill cooling module (not shown in the figure), the skill cooling module being configured to:
[0224] When the state parameter of the target virtual character is within the first state parameter range, the first skill control is controlled to be in a skill cooling state.
[0225] In an optional embodiment, the target control display module 1702 is further configured to:
[0226] When the state parameter of the target virtual character is within the second state parameter range, the second skill control is controlled to be adjusted to the fourth skill control, and the first skill control is controlled to be in a skill cooling state.
[0227] In an optional embodiment, the device further includes a state parameter determination module (not shown in the figure), and the state parameter determination module is configured to:
[0228] According to the moving distance of the target virtual character holding the virtual sphere in the virtual scene, the state parameters of the target virtual character are determined and displayed on the graphical user interface.
[0229] In an optional embodiment, the state parameter determination module (not shown in the figure) is specifically configured to:
[0230] In response to the target virtual character holding the virtual sphere and continuously moving in the virtual scene, the state parameter is controlled to continuously increase according to the moving distance of the target virtual character.
[0231] In an optional embodiment, the continuous growth of the moving distance is positively correlated with the continuous growth of the state parameter; the positive correlation indicates that there is a linear growth relationship between the state parameter and the moving distance.
[0232] In an optional embodiment, the device further includes a state parameter adjustment module (not shown in the figure), and the state parameter adjustment module is configured to:
[0233] In response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, controlling the state parameter to remain unchanged or to be reduced; or
[0234] In response to the state parameter of the target virtual character reaching the state parameter upper limit, the state parameter is controlled to remain unchanged and / or to be reduced.
[0235] In an optional embodiment, the state parameter adjustment module is specifically configured to: in response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, and the first target duration of stopping movement does not exceed a first duration threshold, control the state parameters of the target virtual character to remain unchanged.
[0236] In an optional embodiment, the state parameter adjustment module is specifically configured to: in response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, and the first target duration of stopping movement exceeds a first duration threshold, control the state parameters of the target virtual character to be reduced.
[0237] In an optional embodiment, the difference between the first target duration and the first duration threshold is positively correlated with the reduction of the state parameter, the reduction represents the amount of reduction of the state parameter, and the positive correlation represents a linear growth relationship between the state parameter and the difference between the first target duration and the first duration threshold.
[0238] In an optional embodiment, the state parameter adjustment module is further configured to:
[0239] In response to the state parameter of the target virtual character reaching the state parameter upper limit, controlling the state parameter to remain unchanged for a second target duration; the second target duration includes a time from the moment the state parameter reaches the state parameter upper limit to the end time of the second target duration;
[0240] And / or, in response to the time period during which the state parameter of the target virtual character remains at an upper limit of the state parameter exceeding the second target time period, the state parameter is controlled to be reduced starting from the upper limit of the state parameter.
[0241] In an optional embodiment, a parameter progress control is displayed on the graphical user interface, and the parameter progress control indicates the cumulative amount of the status parameter; the device further includes a parameter progress display module, and the parameter progress display module is configured to:
[0242] When the state parameter increases, the progress bar corresponding to the parameter progress control undergoes a first progress change;
[0243] When the state parameter remains unchanged, the progress bar corresponding to the parameter progress control remains unchanged;
[0244] When the state parameter decreases, the progress bar corresponding to the parameter progress control undergoes a second progress change;
[0245] The first progress change and the second progress change are both positively correlated with the state parameter.
[0246] In an optional embodiment, a parameter prompt icon is further displayed on the graphical user interface, and the parameter prompt icon is used to prompt the cumulative number of the status parameter. The parameter progress display module is further configured to:
[0247] When the state parameter increases, the cumulative number of parameters prompted by the parameter prompt icon increases;
[0248] When the state parameter remains unchanged, the cumulative number of parameters prompted by the parameter prompt icon remains unchanged;
[0249] When the state parameter decreases, the cumulative number of parameters prompted by the parameter prompt icon decreases.
[0250] In an optional embodiment, the device further includes a highlighting module (not shown in the figure), and the highlighting module is configured to:
[0251] The state parameters of the target virtual character are mapped to the target progress bar on the parameter progress control in real time for highlighting; wherein, there is a linear growth relationship between the display area of the target progress bar and the state parameters.
[0252] In an optional embodiment, the multiple parameter progress sub-controls include a first parameter progress sub-control, a second parameter progress sub-control, and a third parameter progress sub-control; the first parameter progress sub-control corresponds to a first state parameter range, the second parameter progress sub-control corresponds to a second state parameter range, and the third parameter progress sub-control corresponds to a third state parameter range; the first state parameter range, the second state parameter range, and the third state parameter range do not overlap with each other;
[0253] When the state parameter of the target virtual character reaches a first upper limit of the first state parameter range, the progress bar corresponding to the first parameter progress sub-control reaches a full value;
[0254] When the state parameter of the target virtual character reaches the second upper limit of the second state parameter range, the progress bar corresponding to the first parameter progress sub-control and the progress bar corresponding to the second parameter progress sub-control reach full values;
[0255] When the state parameter of the target virtual character reaches the third upper limit of the third state parameter range, the progress bars corresponding to the first parameter progress subcontrol, the progress bars corresponding to the second parameter progress subcontrol, and the progress bars corresponding to the third parameter progress subcontrol reach full values.
[0256] In an optional embodiment, the parameter progress control is in the shape of a partial ring;
[0257] Among them, the annular area of the parameter progress control is composed of the first parameter progress sub-control, the second parameter progress sub-control and the third parameter progress sub-control, and the arc lengths of the first parameter progress sub-control, the second parameter progress sub-control and the third parameter progress sub-control are positively correlated with their corresponding parameter ranges.
[0258] The disclosed embodiment can display the first target skill control only after the first skill control is triggered, thereby reducing the area occupied by the control while improving the convenience of interaction. In addition, the display of the first target skill control is associated with and interacts with the status parameters of the virtual character, increasing the diversity of the control (the first target skill control) display and the interactivity with the virtual character. It can also achieve the intuitive display of the first target skill control during the game battle, allowing players to promptly know the currently allowed game skills and achieve the purpose of complex, sequential and coherent execution of previous and subsequent virtual actions based on the newly displayed skill control, which helps to improve the efficiency of game interaction.
[0259] Please refer to FIG18 , which is a schematic diagram of the structure of an electronic device provided by an embodiment of the present disclosure. As shown in FIG18 , the electronic device 1800 includes a processor 1801 , a memory 1802 , and a bus 1803 .
[0260] The memory 1802 stores machine-readable instructions executable by the processor 1801. When the electronic device 1800 is running, the processor 1801 communicates with the memory 1802 via the bus 1803, so that the processor 1801 executes the following instructions at runtime:
[0261] In response to a triggering operation on a first skill control, controlling the target virtual character to perform a first skill corresponding to the first skill control;
[0262] During the process of the target virtual character performing the first skill, displaying a first target skill control on the graphical user interface according to the state parameter of the target virtual character;
[0263] In response to a triggering operation on the first target skill control, the target virtual character is controlled to adjust from executing the first skill to executing the first target skill corresponding to the first target skill control.
[0264] In an optional embodiment, the instructions executed by the processor 1801 include displaying a first target skill control on the graphical user interface according to the state parameter of the target virtual character, including:
[0265] When the state parameter of the target virtual character is within a predetermined state parameter range, a first target skill control is displayed on the graphical user interface.
[0266] In an optional embodiment, the first target skill control includes a third skill control and / or a fourth skill control. The instructions executed by the processor 1801, when the state parameter of the target virtual character is within a predetermined state parameter range, displaying the first target skill control on the graphical user interface, include:
[0267] When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the first skill control to be adjusted to the third skill control, and displaying the third skill control on the graphical user interface; and / or,
[0268] When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the second skill control to be adjusted to the fourth skill control, and displaying the fourth skill control on the graphical user interface;
[0269] The second skill corresponding to the second skill control is different from the first skill corresponding to the first skill control.
[0270] In an optional embodiment, the first skill representation corresponding to the first skill control controls the target virtual character to bypass a second virtual character by changing the movement speed and movement direction, and the second virtual character and the target virtual character belong to different camps; the third skill representation corresponding to the third skill control controls the target virtual character to control the virtual sphere to accelerate along the first direction, and controls the virtual sphere to move along the second direction after the virtual sphere leaves the target virtual character at a preset distance, and the first direction is different from the second direction.
[0271] In an optional embodiment, the first skill representation corresponding to the first skill control controls the target virtual character to dunk the virtual sphere into the virtual ball box in a first bouncing posture; the third skill representation corresponding to the third skill control controls the virtual sphere to separate from the target virtual character and dunk the virtual sphere into the virtual ball box after the virtual sphere rotates multiple times.
[0272] In an optional embodiment, the first skill representation corresponding to the first skill control controls the target virtual character to dunk the virtual sphere into the virtual ball box in a first bouncing posture; the second skill representation corresponding to the second skill control controls the target virtual character to transmit the virtual sphere to the first virtual character, and the first virtual character and the target virtual character belong to the same camp; the fourth skill representation corresponding to the fourth skill control controls the target virtual character to transmit the virtual sphere to the first virtual character in a second bouncing posture, and the second bouncing posture is different from the first bouncing posture.
[0273] In an optional embodiment, the instructions executed by the processor 1801 further include:
[0274] After controlling the target virtual character to execute the fourth skill corresponding to the fourth skill control, controlling the fourth skill control to change back to the second skill control.
[0275] In an optional embodiment, the third skill representation controls the virtual sphere to separate from the target virtual character and then buckles the virtual sphere into a virtual ball frame after the virtual sphere rotates multiple times.
[0276] In an optional embodiment, the instructions executed by the processor 1801 further include:
[0277] displaying a fifth control and / or a sixth control on the graphical user interface;
[0278] In response to a triggering operation on the fifth control, the target virtual character is controlled to perform a fifth skill corresponding to the fifth skill control; the fifth skill representation controls the target virtual character to throw a virtual ball into a virtual ball box;
[0279] In response to the triggering operation of the sixth control, the target virtual character is controlled to perform the sixth skill corresponding to the sixth control; the sixth skill represents that when the first virtual character fails to throw the virtual sphere into the virtual ball box, the target virtual character is controlled to dunk the virtual sphere into the virtual ball box with a second bouncing posture.
[0280] In an optional embodiment, the predetermined state parameter range includes a second state parameter range and a third state parameter range. In the instructions executed by the processor 1801, when the state parameter of the target virtual character is within the predetermined state parameter range, controlling the first skill control to be adjusted to the third skill control includes:
[0281] When the state parameter of the target virtual character is within the second state parameter range or the third state parameter range, controlling the first skill control to be adjusted to the third skill control;
[0282] When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the second skill control to be adjusted to the fourth skill control includes:
[0283] When the state parameter of the target virtual character is within the second state parameter range or the third state parameter range, the second skill control is controlled to be adjusted to the fourth skill control.
[0284] In an optional embodiment, the instructions executed by the processor 1801 further include:
[0285] When the state parameter of the target virtual character is within the range of the third state parameter, the target virtual character is controlled to trigger an additional skill effect when executing the first skill; the additional skill effect represents the visual effect of the target virtual character taking off with a first bouncing posture, knocking down the second virtual character in front of the target virtual character and dunking the virtual sphere into the virtual ball frame.
[0286] In an optional embodiment, in the instructions executed by processor 1801, the state parameter range of the state parameter also includes a first state parameter range outside the predetermined state parameter range, and after responding to the triggering operation on the first skill control and controlling the target virtual character to perform the first skill corresponding to the first skill control, the further instructions further include:
[0287] When the state parameter of the target virtual character is within the first state parameter range, the first skill control is controlled to be in a skill cooling state.
[0288] In an optional embodiment, the instructions executed by the processor 1801, when the state parameter of the target virtual character is within a predetermined state parameter range, controlling the second skill control to be adjusted to the fourth skill control, include:
[0289] When the state parameter of the target virtual character is within the second state parameter range, the second skill control is controlled to be adjusted to the fourth skill control, and the first skill control is controlled to be in a skill cooling state.
[0290] In an optional embodiment, the instructions executed by the processor 1801 further include:
[0291] According to the moving distance of the target virtual character holding the virtual sphere in the virtual scene, the state parameters of the target virtual character are determined and displayed on the graphical user interface.
[0292] In an optional embodiment, the instructions executed by the processor 1801 include determining the state parameter of the target virtual character according to the movement distance of the target virtual character holding the virtual sphere in the virtual scene, including:
[0293] In response to the target virtual character holding the virtual sphere and continuously moving in the virtual scene, the state parameter is controlled to continuously increase according to the moving distance of the target virtual character.
[0294] In an optional embodiment, the continuous growth of the moving distance is positively correlated with the continuous growth of the state parameter; the positive correlation indicates that there is a linear growth relationship between the state parameter and the moving distance.
[0295] In an optional embodiment, the instructions executed by the processor 1801 further include:
[0296] In response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, controlling the state parameter to remain unchanged or to be reduced; or
[0297] In response to the state parameter of the target virtual character reaching the state parameter upper limit, the state parameter is controlled to remain unchanged and / or to be reduced.
[0298] In an optional embodiment, the instructions executed by the processor 1801, in response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, controlling the state parameter to remain unchanged, include:
[0299] In response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, and a first target duration of stopping movement not exceeding a first duration threshold, the state parameters of the target virtual character are controlled to remain unchanged.
[0300] In an optional embodiment, the instructions executed by the processor 1801 include, in response to the target virtual character holding the virtual sphere stopping movement in the virtual scene, controlling the state parameter to be reduced, including:
[0301] In response to the target virtual character holding the virtual sphere and stopping moving in the virtual scene, and a first target duration of stopping moving exceeding a first duration threshold, the state parameter of the target virtual character is controlled to be reduced.
[0302] In an optional embodiment, the difference between the first target duration and the first duration threshold is positively correlated with the reduction of the state parameter, the reduction represents the amount of reduction of the state parameter, and the positive correlation represents a linear growth relationship between the state parameter and the difference between the first target duration and the first duration threshold.
[0303] In an optional embodiment, the instructions executed by the processor 1801 include, in response to the state parameter of the target virtual character reaching the state parameter upper limit, controlling the state parameter to remain unchanged and / or to be reduced, including:
[0304] In response to the state parameter of the target virtual character reaching the state parameter upper limit, controlling the state parameter to remain unchanged for a second target duration; the second target duration includes a time from the moment the state parameter reaches the state parameter upper limit to the end time of the second target duration;
[0305] And / or, in response to the time period during which the state parameter of the target virtual character remains at an upper limit of the state parameter exceeding the second target time period, the state parameter is controlled to be reduced starting from the upper limit of the state parameter.
[0306] In an optional embodiment, a parameter progress control is displayed on the graphical user interface, and the parameter progress control indicates the cumulative number of the status parameter; the instructions executed by the processor 1801 further include:
[0307] When the state parameter increases, the progress bar corresponding to the parameter progress control undergoes a first progress change;
[0308] When the state parameter remains unchanged, the progress bar corresponding to the parameter progress control remains unchanged;
[0309] When the state parameter decreases, the progress bar corresponding to the parameter progress control undergoes a second progress change;
[0310] The first progress change and the second progress change are both positively correlated with the state parameter.
[0311] In an optional embodiment, a parameter prompt icon is further displayed on the graphical user interface, and the parameter prompt icon is used to prompt the cumulative number of parameters of the status parameter. The instructions executed by the processor 1801 further include:
[0312] When the state parameter increases, the cumulative number of parameters prompted by the parameter prompt icon increases;
[0313] When the state parameter remains unchanged, the cumulative number of parameters prompted by the parameter prompt icon remains unchanged;
[0314] When the state parameter decreases, the cumulative number of parameters prompted by the parameter prompt icon decreases.
[0315] In an optional embodiment, the instructions executed by the processor 1801 further include:
[0316] The state parameters of the target virtual character are mapped to the target progress bar on the parameter progress control in real time for highlighting; wherein, there is a linear growth relationship between the display area of the target progress bar and the state parameters.
[0317] In an optional embodiment, the multiple parameter progress sub-controls include a first parameter progress sub-control, a second parameter progress sub-control, and a third parameter progress sub-control; the first parameter progress sub-control corresponds to a first state parameter range, the second parameter progress sub-control corresponds to a second state parameter range, and the third parameter progress sub-control corresponds to a third state parameter range; the first state parameter range, the second state parameter range, and the third state parameter range do not overlap with each other;
[0318] When the state parameter of the target virtual character reaches a first upper limit of the first state parameter range, the progress bar corresponding to the first parameter progress sub-control reaches a full value;
[0319] When the state parameter of the target virtual character reaches the second upper limit of the second state parameter range, the progress bar corresponding to the first parameter progress sub-control and the progress bar corresponding to the second parameter progress sub-control reach full values;
[0320] When the state parameter of the target virtual character reaches the third upper limit of the third state parameter range, the progress bars corresponding to the first parameter progress subcontrol, the progress bars corresponding to the second parameter progress subcontrol, and the progress bars corresponding to the third parameter progress subcontrol reach full values.
[0321] In an optional embodiment, the parameter progress control is in the shape of a partial ring;
[0322] Among them, the annular area of the parameter progress control is composed of the first parameter progress sub-control, the second parameter progress sub-control and the third parameter progress sub-control, and the arc lengths of the first parameter progress sub-control, the second parameter progress sub-control and the third parameter progress sub-control are positively correlated with their corresponding parameter ranges.
[0323] The disclosed embodiment can display the first target skill control only after the first skill control is triggered, thereby reducing the area occupied by the control while improving the convenience of interaction. In addition, the display of the first target skill control is associated with and interacts with the status parameters of the virtual character, increasing the diversity of the control (the first target skill control) display and the interactivity with the virtual character. It can also achieve the intuitive display of the first target skill control during the game battle, allowing players to promptly know the currently allowed game skills and achieve the purpose of complex, sequential and coherent execution of previous and subsequent virtual actions based on the newly displayed skill control, which helps to improve the efficiency of game interaction.
[0324] The present disclosure also provides a computer-readable storage medium having a computer program stored thereon, such that when the computer program is executed by a processor, the following instructions are executed:
[0325] In response to a triggering operation on a first skill control, controlling the target virtual character to perform a first skill corresponding to the first skill control;
[0326] During the process of the target virtual character performing the first skill, displaying a first target skill control on the graphical user interface according to the state parameter of the target virtual character;
[0327] In response to a triggering operation on the first target skill control, the target virtual character is controlled to adjust from executing the first skill to executing the first target skill corresponding to the first target skill control.
[0328] In an optional embodiment, the instructions executed by the computer-readable storage medium, displaying a first target skill control on the graphical user interface according to the state parameter of the target virtual character, include:
[0329] When the state parameter of the target virtual character is within a predetermined state parameter range, a first target skill control is displayed on the graphical user interface.
[0330] In an optional embodiment, the first target skill control includes a third skill control and / or a fourth skill control, and the instructions executed by the computer-readable storage medium, when the state parameter of the target virtual character is within a predetermined state parameter range, displaying the first target skill control on the graphical user interface, include:
[0331] When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the first skill control to be adjusted to the third skill control, and displaying the third skill control on the graphical user interface; and / or,
[0332] When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the second skill control to be adjusted to the fourth skill control, and displaying the fourth skill control on the graphical user interface;
[0333] The second skill corresponding to the second skill control is different from the first skill corresponding to the first skill control.
[0334] In an optional embodiment, the first skill representation corresponding to the first skill control controls the target virtual character to bypass a second virtual character by changing the movement speed and movement direction, and the second virtual character and the target virtual character belong to different camps; the third skill representation corresponding to the third skill control controls the target virtual character to control the virtual sphere to accelerate along the first direction, and controls the virtual sphere to move along the second direction after the virtual sphere leaves the target virtual character at a preset distance, and the first direction is different from the second direction.
[0335] In an optional embodiment, the first skill representation corresponding to the first skill control controls the target virtual character to dunk the virtual sphere into the virtual ball box in a first bouncing posture; the third skill representation corresponding to the third skill control controls the virtual sphere to separate from the target virtual character and dunk the virtual sphere into the virtual ball box after the virtual sphere rotates multiple times.
[0336] In an optional embodiment, the first skill representation corresponding to the first skill control controls the target virtual character to dunk the virtual sphere into the virtual ball box in a first bouncing posture; the second skill representation corresponding to the second skill control controls the target virtual character to transmit the virtual sphere to the first virtual character, and the first virtual character and the target virtual character belong to the same camp; the fourth skill representation corresponding to the fourth skill control controls the target virtual character to transmit the virtual sphere to the first virtual character in a second bouncing posture, and the second bouncing posture is different from the first bouncing posture.
[0337] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0338] After controlling the target virtual character to execute the fourth skill corresponding to the fourth skill control, controlling the fourth skill control to change back to the second skill control.
[0339] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0340] After controlling the target virtual character to execute the third skill corresponding to the third skill control, controlling the third skill control to change back to the first skill control.
[0341] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0342] displaying a fifth control and / or a sixth control on the graphical user interface;
[0343] In response to a triggering operation on the fifth control, the target virtual character is controlled to perform a fifth skill corresponding to the fifth skill control; the fifth skill representation controls the target virtual character to throw a virtual ball into a virtual ball box;
[0344] In response to the triggering operation of the sixth control, the target virtual character is controlled to perform the sixth skill corresponding to the sixth control; the sixth skill represents that when the first virtual character fails to throw the virtual sphere into the virtual ball box, the target virtual character is controlled to dunk the virtual sphere into the virtual ball box with a second bouncing posture.
[0345] In an optional embodiment, the predetermined state parameter range includes a second state parameter range and a third state parameter range. The instructions executed by the computer-readable storage medium, when the state parameter of the target virtual character is within the predetermined state parameter range, controlling the first skill control to be adjusted to the third skill control, include:
[0346] When the state parameter of the target virtual character is within the second state parameter range or the third state parameter range, controlling the first skill control to be adjusted to the third skill control;
[0347] When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the second skill control to be adjusted to the fourth skill control includes:
[0348] When the state parameter of the target virtual character is within the second state parameter range or the third state parameter range, the second skill control is controlled to be adjusted to the fourth skill control.
[0349] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0350] When the state parameter of the target virtual character is within the range of the third state parameter, the target virtual character is controlled to trigger an additional skill effect when executing the first skill; the additional skill effect represents the visual effect of the target virtual character taking off with a first bouncing posture, knocking down the second virtual character in front of the target virtual character and dunking the virtual sphere into the virtual ball frame.
[0351] In an optional embodiment, in the instructions executed by a computer-readable storage medium, the state parameter range of the state parameter also includes a first state parameter range outside the predetermined state parameter range, and after controlling the target virtual character to execute the first skill corresponding to the first skill control in response to a triggering operation on the first skill control, the further steps include:
[0352] When the state parameter of the target virtual character is within the first state parameter range, the first skill control is controlled to be in a skill cooling state.
[0353] In an optional embodiment, the instructions executed by a computer-readable storage medium, when the state parameter of the target virtual character is within a predetermined state parameter range, controlling the second skill control to be adjusted to the fourth skill control, include:
[0354] When the state parameter of the target virtual character is within the second state parameter range, the second skill control is controlled to be adjusted to the fourth skill control, and the first skill control is controlled to be in a skill cooling state.
[0355] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0356] According to the moving distance of the target virtual character holding the virtual sphere in the virtual scene, the state parameters of the target virtual character are determined and displayed on the graphical user interface.
[0357] In an optional embodiment, the instructions executed by a computer-readable storage medium, which determine the state parameter of the target virtual character based on the movement distance of the target virtual character holding the virtual sphere in the virtual scene, include:
[0358] In response to the target virtual character holding the virtual sphere and continuously moving in the virtual scene, the state parameter is controlled to continuously increase according to the moving distance of the target virtual character.
[0359] In an optional embodiment, the continuous growth of the moving distance is positively correlated with the continuous growth of the state parameter; the positive correlation indicates that there is a linear growth relationship between the state parameter and the moving distance.
[0360] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0361] In response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, controlling the state parameter to remain unchanged or to be reduced; or
[0362] In response to the state parameter of the target virtual character reaching the state parameter upper limit, the state parameter is controlled to remain unchanged and / or to be reduced.
[0363] In an optional embodiment, the instructions executed by the computer-readable storage medium, in response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, controlling the state parameter to remain unchanged, include:
[0364] In response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, and a first target duration of stopping movement not exceeding a first duration threshold, the state parameters of the target virtual character are controlled to remain unchanged.
[0365] In an optional embodiment, the instructions executed by the computer-readable storage medium, in response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, controlling the state parameter to be reduced, include:
[0366] In response to the target virtual character holding the virtual sphere and stopping moving in the virtual scene, and a first target duration of stopping moving exceeding a first duration threshold, the state parameter of the target virtual character is controlled to be reduced.
[0367] In an optional embodiment, the difference between the first target duration and the first duration threshold is positively correlated with the reduction of the state parameter, the reduction represents the amount of reduction of the state parameter, and the positive correlation represents a linear growth relationship between the state parameter and the difference between the first target duration and the first duration threshold.
[0368] In an optional embodiment, the instructions executed by the computer-readable storage medium, in response to the state parameter of the target virtual character reaching the state parameter upper limit, controlling the state parameter to remain unchanged and / or to be reduced, include:
[0369] In response to the state parameter of the target virtual character reaching the state parameter upper limit, controlling the state parameter to remain unchanged for a second target duration; the second target duration includes a time from the moment the state parameter reaches the state parameter upper limit to the end time of the second target duration;
[0370] And / or, in response to the time period during which the state parameter of the target virtual character remains at an upper limit of the state parameter exceeding the second target time period, the state parameter is controlled to be reduced starting from the upper limit of the state parameter.
[0371] In an optional embodiment, a parameter progress control is displayed on the graphical user interface, and the parameter progress control indicates the cumulative amount of the status parameter; the instructions executed by the computer-readable storage medium further include:
[0372] When the state parameter increases, the progress bar corresponding to the parameter progress control undergoes a first progress change;
[0373] When the state parameter remains unchanged, the progress bar corresponding to the parameter progress control remains unchanged;
[0374] When the state parameter decreases, the progress bar corresponding to the parameter progress control undergoes a second progress change;
[0375] The first progress change and the second progress change are both positively correlated with the state parameter.
[0376] In an optional embodiment, a parameter prompt icon is further displayed on the graphical user interface, and the parameter prompt icon is used to prompt the cumulative number of parameters of the status parameter. The instructions executed by the computer-readable storage medium further include:
[0377] When the state parameter increases, the cumulative number of parameters prompted by the parameter prompt icon increases;
[0378] When the state parameter remains unchanged, the cumulative number of parameters prompted by the parameter prompt icon remains unchanged;
[0379] When the state parameter decreases, the cumulative number of parameters prompted by the parameter prompt icon decreases.
[0380] In an optional embodiment, the instructions executed by the computer-readable storage medium further include:
[0381] The state parameters of the target virtual character are mapped to the target progress bar on the parameter progress control in real time for highlighting; wherein, there is a linear growth relationship between the display area of the target progress bar and the state parameters.
[0382] In an optional embodiment, the multiple parameter progress sub-controls include a first parameter progress sub-control, a second parameter progress sub-control, and a third parameter progress sub-control; the first parameter progress sub-control corresponds to a first state parameter range, the second parameter progress sub-control corresponds to a second state parameter range, and the third parameter progress sub-control corresponds to a third state parameter range; the first state parameter range, the second state parameter range, and the third state parameter range do not overlap with each other;
[0383] When the state parameter of the target virtual character reaches a first upper limit of the first state parameter range, the progress bar corresponding to the first parameter progress sub-control reaches a full value;
[0384] When the state parameter of the target virtual character reaches the second upper limit of the second state parameter range, the progress bar corresponding to the first parameter progress sub-control and the progress bar corresponding to the second parameter progress sub-control reach full values;
[0385] When the state parameter of the target virtual character reaches the third upper limit of the third state parameter range, the progress bars corresponding to the first parameter progress subcontrol, the progress bars corresponding to the second parameter progress subcontrol, and the progress bars corresponding to the third parameter progress subcontrol reach full values.
[0386] In an optional embodiment, the parameter progress control is partially annular in shape; wherein the annular area of the parameter progress control is composed of a first parameter progress sub-control, a second parameter progress sub-control, and a third parameter progress sub-control, and the arc lengths of the first parameter progress sub-control, the second parameter progress sub-control, and the third parameter progress sub-control are positively correlated with their corresponding parameter ranges.
[0387] The disclosed embodiment can display the first target skill control only after the first skill control is triggered, thereby reducing the area occupied by the control while improving the convenience of interaction. In addition, the display of the first target skill control is associated with and interacts with the status parameters of the virtual character, increasing the diversity of the control (the first target skill control) display and the interactivity with the virtual character. It can also achieve the intuitive display of the first target skill control during the game battle, allowing players to promptly know the currently allowed game skills and achieve the purpose of complex, sequential and coherent execution of previous and subsequent virtual actions based on the newly displayed skill control, which helps to improve the efficiency of game interaction.
[0388] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working processes of the systems, devices and units 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 the 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, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0389] The units described as separate components may or may not be physically separate, and the 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.
[0390] 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.
[0391] If the functions are implemented in the form of software functional units and sold or used as independent products, they 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, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0392] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-mentioned embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-mentioned embodiments within the technical scope disclosed in the present disclosure, or replace some of the technical features therein with equivalents. Such modifications, changes, or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and 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 method for processing information in a game, providing a virtual scene for virtual characters of different camps to interact on a graphical user interface of a terminal device, wherein virtual characters of different camps in the virtual scene compete with each other by competing for a virtual sphere, and controlling a target virtual character to manipulate the virtual sphere to trigger a projection event to advance the game process, the method comprising: In response to a trigger operation on a first skill control, controlling the target virtual character to execute a first skill corresponding to the first skill control; During the process of the target virtual character performing the first skill, displaying a first target skill control on the graphical user interface according to the state parameter of the target virtual character; In response to a trigger operation on the first target skill control, the target virtual character is controlled to change from executing the first skill to executing the first target skill corresponding to the first target skill control.
2. The method according to claim 1, wherein: The step of displaying a first target skill control on the graphical user interface according to the state parameter of the target virtual character comprises: When the state parameter of the target virtual character is within a predetermined state parameter range, a first target skill control is displayed on the graphical user interface.
3. The method according to claim 2, wherein: The first target skill control includes a third skill control and / or a fourth skill control, and when the state parameter of the target virtual character is within a predetermined state parameter range, displaying the first target skill control on the graphical user interface includes: When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the first skill control to be adjusted to the third skill control, and displaying the third skill control on the graphical user interface; and / or, When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the second skill control to be adjusted to the fourth skill control, and displaying the fourth skill control on the graphical user interface; Among them, the second skill corresponding to the second skill control is different from the first skill corresponding to the first skill control.
4. The method according to claim 3, wherein: The first skill representation corresponding to the first skill control controls the target virtual character to bypass the second virtual character by changing the moving speed and the moving direction, and the second virtual character and the target virtual character belong to different camps; the third skill representation corresponding to the third skill control controls the target virtual character to control the virtual sphere to accelerate along the first direction, and controls the virtual sphere to move along the second direction after the virtual sphere leaves the target virtual character by a preset distance, and the first direction is different from the second direction.
5. The method according to claim 3, wherein: The first skill representation corresponding to the first skill control controls the target virtual character to buckle the virtual sphere into the virtual ball frame in a first bouncing posture; the third skill representation corresponding to the third skill control controls the virtual sphere to separate from the target virtual character and buckle the virtual sphere into the virtual ball frame after the virtual sphere rotates multiple times.
6. The method according to claim 3, characterized in that The first skill representation corresponding to the first skill control controls the target virtual character to dunk the virtual sphere into the virtual ball frame in a first bouncing posture; the second skill representation corresponding to the second skill control controls the target virtual character to transmit the virtual sphere to the first virtual character, and the first virtual character and the target virtual character belong to the same camp; the fourth skill representation corresponding to the fourth skill control controls the target virtual character to transmit the virtual sphere to the first virtual character in a second bouncing posture, and the second bouncing posture is different from the first bouncing posture.
7. The method according to claim 6, wherein: The method further comprises: After controlling the target virtual character to execute the fourth skill corresponding to the fourth skill control, controlling the fourth skill control to change back to the second skill control.
8. The method according to claim 4, 5 or 6, wherein: The method further comprises: After controlling the target virtual character to execute the third skill corresponding to the third skill control, controlling the third skill control to change back to the first skill control.
9. The method according to claim 1, wherein: The method further comprises: Displaying a fifth control and / or a sixth control on the graphical user interface; In response to the triggering operation of the fifth control, the target virtual character is controlled to perform the fifth skill corresponding to the fifth skill control; the fifth skill representation controls the target virtual character to throw the virtual ball into the virtual ball box; In response to the triggering operation of the sixth control, the target virtual character is controlled to execute the sixth skill corresponding to the sixth control; the sixth skill represents that when the first virtual character fails to throw the virtual sphere into the virtual ball box, the target virtual character is controlled to dunk the virtual sphere into the virtual ball box with a second bouncing posture.
10. The method according to claim 3, wherein: The predetermined state parameter range includes a second state parameter range and a third state parameter range, and when the state parameter of the target virtual character is within the predetermined state parameter range, controlling the first skill control to be adjusted to the third skill control includes: When the state parameter of the target virtual character is within the second state parameter range or the third state parameter range, controlling the first skill control to be adjusted to the third skill control; When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the second skill control to be adjusted to the fourth skill control comprises: When the state parameter of the target virtual character is within the second state parameter range or the third state parameter range, the second skill control is controlled to be adjusted to the fourth skill control.
11. The method according to claim 10, wherein: The method further comprises: When the state parameter of the target virtual character is within the range of the third state parameter, the target virtual character is controlled to trigger an additional skill effect when executing the first skill; the additional skill effect represents a visual effect of the target virtual character, after taking off with a first bouncing posture, knocking down a second virtual character in front of the target virtual character and buckling the virtual sphere into a virtual ball frame.
12. The method according to claim 10, wherein: The state parameter range of the state parameter also includes a first state parameter range outside the predetermined state parameter range. After, in response to a trigger operation on the first skill control, controlling the target virtual character to execute a first skill corresponding to the first skill control, the method further includes: When the state parameter of the target virtual character is within the first state parameter range, the first skill control is controlled to be in a skill cooling state.
13. The method according to claim 10, wherein: When the state parameter of the target virtual character is within a predetermined state parameter range, controlling the second skill control to be adjusted to the fourth skill control includes: When the state parameter of the target virtual character is within the second state parameter range, the second skill control is controlled to be adjusted to the fourth skill control, and the first skill control is controlled to be in a skill cooling state.
14. The method according to claim 1, wherein: The method further comprises: According to the moving distance of the target virtual character holding the virtual sphere in the virtual scene, the state parameters of the target virtual character are determined and displayed on the graphical user interface.
15. The method according to claim 14, wherein: The determining of the state parameter of the target virtual character according to the moving distance of the target virtual character holding the virtual sphere in the virtual scene comprises: In response to the target virtual character holding the virtual sphere and continuously moving in the virtual scene, the state parameter is controlled to continuously increase according to the moving distance of the target virtual character.
16. The method according to claim 15, wherein: The continuous growth of the moving distance is positively correlated with the continuous growth of the state parameter; the positive correlation indicates that there is a linear growth relationship between the state parameter and the moving distance.
17. The method according to claim 15, wherein: The method further comprises: In response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, controlling the state parameter to remain unchanged or to be reduced; or, In response to the state parameter of the target virtual character reaching an upper limit of the state parameter, the state parameter is controlled to remain unchanged and / or to be reduced.
18. The method according to claim 17, wherein: In response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, controlling the state parameter to remain unchanged includes: In response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, and a first target duration of stopping the movement does not exceed a first duration threshold, the state parameters of the target virtual character are controlled to remain unchanged.
19. The method according to claim 17, wherein: In response to the target virtual character holding the virtual sphere stopping moving in the virtual scene, controlling the state parameter to be reduced includes: In response to the target virtual character holding the virtual sphere and stopping moving in the virtual scene, and a first target duration of stopping the movement exceeds a first duration threshold, the state parameter of the target virtual character is controlled to be reduced.
20. The method according to claim 19, wherein: The difference between the first target duration and the first duration threshold is positively correlated with the reduction of the state parameter, the reduction represents the reduction amount of the state parameter, and the positive correlation represents that there is a linear growth relationship between the state parameter and the difference between the first target duration and the first duration threshold.
21. The method according to claim 17, wherein: In response to the state parameter of the target virtual character reaching the state parameter upper limit, controlling the state parameter to remain unchanged and / or to be reduced, including: In response to the state parameter of the target virtual character reaching the state parameter upper limit, controlling the state parameter to remain unchanged within a second target duration; the second target duration includes a time from the moment when the state parameter reaches the state parameter upper limit to the end time of the second target duration; and / or, in response to the state parameter of the target virtual character maintaining the state parameter upper limit unchanged for a period exceeding the second target time; long, controlling the state parameter to be reduced starting from the upper limit of the state parameter.
22. The method according to claim 14, wherein: A parameter progress control is displayed on the graphical user interface, and the parameter progress control indicates the cumulative amount of the state parameter; the method further includes: When the state parameter increases, the progress bar corresponding to the parameter progress control undergoes a first progress change; When the state parameter remains unchanged, the progress bar corresponding to the parameter progress control remains unchanged; When the state parameter decreases, the progress bar corresponding to the parameter progress control undergoes a second progress change; The first progress change and the second progress change are both positively correlated with the state parameter.
23. The method according to claim 22, wherein: A parameter prompt icon is also displayed on the graphical user interface, and the parameter prompt icon is used to prompt the cumulative number of parameters of the status parameter. The method further includes: When the state parameter increases, the cumulative number of parameters prompted by the parameter prompt icon increases; When the state parameter remains unchanged, the cumulative number of parameters prompted by the parameter prompt icon remains unchanged; When the state parameter decreases, the cumulative number of parameters prompted by the parameter prompt icon decreases.
24. The method according to claim 22, wherein: The method further comprises: The state parameters of the target virtual character are mapped to the target progress bar on the parameter progress control in real time for highlighting; wherein the display area of the target progress bar has a linear growth relationship with the state parameters.
25. The method according to claim 24, wherein: The parameter progress control includes a first parameter progress sub-control, a second parameter progress sub-control and a third parameter progress sub-control; the first parameter progress sub-control corresponds to a first state parameter range, the second parameter progress sub-control corresponds to a second state parameter range, and the third parameter progress sub-control corresponds to a third state parameter range; the first state parameter range, the second state parameter range and the third state parameter range do not overlap each other; When the state parameter of the target virtual character reaches a first upper limit of the first state parameter range, the progress bar corresponding to the first parameter progress subcontrol reaches a full value; When the state parameter of the target virtual character reaches the second upper limit of the second state parameter range, the progress bar corresponding to the first parameter progress subcontrol and the progress bar corresponding to the second parameter progress subcontrol reach full values; When the state parameter of the target virtual character reaches the third upper limit of the third state parameter range, the progress bars corresponding to the first parameter progress subcontrol, the progress bars corresponding to the second parameter progress subcontrol and the progress bars corresponding to the third parameter progress subcontrol reach full values.
26. The method according to claim 25, wherein: The shape of the parameter progress control is a partial ring; Among them, the annular area of the parameter progress control is composed of a first parameter progress subcontrol, a second parameter progress subcontrol and a third parameter progress subcontrol, and the arc lengths of the first parameter progress subcontrol, the second parameter progress subcontrol and the third parameter progress subcontrol are positively correlated with their corresponding parameter ranges.
27. An information processing device in a game, providing a virtual scene for virtual characters of different camps to interact on a graphical user interface of a terminal device, wherein virtual characters of different camps in the virtual scene compete with each other by competing for a virtual sphere, and controlling a target virtual character to manipulate the virtual sphere to trigger a projection event to advance the game process, the device comprising: A first skill execution module is configured to control the target virtual character to execute a first skill corresponding to the first skill control in response to a trigger operation on the first skill control; A target control display module is configured to display a first target skill control on the graphical user interface according to a state parameter of the target virtual character during the process of the target virtual character performing the first skill; The target skill execution module is configured to control the target virtual character to adjust from executing the first skill to executing the first target skill corresponding to the first target skill control in response to a trigger operation on the first target skill control.
28. An electronic device comprising: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform any method as claimed in claims 1 to 27.
29. A computer-readable storage medium having a computer program stored thereon, wherein the computer program is operable to execute the method according to any one of claims 1 to 27 when executed by a processor.
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