Game interaction method and apparatus, and device and computer-readable storage medium
Patent Information
- Application Number
- PCT/CN2025/085144
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-05-21
- Filing Date
- 2025-03-26
- Publication Date
- 2025-11-27
AI Technical Summary
In current game technology, casting a second skill requires manually selecting the location, which makes the operation complex and inefficient, prone to misoperation, and affects the efficiency of human-computer interaction.
By responding to the release of the first skill, the first virtual object is controlled to release the first skill at the first position, and under certain conditions, the position for releasing the second skill is directly continued, thus simplifying the release of the second skill.
It simplifies user operations, improves the efficiency and accuracy of skill casting, enhances human-computer interaction efficiency, avoids misoperations, and saves time.
Smart Images

Figure CN2025085144_27112025_PF_FP_ABST
Abstract
Description
Game interaction method, device and apparatus, and computer readable storage medium
[0001] The present application claims priority to the Chinese Patent Application No. 202410634453.3, filed on May 21, 2024, and entitled "Game interaction method, device and apparatus, and computer readable storage medium", the content of which is incorporated herein by reference in its entirety. TECHNICAL FIELD
[0002] Embodiments of the present application relate to the technical field of computer, in particular to a game interaction method, device and apparatus, and computer readable storage medium. BACKGROUND
[0003] With the continuous development of computer technology, game technology has also developed rapidly, and more and more games have emerged. Virtual objects in the game correspond to corresponding skills, and the virtual objects can be controlled to cast skills at the casting position of the skills in the game. SUMMARY
[0004] Embodiments of the present application provide a game interaction method, device and apparatus, and computer readable storage medium. The technical solution is as follows:
[0005] In one aspect, the present application provides a game interaction method, which comprises:
[0006] displaying a first virtual object located in a virtual environment;
[0007] in response to a casting operation of a first skill, controlling the first virtual object to cast the first skill to a first position, the first position being determined based on the casting operation of the first skill;
[0008] in response to a casting operation of a second skill, controlling the first virtual object to cast the second skill to the first position.
[0009] In another aspect, the present application provides a game interaction device, which comprises:
[0010] a display module configured to display a first virtual object located in a virtual environment;
[0011] a control module configured to, in response to a casting operation of a first skill, control the first virtual object to cast the first skill to a first position, the first position being determined based on the casting operation of the first skill;
[0012] The control module is further configured to, in response to a casting operation of a second skill, control the first virtual object to cast the second skill to the first position.
[0013] In another aspect, an embodiment of the present application provides a computer device, comprising a processor and a memory, the memory storing at least one program code, the at least one program code being loaded and executed by the processor to enable the computer device to implement any of the game interaction methods described above.
[0014] In another aspect, a computer readable storage medium is also provided, the computer readable storage medium storing at least one program code, the at least one program code being loaded and executed by a processor to enable a computer to implement any of the game interaction methods described above.
[0015] In another aspect, a computer program or computer program product is also provided, the computer program or computer program product storing at least one computer instruction, the at least one computer instruction being loaded and executed by a processor to enable a computer to implement any of the game interaction methods described above.
[0016] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:
[0017] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects: BRIEF DESCRIPTION OF DRAWINGS
[0018] FIG. 1 is a structural block diagram of a computer system provided by an embodiment of the present application;
[0019] FIG. 2 is a flowchart of a game interaction method provided by an embodiment of the present application;
[0020] FIG. 3 is a display schematic diagram of a game interface provided by an embodiment of the present application;
[0021] FIG. 4 is a display schematic diagram of another game interface provided by an embodiment of the present application;
[0022] FIG. 5 is a display diagram of another game interface according to an embodiment of the present application;
[0023] FIG. 6 is a display diagram of another game interface according to an embodiment of the present application;
[0024] FIG. 7 is a flowchart of another game interaction method according to an embodiment of the present application;
[0025] FIG. 8 is a structural diagram of a game interaction apparatus according to an embodiment of the present application;
[0026] FIG. 9 is a structural diagram of a terminal device according to an embodiment of the present application;
[0027] FIG. 10 is a structural diagram of a server according to an embodiment of the present application. DETAILED DESCRIPTION
[0028] First, the abbreviations and key terms related to the embodiments of the present application are defined.
[0029] Click operation: a common operation in mobile games. Click operation refers to the behavior of pressing vertically on the mobile phone screen and then lifting up without sliding or dragging on the mobile phone screen.
[0030] Drag operation: a common operation in mobile games. Drag operation refers to the behavior of pressing on the mobile phone screen, then sliding or dragging a distance parallel to the mobile phone screen, and then lifting up.
[0031] MOBA (Multiplayer Online Battle Arena) or ARTS (Action Real-Time Strategy) is a game in which players are divided into two game teams, and each player can only control a virtual object in one of the game teams to eliminate the base building of the other game team as the victory condition.
[0032] Scouting: refers to the logic that the game object performs a special input and the game finally outputs an attack on a specific enemy based on certain logic.
[0033] Virtual object: a movable object in a virtual environment, which can be a virtual person, a virtual animal, an animation character, etc. The game object (player or user) can control the virtual object through an external component or by clicking the touch screen. Each virtual object has its own shape and volume in the virtual environment, occupying a part of the space in the virtual environment. Illustratively, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional model created based on animation skeleton technology.
[0034] Virtual environment: refers to an environment provided (or displayed) by an application when running on a terminal device, which is an environment created for virtual objects to perform activities. The virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, etc. The virtual environment can be a simulation environment of the real world, a semi-simulation environment of the real world, or a purely fictional environment. Illustratively, the virtual environment involved in the embodiments of the present application is a three-dimensional virtual environment.
[0035] FIG. 1 is a structural block diagram of a computer system provided by the embodiments of the present application, as shown in FIG. 1, the computer system includes a terminal device 101 and a server 102. Wherein, the terminal device 101 is installed and runs a game client capable of providing a virtual environment, the game client logs in a game object 103, that is, the terminal device 101 is the terminal device of the game object 103. The game interaction method provided by the embodiments of the present application can be executed by the terminal device 101, or can be executed by the terminal device 101 and the server 102 together, which is not limited by the embodiments of the present application.
[0036] The server 102 is used to provide background service for the game client capable of providing a virtual environment installed in the terminal device 101. In a possible implementation manner, the server 102 undertakes the main computing work, and the terminal device 101 undertakes the secondary computing work. Alternatively, the server 102 undertakes the secondary computing work, and the terminal device 101 undertakes the main computing work. Alternatively, the terminal device 101 and the server 102 adopt a distributed computing architecture to perform collaborative computing.
[0037] Exemplarily, the game client capable of providing a virtual environment can be a Third-Person Shooting (TPS) game, a First-Person Shooting (FPS) game, a Multiplayer Online Battle Arena (MOBA) game, a multiplayer shooting survival game, a Massive Multiplayer Online Role-Playing Game (MMO), an Action Role Playing Game (ARPG), a Virtual Reality (VR) client, an Augmented Reality (AR) client, a three-dimensional map program, a map simulation program, a social client, an interactive entertainment client, and the like. The game client can refer to a client that needs to be independently downloaded and installed, or can refer to an embedded program that depends on a host program for running. The embedded program is an application program that is developed based on a programming language and depends on a host program for running. The embedded program does not need to be downloaded and installed, but only needs to be dynamically loaded in the host program to run. The embedded program includes, but is not limited to, an applet. The type of the game client is not limited in the embodiments of the present application. A user finds the embedded program needed by the user through searching, scanning, and the like, and clicks to run and use the embedded program. After use, the embedded program is closed and does not occupy the memory of the terminal device, which is very convenient. In addition, the game client in the embodiments of the present application can be a game client based on frame synchronization, that is, the game interaction method provided in the embodiments of the present application can be applied to a game client based on frame synchronization.
[0038] Optionally, the terminal device 101 can be any kind of electronic device product that can interact with a user through one or more ways such as a keyboard, a touchpad, a remote controller, voice interaction, or a handwriting device. For example, the terminal device 101 can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart car machine, a smart television, and the like.
[0039] The terminal device 101 can be referred to as one of a plurality of terminal devices, and the embodiment is only exemplified by the terminal device 101. Those skilled in the art can know that the number of the terminal device 101 can be more or less. For example, the terminal device 101 can be only one, or the terminal device 101 can be dozens or hundreds, or more, and the number and type of the terminal device 101 are not limited in the embodiment.
[0040] The server 102 is a server, or a server cluster composed of a plurality of servers, or any one of a cloud computing platform and a virtualization center, and the embodiment is not limited thereto. The server 102 is directly or indirectly connected in communication with the terminal device 101 through a wired communication mode or a wireless communication mode. The server 102 has a data receiving function, a data processing function and a data sending function. Of course, the server 102 can also have other functions, and the embodiment is not limited thereto.
[0041] In the exemplary embodiment of the application, the terminal device 101 displays a game interface 104, and the game interface 104 displays a first virtual object 105 in a virtual environment. In response to the casting operation of the first skill, the first position is determined according to the casting operation of the first skill, and then the first virtual object is controlled to cast the first skill to the first position, as shown in the game interface 106 of FIG. 1, the first virtual object 105 emits the first virtual prop 107 to the first position A. In response to the casting operation of the second skill, and the casting continuation condition is satisfied, the first virtual object 105 is controlled to cast the second skill to the first position, as shown in the game interface 108 of FIG. 1, the first virtual object 105 emits the second virtual prop 109 to the first position A. The casting continuation condition includes: (1) the second skill is in a non-cooling state; (2) the time difference between the time when the casting operation of the first skill is detected and the time when the casting operation of the second skill is detected is not greater than the time threshold; (3) the distance between the position of the first virtual object in the virtual environment when the casting operation of the first skill is detected and the position of the first virtual object in the virtual environment when the casting operation of the second skill is detected is not greater than the distance threshold.
[0042] Those skilled in the art should understand that the terminal device 101 and the server 102 are only examples, and other existing or future terminal devices or servers, such as those applicable to the present application, should also be included in the protection scope of the present application and are hereby incorporated by reference.
[0043] The embodiment of the present application provides a game interaction method, which can be applied to the computer system shown in Fig. 1, and Fig. 2 is a flowchart of the game interaction method provided by the embodiment of the present application, which can be executed by the terminal device 101 in Fig. 1. As shown in Fig. 2, the method comprises the following steps 201 to 203.
[0044] In step 201, a first virtual object located in a virtual environment is displayed.
[0045] In a possible implementation, the terminal device displays a game interface, and the game interface displays the first virtual object located in the virtual environment.
[0046] Optionally, the display interface of the terminal device displays related information of a game client, which can be an icon of the game client, a name of the game client, or other information capable of uniquely representing the game client, and the embodiment of the present application does not limit this.
[0047] When the game object wants to run the game client, the game object selects the related information of the game client, and the terminal device runs the game client in response to the selection operation on the related information of the game client, and displays a home page of the game client, wherein the home page of the game client displays a start control, and the start control is used to start a game.
[0048] For example, the game object selecting the related information of the game client can be that the game object clicks the related information of the game client, or that the game object double-clicks the related information of the game client, and the game object can also select the related information of the game client in other ways, which are not limited by the embodiment of the present application.
[0049] When the game object wants to play the game, the game object selects the start control, and the terminal device displays the game interface in response to the selection operation on the start control, and the game interface displays the first virtual object located in the virtual environment.
[0050] For example, the game object selecting the start control can be in the same way as the game object selecting the related information of the game client, and the embodiment of the present application does not repeat the description here.
[0051] In a possible implementation, the first virtual object is a virtual object controlled by the terminal device. For example, the terminal device is logged in an account, and the first virtual object is a virtual object controlled by the account logged in by the terminal device.
[0052] In a possible implementation, the virtual environment further includes other virtual objects in addition to the first virtual object. The other virtual objects can include virtual objects belonging to the same game team as the first virtual object, and the other virtual objects can also include virtual objects belonging to different game teams from the first virtual object.
[0053] FIG. 3 is a display diagram of a game interface according to an embodiment of the present application. As shown in FIG. 3, the game interface displays a first virtual object 301 in a virtual environment.
[0054] Optionally, the game interface displays a direction control, and the direction control is used to determine a moving direction of the first virtual object. As shown in FIG. 3, the game interface displays a direction control 302. In response to an upward swipe operation on the direction control 302, the first virtual object 301 is controlled to move forward. In response to a downward swipe operation on the direction control 302, the first virtual object 301 is controlled to move backward. In response to a leftward swipe operation on the direction control 302, the first virtual object 301 is controlled to move leftward. In response to a rightward swipe operation on the direction control 302, the first virtual object 301 is controlled to move rightward. In response to a swipe operation on the direction control 302 in other directions, the first virtual object 301 is controlled to move in the other directions.
[0055] Optionally, the game interface displays a blood bar of the first virtual object, and the blood bar of the first virtual object indicates a remaining life value of the first virtual object. As shown in FIG. 3, the game interface displays a blood bar 303 of the first virtual object 301.
[0056] Optionally, the game interface displays battle information between a game team to which the first virtual object belongs and other game teams. As shown in FIG. 3, the game interface displays battle information 304 between a game team to which the first virtual object 301 belongs and other game teams. According to the battle information 304, it can be determined that the game team to which the first virtual object 301 belongs has eliminated 1 enemy, and the other game teams have eliminated 0 enemies.
[0057] Optionally, the game interface displays battle information of the first virtual object, and the battle information of the first virtual object includes a number of enemies eliminated by the first virtual object, a number of sacrifices of the first virtual object, and a number of assists of the first virtual object. As shown in FIG. 3, the game interface displays battle information 305 of the first virtual object 301. According to the battle information 305, the first virtual object 301 has eliminated 1 enemy, has sacrificed 0 times, and has assisted 0 times.
[0058] Optionally, the game interface displays a tenth virtual object and a blood bar of the tenth virtual object, the blood bar of the tenth virtual object indicating a remaining life value of the tenth virtual object. The tenth virtual object can be any virtual object within a field of view range of the first virtual object, for example, the game team to which the tenth virtual object belongs can be the same as or different from the game team to which the first virtual object belongs, and the present embodiment is not limited in this regard. As shown in FIG. 3, the game interface displays the tenth virtual object 306 and the blood bar 307 of the tenth virtual object 306.
[0059] In step 202, in response to the casting operation of the first skill, the first virtual object is controlled to cast the first skill to the first position, and the first position is determined based on the casting operation of the first skill.
[0060] The casting operation of the first skill is that the casting function of the first skill is triggered, and the casting function of the first skill is triggered by performing the casting operation of the first skill.
[0061] In a possible implementation, the terminal device displays a game interface, and the game interface displays a first skill control. The first skill control is used to perform a casting operation of a first skill. As shown in FIG. 3, the game interface displays the first skill control 308. In response to a drag operation on the first skill control and the end of the drag operation, the terminal device controls the first virtual object to cast the first skill to a first position, and the first position is the end position of the drag operation. That is, the casting operation of the first skill includes: in response to the drag operation on the first skill control and the end of the drag operation, it is determined that the casting operation of the first skill is detected.
[0062] In a possible implementation, the casting operation of the first skill is performed by a game device (such as a gamepad), and the present embodiment is not limited to the casting operation of the first skill.
[0063] In a possible implementation, before the first virtual object is controlled to cast the first skill to the first position, the first position needs to be determined. Optionally, the process of determining the first position includes: determining a target position based on the triggering function of the first skill. Optionally, the casting operation of the first skill is a drag operation on the first skill control, and the end position of the drag operation is determined as the first position.
[0064] For example, in response to the drag operation on the first skill control and the end of the drag operation, it is determined that the casting operation of the first skill is detected, and the first position is the end position of the drag operation.
[0065] In a possible implementation, before the first virtual object is controlled to cast the first skill to the first position, it is further determined whether the first skill is in a non-cooling state, and the first virtual object is controlled to cast the first skill to the first position in a case where the first skill is in the non-cooling state. That is, the first virtual object is controlled to cast the first skill to the first position in response to the casting operation of the first skill and in a case where the first skill is in the non-cooling state. The process of determining whether the first skill is in the non-cooling state is the same as the process of determining whether the second skill is in the non-cooling state, which will not be described herein again.
[0066] Optionally, the display form of the first skill control is different when the first skill is in the cooling state from the display form of the first skill control when the first skill is in the non-cooling state. In this way, the game object can determine the state of the first skill corresponding to the first skill control by viewing the display form of the first skill control. Optionally, the display form of the first skill control is in an untriggerable form when the first skill is in the cooling state, and the display form of the first skill control is in a triggerable form when the first skill is in the non-cooling state. For example, the first skill control is displayed in gray when the first skill is in the cooling state, and the first skill control is displayed in white when the first skill is in the non-cooling state. Similarly, the display form of the skill control corresponding to the other skill when the other skill is in the cooling state is different from the display form of the skill control corresponding to the other skill when the other skill is in the non-cooling state.
[0067] In a possible implementation, the first virtual object is controlled to cast the first skill to the first position after the first position is determined in the above process. The first skill can be any skill, and the present application does not limit the first skill. For example, the first skill is to launch a first object, and the first object can be any virtual prop, and the present application does not limit the first object.
[0068] In a possible implementation, in response to the casting operation of the first skill, after the first position is determined based on the casting operation of the first skill, it is further determined whether the first virtual object is oriented to the first position. If the first virtual object is not oriented to the first position, the first virtual object is controlled to be oriented to the first position, and then the first virtual object is controlled to cast the first skill to the first position. If the first virtual object is oriented to the first position, the first virtual object is directly controlled to cast the first skill to the first position.
[0069] FIG. 4 is a display diagram of another game interface according to an embodiment of the present application. In the game interface shown in (1) of FIG. 4, the game object performs a drag operation from a position where the first skill control 401 is located to position A and ends the drag operation at position A, and thus position A is taken as the first position. That is, the starting point of the drag operation is the first skill control 401, and the ending point of the drag operation is position A. In the game interface shown in (2) of FIG. 4, the first virtual object 402 fires the first virtual prop 403 at position A.
[0070] In step 203, in response to the casting operation of the second skill, the first virtual object is controlled to cast the second skill at the first position.
[0071] The casting operation of the second skill is that the casting function of the second skill is triggered, and the casting function of the second skill is triggered by performing the casting operation of the second skill.
[0072] After the first virtual object is controlled to cast the first skill at the first position, in response to the casting operation of the second skill, the first virtual object can also be controlled to cast the second skill at the first position. The first skill and the second skill are the same or different. The casting operation of the second skill is not limited in the embodiments of the present application.
[0073] In a possible implementation, the terminal device displays a game interface, and the game interface displays a second skill control. The second skill control is used to perform a casting operation of a second skill. In response to a click operation on the second skill control, the terminal device controls the first virtual object to cast the second skill at the first position. That is, the casting operation of the second skill includes: in response to the click operation on the second skill control, it is determined that the casting operation of the second skill is detected.
[0074] As shown in FIG. 3, the game interface displays a second skill control 309. In response to a click operation on the second skill control 309, it is determined that the casting operation of the second skill is detected.
[0075] Optionally, when the first skill and the second skill are the same, the first skill control and the second skill control are the same skill control. When the first skill and the second skill are different, the first skill control and the second skill control are not the same skill control.
[0076] In a possible implementation, the casting operation of the second skill is performed by a game device (such as a gamepad), which will not be described herein again.
[0077] In a possible implementation, in response to the casting operation of the second skill, the first virtual object is controlled to cast the second skill at the first position in the following seven ways.
[0078] In an implementation, in response to the casting operation of the second skill and the second skill being in the non-cooling state, the first virtual object is controlled to cast the second skill to the first position.
[0079] The state of the second skill includes a cooling state and a non-cooling state. When the state of the second skill is the cooling state, the second skill cannot be cast. When the state of the second skill is the non-cooling state, the second skill can be cast. The determination process of the state of the second skill is not limited in the embodiments of the present application.
[0080] Optionally, the determination process of the state of the second skill includes: generating a state acquisition request, the state acquisition request including the object identifier of the first virtual object and the skill identifier of the second skill; and sending the state acquisition request to a server. The server receives the state acquisition request, analyzes the state acquisition request to obtain the object identifier of the first virtual object and the skill identifier of the second skill, determines the skills of the first virtual object and the states of the skills according to the object identifier of the first virtual object, determines the state of the second skill according to the skill identifier of the second skill and the states of the skills, and sends the state of the second skill to the terminal device so that the terminal device acquires the state of the second skill.
[0081] Optionally, the state of the second skill is determined by the following method, which includes: determining a time difference between the time of the last casting of the second skill and the time of detecting the casting operation of the second skill; if the time difference between the time of the last casting of the second skill and the time of detecting the casting operation of the second skill is greater than a target time length, determining that the state of the second skill is the non-cooling state; and if the time difference between the time of the last casting of the second skill and the time of detecting the casting operation of the second skill is not greater than the target time length, determining that the state of the second skill is the cooling state. The target time length is set based on experience or adjusted according to the implementation environment, and the embodiments of the present application are not limited in this regard. For example, the target time length is 1.5 seconds.
[0082] The state of the second skill is determined because when the state of the second skill is the cooling state, the game object cannot trigger the second skill control, and the first virtual object cannot cast the second skill, that is, when the state of the second skill is the cooling state, the first virtual object cannot cast the second skill to the first position in the case of detecting the casting operation of the second skill.
[0083] Optionally, in response to the casting operation of the second skill and the second skill being in the cooling state, a prompt information is displayed, and the prompt information indicates that the second skill cannot be cast. The content of the prompt information can be any content indicating that the second skill cannot be cast, and the embodiments of the present application are not limited in this regard. For example, the content of the prompt information is “the skill is currently unavailable”.
[0084] Optionally, in response to the casting operation of the second skill, after controlling the first virtual object to cast the second skill to the first position, in response to the casting operation of the third skill, and the third skill being in the cooling state, displaying prompt information, the prompt information indicating that the third skill cannot be cast. Wherein, the casting operation of the third skill and the casting operation of the second skill are the same.
[0085] Exemplarily, the third skill control is displayed in the game interface, and the third skill control is used to execute the casting operation of the third skill. In response to the click operation on the third skill control, it is determined that the casting operation of the third skill is detected. As shown in FIG. 3, the game interface displays the third skill control 310. The third skill and the second skill can be the same or different. When the third skill and the second skill are the same, the third skill control and the second skill control are the same skill control. When the third skill and the second skill are different, the third skill control and the second skill control are not the same skill control.
[0086] Exemplarily, the determination process of the state of the third skill is the same as the determination process of the state of the second skill, which will not be described here.
[0087] Implementation mode two, in response to the casting operation of the second skill, and the first time interval is not greater than the time threshold, controlling the first virtual object to cast the second skill to the first position.
[0088] Wherein, the first time interval is the time difference between the time of detecting the casting operation of the first skill and the time of detecting the casting operation of the second skill. The terminal device stores the time of detecting the casting operation of the first skill and the time of detecting the casting operation of the second skill. Exemplarily, the time of detecting the casting operation of the second skill is May 8, 2024 14:16:12, and the time of detecting the casting operation of the first skill is May 8, 2024 14:16:10, then the first time interval is 2 seconds.
[0089] The time threshold is set based on experience or adjusted according to the implementation environment, and the embodiments of the present application do not limit it. Exemplarily, the time threshold is 5 seconds.
[0090] The reason for determining the time difference between the time of detecting the first skill casting operation and the time of detecting the second skill casting operation is that, in the case that the time difference between the time of detecting the first skill casting operation and the time of detecting the second skill casting operation is small, it indicates that the game object hopes to cast the second skill to the first skill casting position (i.e., the first position) by performing the second skill casting operation. Therefore, by performing the second skill casting operation to control the first virtual object to cast the skill (the second skill) to the first position again, the second skill can be quickly cast to the first position without manually selecting the second skill casting position when casting the second skill, the time required for casting the second skill is saved, the casting efficiency of the second skill is higher, and thus the steps of game interaction can be saved and the efficiency of game interaction is improved.
[0091] Optionally, in response to the second skill casting operation, and the first time interval is not greater than the time threshold, after controlling the first virtual object to cast the second skill to the first position, in response to a third skill casting operation, and the second time interval is greater than the time threshold, the first virtual object is controlled to cast the third skill to a second virtual object. The game team to which the second virtual object belongs is different from the game team to which the first virtual object belongs, and the determination manner of the second time interval is the same as the determination manner of the first time interval, which will not be described herein.
[0092] Embodiments of the present application do not limit the manner of determining the second virtual object. Optionally, the process of determining the second virtual object includes: determining a casting area according to the second position, the second position being the position of the first virtual object in the virtual environment when the third skill casting operation is detected; determining a reference virtual object located in the casting area, the reference virtual object belonging to a game team different from the game team to which the first virtual object belongs; and determining the second virtual object from the reference virtual object.
[0093] The process of determining the casting area according to the second position includes: taking the second position as the center and a target length as the radius to determine a circular area, and taking the circular area as the casting area. The target length is set based on experience or adjusted according to the implementation environment, which is not limited herein. For example, the target length is 5 meters.
[0094] The virtual object located in the casting area is determined, and the virtual object located in the casting area and belonging to a game team different from the game team to which the first virtual object belongs is taken as the reference virtual object.
[0095] Optionally, the manner of determining the second virtual object from the reference virtual object includes the following three manners.
[0096] The first mode is: in the reference virtual objects, a reference virtual object whose remaining life value meets the life value requirement is determined as the second virtual object.
[0097] The remaining life value meeting the life value requirement means that the life value is the least.
[0098] The terminal device determines the remaining life value of the reference virtual object through interaction with the server. The process includes: for any reference virtual object, the terminal device generates a remaining life value acquisition request, and the object identifier of the any reference virtual object is included in the remaining life value acquisition request; the terminal device sends the remaining life value acquisition request to the server. The server receives the remaining life value acquisition request, analyzes the remaining life value acquisition request to obtain the object identifier of the any reference virtual object, determines the remaining life value of the any reference virtual object according to the object identifier of the any reference virtual object, and sends the remaining life value of the any reference virtual object to the terminal device. So that the terminal device acquires the remaining life value of the any reference virtual object.
[0099] After the terminal device acquires the remaining life value of each reference virtual object, the reference virtual object with the least remaining life value in the reference virtual objects is taken as the second virtual object.
[0100] The reason for taking the reference virtual object with the least remaining life value as the second virtual object is to speed up the elimination of the second virtual object, and thus improve the probability of the game team to which the first virtual object belongs to win.
[0101] The second mode is: in the reference virtual objects, a reference virtual object whose distance to the first virtual object meets the distance requirement is determined as the second virtual object.
[0102] The distance meeting the distance requirement means that the distance is the largest, or the distance meeting the distance requirement means that the distance is the least, which is not limited by the embodiments of the application.
[0103] The terminal device determines the distance between the reference virtual object and the first virtual object through interaction between the terminal device and the server. The process includes: for any reference virtual object, the terminal device generates a first distance acquisition request, and the object identifier of the any reference virtual object and the object identifier of the first virtual object are included in the first distance acquisition request; the terminal device sends the first distance acquisition request to the server. The server receives the first distance acquisition request, analyzes the first distance acquisition request to obtain the object identifier of the any reference virtual object and the object identifier of the first virtual object, determines the distance between the any reference virtual object and the first virtual object according to the object identifier of the any reference virtual object and the object identifier of the first virtual object, and sends the distance between the any reference virtual object and the first virtual object to the terminal device. So that the terminal device acquires the distance between the any reference virtual object and the first virtual object.
[0104] Exemplarily, after the terminal device obtains the distances between each reference virtual object and the first virtual object, the reference virtual object with the largest distance between the reference virtual object and the first virtual object is taken as the second virtual object.
[0105] Since the second virtual object is attacked by the first virtual object after the first virtual object casts the second skill on the second virtual object, and the life value of the second virtual object is not 0, the second virtual object will counterattack the first virtual object. If the reference virtual object with the largest distance between the reference virtual object and the first virtual object is taken as the second virtual object, the time required for the second virtual object to counterattack the first virtual object will be longer, and at this time, the first virtual object will be away from the second virtual object for a period of time, so as to reduce the probability of the first virtual object being attacked by the second virtual object and reduce the probability of the first virtual object being in danger, thereby protecting the safety of the first virtual object to a certain extent. If the reference virtual object with the smallest distance between the reference virtual object and the first virtual object is taken as the second virtual object, the second virtual object can be eliminated in time, and the safety of the first virtual object can also be protected to a certain extent.
[0106] The third mode is that, among the reference virtual objects, the reference virtual object with an attack force meeting an attack force requirement is taken as the second virtual object.
[0107] The attack force meeting the attack force requirement means that the attack force is the lowest, or the attack force meeting the attack force requirement means that the attack force is the highest, which is not limited in the embodiments of the application.
[0108] The terminal device determines the attack force of the reference virtual object through interaction with the server. The process includes that, for any reference virtual object, the terminal device generates an attack force obtaining request, the attack force obtaining request including the object identifier of any reference virtual object; the terminal device sends the attack force obtaining request to the server. The server receives the attack force obtaining request, analyzes the attack force obtaining request to obtain the object identifier of any reference virtual object, determines the attack force of any reference virtual object according to the object identifier of any reference virtual object; and the server sends the attack force of any reference virtual object to the terminal device, so that the terminal device obtains the attack force of any reference virtual object.
[0109] After the terminal device obtains the attack force of each reference virtual object, the reference virtual object with the lowest attack force among the reference virtual objects is taken as the second virtual object, or the reference virtual object with the lowest attack force among the reference virtual objects is taken as the second virtual object.
[0110] Since the second virtual object is attacked by the first virtual object after the first virtual object casts the second skill on the second virtual object, and the life value of the second virtual object is not 0, the second virtual object can counterattack the first virtual object, and the reference virtual object with the lowest attack force is taken as the second virtual object. Even if the second virtual object attacks the first virtual object, since the attack force of the second virtual object is the lowest, the damage to the first virtual object will be smaller, so the life value of the first virtual object is less affected, which can ensure the safety of the first virtual object to some extent. If the reference virtual object with the highest attack force is taken as the second virtual object, the virtual object that is a greater threat to the first virtual object can be eliminated first, which can also ensure the safety of the first virtual object to some extent.
[0111] It should be noted that the second virtual object can be determined in any of the above manners, and the embodiments of the present application do not limit the same.
[0112] Optionally, in response to the casting operation of the second skill, and the first time interval is greater than the time threshold, the first virtual object is controlled to cast the second skill on the eighth virtual object, and the game team to which the eighth virtual object belongs is different from the game team to which the first virtual object belongs. The determination process of the eighth virtual object is the same as the determination process of the second virtual object, and the embodiments of the present application will not be repeated here.
[0113] In the case where the time difference between the time of detecting the casting operation of the second skill and the time of detecting the casting operation of the first skill is greater than the time threshold, it is indicated that the time interval between the time of detecting the casting operation of the second skill and the time of detecting the casting operation of the first skill is large, which indicates that the game object does not want to cast the skill twice at the same position. However, the game object does not determine the casting position of the second skill before performing the casting operation of the second skill, so it is necessary to scout, that is, to automatically determine a virtual object (that is, the eighth virtual object), and control the first virtual object to cast the second skill on the automatically determined virtual object, so that the casting of the second skill can be performed without determining the casting position of the second skill, making the casting of the second skill more flexible, and being able to save the steps of game interaction and improve the efficiency and flexibility of game interaction.
[0114] In a third implementation manner, in response to the casting operation of the second skill, and the first position interval is not greater than the distance threshold, the first virtual object is controlled to cast the second skill at the first position.
[0115] The first position interval is a distance between a position of the first virtual object in the virtual environment when the first skill is detected to be cast and a position of the first virtual object in the virtual environment when the second skill is detected to be cast. The distance threshold is set based on experience or adjusted according to an implementation environment, and embodiments of the present application do not limit this. For example, the distance threshold is 5 meters.
[0116] Embodiments of the present application do not limit the determination process of the first position interval.
[0117] Optionally, the process of determining the distance of the first position interval includes that an application program for determining the distance is installed in the terminal device, and the first position interval is determined by calling the application program for determining the distance.
[0118] Optionally, the first position interval can also be determined through interaction with a server. The process includes that the terminal device generates a second distance acquisition request, the second distance acquisition request including the position of the first virtual object in the virtual environment when the first skill is detected to be cast and the position of the first virtual object in the virtual environment when the second skill is detected to be cast, and the terminal device sends the second distance acquisition request to the server. The server receives the second distance acquisition request, analyzes the second distance acquisition request to obtain the position of the first virtual object in the virtual environment when the first skill is detected to be cast and the position of the first virtual object in the virtual environment when the second skill is detected to be cast, determines the first position interval, and sends the first position interval to the terminal device, so that the terminal device acquires the first position interval. The process of determining, by the server, the distance between the position of the first virtual object in the virtual environment when the first skill is detected to be cast and the position of the first virtual object in the virtual environment when the second skill is detected to be cast is the same as the process of determining, by the terminal device, the distance between the position of the first virtual object in the virtual environment when the first skill is detected to be cast and the position of the first virtual object in the virtual environment when the second skill is detected to be cast, and embodiments of the present application do not limit this.
[0119] When the first position interval is small, it indicates that the first virtual object does not move or slightly moves after the first virtual object casts the first skill to the first position, and the second skill is cast at this time, which indicates that the game object wants to cast the second skill to the first position. In this way, the cast position of the second skill does not need to be determined, so that the second skill can be quickly cast, the time for casting the second skill is saved, and the efficiency of casting the second skill is higher.
[0120] Optionally, in response to the casting operation of the second skill, and the first position interval being not greater than the distance threshold, after the first virtual object casts the second skill to the first position, in response to a casting operation of a third skill, and the second position interval being greater than the distance threshold, the first virtual object is controlled to cast the third skill to a third virtual object. The game object to which the third virtual object belongs is different from the game team to which the first virtual object belongs. The second position interval is the distance between the position of the first virtual object in the virtual environment when the casting operation of the second skill is detected and the position of the first virtual object in the virtual environment when the casting operation of the third skill is detected.
[0121] It should be noted that before the first virtual object is controlled to cast the third skill to the third virtual object, the third virtual object needs to be determined. The process of determining the third virtual object is the same as the process of determining the second virtual object, which is described in detail in the process of determining the second virtual object. Therefore, the embodiments of the present application will not be described here.
[0122] Optionally, in response to the casting operation of the second skill, and the first position interval being greater than the distance threshold, the first virtual object is controlled to cast the second skill to a ninth virtual object. The game team to which the ninth virtual object belongs is different from the game team to which the first virtual object belongs. The determination process of the ninth virtual object is the same as the determination process of the second virtual object. Therefore, the embodiments of the present application will not be described here.
[0123] In the case where the first position interval is greater than the distance threshold, it indicates that after the first virtual object casts the first skill to the first position, the distance moved by the first virtual object is relatively large. At this time, the casting operation of the second skill is executed, indicating that the game object does not want to cast the second skill to the first position. However, before the game object executes the casting operation of the second skill, the casting position of the second skill has not been determined. Therefore, the enemy needs to be indexed, that is, a virtual object (the ninth virtual object) is automatically determined, and the first virtual object is controlled to cast the second skill to the automatically determined virtual object. In this way, the casting of the third skill can be performed without determining the casting position of the second skill, so that the casting mode of the third skill is more flexible, the steps of game interaction can be saved, and the efficiency and flexibility of game interaction are improved.
[0124] Implementation mode four, in response to the casting operation of the second skill, and the second skill being in a non-cooling state, the first time interval being not greater than the time threshold, the first virtual object is controlled to cast the second skill to the first position.
[0125] The process of determining the state of the second skill has been described in the above-mentioned implementation mode one, and the process of determining the first time interval has been described in the above-mentioned implementation mode two. Therefore, the embodiments of the present application will not be described here.
[0126] Optionally, in response to the second skill being cast, and the second skill being in the cooling state, the first time interval does not need to be determined, and the prompt information is directly displayed.
[0127] Optionally, in response to the second skill being cast, and the second skill being in the non-cooling state, the first time interval is greater than the time threshold, the first virtual object is controlled to cast the second skill to the fourth virtual object, and the determination process of the fourth virtual object is the same as that of the second virtual object, which will not be repeated here.
[0128] Implementation manner five, in response to the second skill being cast, and the second skill being in the non-cooling state, the first position interval is not greater than the distance threshold, the first virtual object is controlled to cast the second skill to the first position.
[0129] The process of determining the state of the second skill has been described in the above implementation manner one, and the process of determining the first position interval has been described in the above implementation manner three, which will not be repeated here.
[0130] Optionally, in response to the second skill being cast, and the second skill being in the cooling state, the first position interval does not need to be determined, and the prompt information is directly displayed.
[0131] Optionally, in response to the second skill being cast, and the second skill being in the non-cooling state, the first position interval is greater than the distance threshold, the first virtual object is controlled to cast the second skill to the fifth virtual object. The determination process of the fifth virtual object is the same as that of the second virtual object, which will not be repeated here.
[0132] Implementation manner six, in response to the second skill being cast, and the first time interval being not greater than the time threshold, and the first position interval being not greater than the distance threshold, the first virtual object is controlled to cast the second skill to the first position.
[0133] The process of determining the first time interval has been described in the above implementation manner two, and the process of determining the first position interval has been described in the above implementation manner three, which will not be repeated here.
[0134] Optionally, in response to the second skill being cast, and the first time interval being greater than the time threshold, and the first position interval being not greater than the distance threshold, or in response to the second skill being cast, and the first time interval being not greater than the time threshold, and the first position interval being greater than the distance threshold, or in response to the second skill being cast, and the first time interval being greater than the time threshold, and the first position interval being greater than the distance threshold, the first virtual object is controlled to cast the second skill to the sixth virtual object. The determination process of the sixth virtual object is the same as that of the second virtual object, which will not be repeated here.
[0135] In a seventh implementation, in response to the casting operation of the second skill, and the second skill being in a non-cooling state, the first time interval being not greater than the time threshold, and the first position interval being not greater than the distance threshold, the first virtual object is controlled to cast the second skill to the first position.
[0136] The determination of the state of the second skill is described in the first implementation, the determination of the first time interval is described in the second implementation, and the determination of the first position interval is described in the third implementation, which will not be repeated here.
[0137] Optionally, in response to the casting operation of the second skill, and the second skill being in a cooling state, the first time interval and the first position interval do not need to be determined, and the prompt information is directly displayed.
[0138] Optionally, in response to the casting operation of the second skill, the second skill being in a non-cooling state, and the first time interval being greater than the time threshold, and the first position interval being not greater than the distance threshold, or in response to the casting operation of the second skill, the second skill being in a non-cooling state, and the first time interval being not greater than the time threshold, and the first position interval being greater than the distance threshold, or in response to the casting operation of the second skill, the second skill being in a non-cooling state, and the first time interval being not greater than the time threshold, and the first position interval being not greater than the distance threshold, the first virtual object is controlled to cast the second skill to the seventh virtual object. The determination of the seventh virtual object is the same as the determination of the second virtual object, which will not be repeated here.
[0139] It should be further noted that the order of the determination of the first time interval and the determination of the first position interval is not limited in the embodiments of the present application.
[0140] FIG. 5 is a display schematic diagram of another game interface provided by the embodiments of the present application. In the game interface shown in (1) of FIG. 5, the first virtual object 501 emits the first virtual prop 502 to position A. In response to the click operation on the first skill control 503, the game interface shown in (2) of FIG. 5 is displayed. In the game interface shown in (2) of FIG. 5, the first virtual object 501 emits the first virtual prop 504 to position A again.
[0141] FIG. 6 is a display schematic diagram of another game interface provided by the embodiments of the present application. In the game interface shown in (1) of FIG. 6, the first virtual object 601 emits the first virtual prop 602 to position A. In response to the click operation on the second skill control 603, the game interface shown in (2) of FIG. 6 is displayed. In the game interface shown in (2) of FIG. 6, the first virtual object 601 emits the second virtual prop 604 to position A.
[0142] The technical solution provided by the embodiments of the present application, in response to the first skill casting operation, controls the first virtual object to cast the first skill to the first position, and after the first virtual object casts the first skill to the first position, if the second skill casting operation is performed, the second skill casting position can directly continue the first skill casting position, that is, the second skill is cast to the first position, so that when the skill is cast for the first time, the skill casting position does not need to be manually selected, and the skill casting position of the last time is continued for skill casting. This game interaction mode can simplify user operation, save the time required for casting the second skill, improve the efficiency of skill casting, and further improve the efficiency of human-computer interaction, because the second skill casting position does not need to be manually selected when the second skill is cast. Moreover, the second skill casting position directly continues the first skill casting position, which can improve the accuracy of casting the second skill, avoid user misoperation and time waste, and further improve the efficiency of human-computer interaction.
[0143] FIG. 7 is a flowchart of another game interaction method provided by the embodiments of the present application, which can be executed by the terminal device 101 in the computer system shown in FIG. 1, as shown in FIG. 7, the method includes the following steps.
[0144] Step 701, display a game interface.
[0145] In a possible implementation, the process of displaying the game interface has been described in the above step 201, for details, refer to the content of the above step 201, which will not be repeated here.
[0146] Step 702, in response to the first skill casting operation, determining the first position based on the first skill casting operation.
[0147] In a possible implementation, the process of determining the first position based on the first skill casting operation in response to the first skill casting operation has been described in the above step 202, for details, refer to the content of the above step 202, which will not be repeated here.
[0148] Step 703, control the first virtual object to cast the first skill to the first position.
[0149] In a possible implementation, the process of controlling the first virtual object to cast the first skill to the first position has been described in the above step 202, for details, refer to the content of the above step 202, which will not be repeated here.
[0150] Step 704, determine the state of the second skill in response to the second skill casting operation.
[0151] In a possible implementation, the process of determining the state of the second skill in response to the casting operation of the second skill has been described in the step 203, and details are referred to the content of the step 203, which will not be repeated here.
[0152] The step 705 determines the first time interval in the case that the second skill is in the non-cooling state.
[0153] The first time interval is a time difference between the time of detecting the casting operation of the first skill and the time of detecting the casting operation of the second skill.
[0154] In a possible implementation, the process of determining the first time interval in the case that the second skill is in the non-cooling state has been described in the step 203, and details are referred to the content of the step 203, which will not be repeated here.
[0155] The step 706 determines the first position interval in the case that the second skill is in the non-cooling state.
[0156] The first position interval is a distance between the position of the first virtual object in the virtual environment when the casting operation of the first skill is detected and the position of the first virtual object in the virtual environment when the casting operation of the second skill is detected.
[0157] In a possible implementation, the process of determining the first position interval in the case that the second skill is in the non-cooling state has been described in the step 203, and details are referred to the content of the step 203, which will not be repeated here.
[0158] The step 707 controls the first virtual object to cast the second skill to the first position in the case that the first time interval is not greater than the time threshold, and the first position interval is not greater than the distance threshold.
[0159] In a possible implementation, the process of controlling the first virtual object to cast the second skill to the first position in the case that the first time interval is not greater than the time threshold, and the first position interval is not greater than the distance threshold has been described in the step 203, and details are referred to the content of the step 203, which will not be repeated here.
[0160] The step 708 displays the prompt information in the case that the second skill is in the cooling state.
[0161] In a possible implementation, the process of displaying the prompt information in the case that the second skill is in the cooling state has been described in the step 203, and details are referred to the content of the step 203, which will not be repeated here.
[0162] The step 709 determines the eighth virtual object in the case that the first time interval is greater than the time threshold.
[0163] In a possible implementation, in the case that the first time interval is greater than the time threshold, the process of determining the eighth virtual object has been described in step 203, and details are referred to the content of step 203, which will not be repeated here.
[0164] Step 710, controlling the first virtual object to cast the second skill on the eighth virtual object.
[0165] In a possible implementation, the process of controlling the first virtual object to cast the second skill on the eighth virtual object has been described in step 203, and details are referred to the content of step 203, which will not be repeated here.
[0166] Step 711, determining a ninth virtual object in the case that the first position interval is greater than the distance threshold.
[0167] In a possible implementation, in the case that the first position interval is greater than the distance threshold, the process of determining the ninth virtual object has been described in step 203, and details are referred to the content of step 203, which will not be repeated here.
[0168] Step 712, controlling the first virtual object to cast the second skill on the ninth virtual object.
[0169] In a possible implementation, the process of controlling the first virtual object to cast the first skill on the ninth virtual object has been described in step 203, and details are referred to the content of step 203, which will not be repeated here.
[0170] FIG. 8 is a structural schematic diagram of a game interaction device provided by an embodiment of the present application, as shown in FIG. 8, the device includes:
[0171] The display module 801 is configured to display a first virtual object in a virtual environment.
[0172] The control module 802 is configured to, in response to a casting operation of a first skill, control the first virtual object to cast the first skill on a first position, the first position being determined based on the casting operation of the first skill.
[0173] The control module 802 is further configured to, in response to a casting operation of a second skill, control the first virtual object to cast the second skill on the first position.
[0174] In a possible implementation, the control module 802 is configured to, in response to the casting operation of the second skill and the second skill being in a non-cooling state, control the first virtual object to cast the second skill on the first position.
[0175] In a possible implementation, the display module 801 is further configured to, in response to the third skill being cast and the third skill being in a cooling state, display prompt information, the prompt information indicating that the third skill cannot be cast.
[0176] In a possible implementation, the control module is configured to, in response to the second skill being cast and the first time interval being not greater than the time threshold, control the first virtual object to cast the second skill to the first position.
[0177] The first time interval is a time difference between a time of detecting the casting of the first skill and a time of detecting the casting of the second skill.
[0178] In a possible implementation, the control module 802 is further configured to, in response to the third skill being cast and the second time interval being greater than the time threshold, control the first virtual object to cast the third skill to the second virtual object.
[0179] The second virtual object belongs to a game team different from a game team to which the first virtual object belongs, and the second time interval is a time difference between a time of detecting the casting of the second skill and a time of detecting the casting of the third skill.
[0180] In a possible implementation, the apparatus further includes:
[0181] The determination module is configured to determine, according to the second position, a casting area, the second position being a position of the first virtual object in the virtual environment when the casting of the third skill is detected.
[0182] A reference virtual object located in the casting area is determined, the reference virtual object belonging to a game team different from a game team to which the first virtual object belongs.
[0183] The second virtual object is determined from the reference virtual objects.
[0184] In a possible implementation, the determination module is configured to determine, from the reference virtual objects, a reference virtual object whose remaining life value meets a life value requirement as the second virtual object.
[0185] Or, from the reference virtual objects, a reference virtual object whose distance to the first virtual object meets a distance requirement is determined as the second virtual object.
[0186] Or, from the reference virtual objects, a reference virtual object whose attack strength meets an attack strength requirement is determined as the second virtual object.
[0187] In a possible implementation, the control module 802 is configured to, in response to the second skill being cast and the first position interval being not greater than the distance threshold, control the first virtual object to cast the second skill to the first position.
[0188] wherein the first position interval is a distance between a position of the first virtual object in the virtual environment when the casting operation of the first skill is detected and a position of the first virtual object in the virtual environment when the casting operation of the second skill is detected.
[0189] In a possible implementation, the control module 802 is further configured to, in response to the casting operation of the third skill and the second position interval being greater than the distance threshold, control the first virtual object to cast the third skill to the third virtual object.
[0190] wherein the third virtual object belongs to a game team different from a game team to which the first virtual object belongs, and the second position interval is a distance between a position of the first virtual object in the virtual environment when the casting operation of the second skill is detected and a position of the first virtual object in the virtual environment when the casting operation of the third skill is detected.
[0191] In a possible implementation, the control module 802 is configured to, in response to the casting operation of the second skill, the second skill being in the non-cooling state, the first time interval being not greater than the time threshold, and the first position interval being not greater than the distance threshold, control the first virtual object to cast the second skill to the first position.
[0192] wherein the first time interval is a time difference between a time when the casting operation of the first skill is detected and a time when the casting operation of the second skill is detected, and the first position interval is a distance between a position of the first virtual object in the virtual environment when the casting operation of the first skill is detected and a position of the first virtual object in the virtual environment when the casting operation of the second skill is detected.
[0193] In a possible implementation, the control module 802 is further configured to, in response to the dragging operation on the first skill control and the dragging operation ending, control the first virtual object to cast the first skill to the first position, the first position being an ending position of the dragging operation.
[0194] In a possible implementation, the control module 802 is further configured to, in response to the clicking operation on the second skill control, control the first virtual object to cast the second skill to the first position.
[0195] The technical solution provided in the embodiments of the present application responds to the first skill casting operation, controls the first virtual object to cast the first skill to the first position, and after the first virtual object casts the first skill to the first position, if the second skill casting operation is performed, the second skill casting position can directly continue the first skill casting position, that is, the second skill is cast to the first position, so that when the skill is cast for the first time, the skill casting position does not need to be manually selected, and the skill casting position of the last time is continued to cast the skill. This game interaction mode can simplify user operation, save the time required for casting the second skill, improve the efficiency of skill casting, and further improve the efficiency of human-computer interaction, because the second skill casting position does not need to be manually selected when the second skill is cast. Moreover, the second skill casting position directly continues the first skill casting position, which can improve the accuracy of casting the second skill, avoid user misoperation and time waste, and further improve the efficiency of human-computer interaction.
[0196] It should be understood that the above-provided apparatus is only exemplified by the division of the above functional modules when realizing its functions, and in actual application, the above functions can be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the above-described functions. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process is detailed in the method embodiments, which will not be described here.
[0197] FIG. 9 is a structural block diagram of a terminal device provided in an embodiment of the present application. The terminal device 900 can be any electronic device product that can interact with a user through one or more ways such as a keyboard, a touchpad, a remote controller, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car machine, a smart television, a smart speaker, a smart watch, and the like.
[0198] Generally, the terminal device 900 includes a processor 901 and a memory 902.
[0199] The processor 901 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 901 can be implemented in the form of at least one of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), a PLA (Programmable Logic Array). The processor 901 can also include a main processor and a co-processor, the main processor being a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit), and the co-processor being a low-power processor for processing data in a standby state. In some embodiments, the processor 901 can be integrated with a GPU (Graphics Processing Unit) for rendering and drawing content required to be displayed by the display screen.
[0200] The memory 902 can include one or more computer-readable storage media, which can be non-transitory. The memory 902 can also include a high-speed random access memory, and a nonvolatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 902 is used to store at least one instruction for being executed by the processor 901 to implement the game interaction method provided by the method embodiments in the present application.
[0201] In some embodiments, the terminal device 900 can also optionally include a peripheral device interface 903 and at least one peripheral device. The processor 901, the memory 902, and the peripheral device interface 903 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 903 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 904, a display screen 905, a camera component 906, an audio circuit 907, and a power supply 909.
[0202] The peripheral device interface 903 can be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 901 and the memory 902. In some embodiments, the processor 901, the memory 902, and the peripheral device interface 903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 901, the memory 902, and the peripheral device interface 903 can be implemented on a separate chip or circuit board.
[0203] The radio frequency circuit 904 is configured to receive and send RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 904 communicates with communication networks and other communication devices through electromagnetic signals. The radio frequency circuit 904 converts electrical signals into electromagnetic signals for transmission, or converts electromagnetic signals received into electrical signals. Optionally, the radio frequency circuit 904 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and the like. The radio frequency circuit 904 can communicate with other terminal devices through at least one wireless communication protocol.
[0204] The display screen 905 is configured to display a UI (User Interface). The UI can include graphics, text, icons, video, and any combination thereof. When the display screen 905 is a touch display screen, the display screen 905 also has the ability to collect touch signals on or above the surface of the display screen 905. The touch signals can be input as control signals to the processor 901 for processing. At this time, the display screen 905 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 905 can be one, arranged on the front panel of the terminal device 900; in other embodiments, the display screen 905 can be at least two, arranged on different surfaces of the terminal device 900 or in a folding design; in other embodiments, the display screen 905 can be a flexible display screen, arranged on a curved surface or a folding surface of the terminal device 900.
[0205] The camera assembly 906 is configured to collect images or videos. Optionally, the camera assembly 906 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 900, and the rear camera is arranged on the back of the terminal device 900. In some embodiments, the rear camera is at least two, which are any one of a main camera, a depth-of-field camera, a wide-angle camera, and a long-focus camera, to realize the background blur function of the main camera and the depth-of-field camera, the panoramic shooting and VR (Virtual Reality) shooting function of the main camera and the wide-angle camera, or other fusion shooting functions.
[0206] The audio circuit 907 can include a microphone and a speaker. The microphone is used to collect sound waves of a user and an environment, and convert the sound waves into an electrical signal input to the processor 901 for processing, or input to the radio frequency circuit 904 to realize voice communication. The speaker can be a traditional diaphragm speaker, or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only can the electrical signal be converted into a sound wave audible to humans, but also can be converted into a sound wave inaudible to humans for ranging purposes. In some embodiments, the audio circuit 907 can also include a headphone jack.
[0207] The power supply 909 is used to supply power to various components in the terminal device 900. The power supply 909 can be alternating current, direct current, disposable battery or rechargeable battery. When the power supply 909 includes a rechargeable battery, the rechargeable battery can be a wired charging battery or a wireless charging battery. The wired charging battery is a battery charged through a wired line, and the wireless charging battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0208] In some embodiments, the terminal device 900 further includes one or more sensors 910. The one or more sensors 910 include, but are not limited to, an acceleration sensor 911, a gyroscope sensor 912, a pressure sensor 913, an optical sensor 915, and a proximity sensor 916.
[0209] Those skilled in the art can understand that the structure shown in FIG. 9 does not constitute a limitation on the terminal device 900, and can include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0210] FIG. 10 is a structural schematic diagram of a server according to an embodiment of the present application. The server 1000 can have a large difference due to different configurations or performances, and can include one or more processors (Central Processing Units, CPUs) 1001 and one or more memories 1002, wherein the one or more memories 1002 store at least one program code, which is loaded and executed by the one or more processors 1001 to implement the game interaction method provided by each of the above-mentioned method embodiments. Of course, the server 1000 can also have a wired or wireless network interface, a keyboard, and an input and output interface, etc. to perform input and output, and the server 1000 can also include other components for realizing device functions, which are not described here.
[0211] In an exemplary embodiment, a computer readable storage medium is also provided, which stores at least one program code, which is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game interaction methods.
[0212] Optionally, the computer readable storage medium described above can be a Read-Only Memory (ROM), a Random Access Memory (RAM), a Compact Disc Read-Only Memory (CD-ROM), a magnetic tape, a floppy disk, and an optical data storage device, etc.
[0213] In the exemplary embodiments, a computer program or a computer program product is also provided, which stores at least one computer instruction loaded and executed by a processor to enable a computer to implement any of the game interaction methods described above.
[0214] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.) and signals involved in the present application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards of relevant countries and regions.
[0215] It should be understood that "multiple" referred to herein means two or more. "And / or" describes the association relationship of the associated objects, which means that there can be three relationships, for example, A and / or B can mean that there are three cases of A alone, A and B together, and B alone. The character " / " generally represents that the associated objects before and after it are in an "or" relationship.
[0216] It should be understood that the serial numbers of the embodiments of the present application described above are only for description, and do not represent the advantages and disadvantages of the embodiments.
[0217] The above only describes the exemplary embodiments of the present application, and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the principles of the present application shall be included in the protection scope of the present application.
Claims
1. A game interaction method performed by a computer device, the method comprising: displaying a first virtual object located in a virtual environment; in response to a casting operation of a first skill, controlling the first virtual object to cast the first skill to a first position, the first position being determined based on the casting operation of the first skill; in response to a casting operation of a second skill, controlling the first virtual object to cast the second skill to the first position.
2. The method of claim 1, wherein, The response to the casting operation of the second skill, controlling the first virtual object to cast the second skill to the first position, comprises: in response to the casting operation of the second skill, and the second skill being in a non-cooling state, controlling the first virtual object to cast the second skill to the first position.
3. The method of claim 1 or 2, wherein, After the response to the casting operation of the second skill, controlling the first virtual object to cast the second skill to the first position, the method further comprises: in response to a casting operation of a third skill, and the third skill being in a cooling state, displaying prompt information indicating that the third skill cannot be cast.
4. The method according to any one of claims 1 to 3, wherein, The response to the casting operation of the second skill, controlling the first virtual object to cast the second skill to the first position, comprises: in response to the casting operation of the second skill, and a first time interval being not greater than a time threshold, controlling the first virtual object to cast the second skill to the first position; wherein the first time interval is a time difference between a time of detecting the casting operation of the first skill and a time of detecting the casting operation of the second skill.
5. The method according to any one of claims 1 to 4, wherein, After the response to the casting operation of the second skill, controlling the first virtual object to cast the second skill to the first position, the method further comprises: in response to a casting operation of a third skill, and a second time interval being greater than a time threshold, controlling the first virtual object to cast the third skill to a second virtual object; wherein the game team to which the second virtual object belongs is different from the game team to which the first virtual object belongs, and the second time interval is a time difference between a time of detecting the casting operation of the second skill and a time of detecting the casting operation of the third skill.
6. The method of claim 5, wherein, Before the control of the first virtual object to cast the third skill to the second virtual object, the method further comprises: determining a casting area according to a second position, the second position being a position of the first virtual object in the virtual environment when the casting operation of the third skill is detected; determining a reference virtual object located in the casting area, the game team to which the reference virtual object belongs being different from the game team to which the first virtual object belongs; determining the second virtual object in the reference virtual object.
7. The method of claim 6, wherein, The determination of the second virtual object in the reference virtual object comprises: determining, in the reference virtual object, a reference virtual object whose remaining health value meets a health value requirement as the second virtual object; or, determining, in the reference virtual object, a reference virtual object whose distance to the first virtual object meets a distance requirement as the second virtual object; Or, in the reference virtual object, the reference virtual object whose attack force meets the attack force requirement is determined as the second virtual object.
8. The method according to any one of claims 1 to 7, wherein, The controlling the first virtual object to cast the second skill to the first position in response to the casting operation of the second skill includes: The controlling the first virtual object to cast the second skill to the first position in response to the casting operation of the second skill includes: The first position interval is a distance between a position of the first virtual object in the virtual environment when the casting operation of the first skill is detected and a position of the first virtual object in the virtual environment when the casting operation of the second skill is detected.
9. The method according to any one of claims 1 to 8, wherein, The method further includes: The controlling the first virtual object to cast the third skill to the third virtual object in response to the casting operation of the third skill includes: The third virtual object belongs to a game team different from a game team to which the first virtual object belongs, and the second position interval is a distance between a position of the first virtual object in the virtual environment when the casting operation of the second skill is detected and a position of the first virtual object in the virtual environment when the casting operation of the third skill is detected.
10. The method according to any one of claims 1 to 9, wherein, The controlling the first virtual object to cast the second skill to the first position in response to the casting operation of the second skill includes: The controlling the first virtual object to cast the second skill to the first position in response to the casting operation of the second skill includes: The first time interval is a time difference between a time when the casting operation of the first skill is detected and a time when the casting operation of the second skill is detected, and the first position interval is a distance between a position of the first virtual object in the virtual environment when the casting operation of the first skill is detected and a position of the first virtual object in the virtual environment when the casting operation of the second skill is detected.
11. The method of any one of claims 1 to 10, wherein, The controlling the first virtual object to cast the first skill to the first position in response to the casting operation of the first skill includes: The controlling the first virtual object to cast the first skill to the first position in response to the dragging operation on the first skill control includes:
12. The method of any one of claims 1 to 11, wherein, The controlling the first virtual object to cast the second skill to the first position in response to the casting operation of the second skill includes: The controlling the first virtual object to cast the second skill to the first position in response to the casting operation of the second skill includes: The display module is configured to display a first virtual object in a virtual environment. The display module is configured to display a first virtual object in a virtual environment. The control module is configured to control the first virtual object to cast the first skill to a first position in response to a casting operation of the first skill, the first position being determined based on the casting operation of the first skill; The control module is further configured to control the first virtual object to cast the second skill to the first position in response to a casting operation of the second skill. 14.A computer device, comprising a processor and a memory, the memory storing at least one program code, the at least one program code being loaded and executed by the processor to enable the computer device to implement the game interaction method according to any one of claims 1 to 12. 15.A computer readable storage medium, storing at least one program code, the at least one program code being loaded and executed by a processor to enable a computer to implement the game interaction method according to any one of claims 1 to 12. 16.A computer program product, storing at least one computer instruction, the at least one computer instruction being loaded and executed by a processor to enable a computer to implement the game interaction method according to any one of claims 1 to 12.
Citation Information
Patent Citations
Skill button switching method and device, storage medium and electronic device
CN110743166A
Virtual object control method and device, information synchronization method and device, equipment and medium
CN111494937A
Virtual object control method, device and equipment and medium
CN111589129A
Virtual object control method, device and equipment, and computer readable storage medium
CN113134232A
Game skill application method and device, electronic equipment and storage medium
CN113893534A