CN116531757A - Game operation control method and device and electronic equipment - Google Patents

Game operation control method and device and electronic equipment Download PDF

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Publication number
CN116531757A
CN116531757A CN202310291764.XA CN202310291764A CN116531757A CN 116531757 A CN116531757 A CN 116531757A CN 202310291764 A CN202310291764 A CN 202310291764A CN 116531757 A CN116531757 A CN 116531757A
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CN
China
Prior art keywords
virtual
virtual character
character
skill
target
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CN202310291764.XA
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Chinese (zh)
Inventor
王兆博
何俊乐
王凤仪
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310291764.XA priority Critical patent/CN116531757A/en
Publication of CN116531757A publication Critical patent/CN116531757A/en
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention provides an operation control method, an operation control device and electronic equipment for a game, wherein the game enters an operation stage, a first skill of a first virtual character is determined, and a target virtual character on which the first skill can act; determining the action sequence of the first virtual character and the target virtual character, and displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence; determining a release object of the first skill from the target virtual character; the game enters a combat stage, and according to the action sequence, the first virtual character is controlled to release the first skill to the release object. In the mode, the skills of the virtual roles can be configured by each player at the same time in the operation stage, the game interface displays the positions of the team virtual roles before or after the actions in real time, and the pre-selected skills are released by each virtual role according to the action sequence in the combat stage, so that the game waiting time of the player is reduced, the game playing method is enriched, the game experience of the player is improved, and the electricity consumption of the terminal is saved.

Description

Game operation control method and device and electronic equipment
Technical Field
The present invention relates to the field of game technologies, and in particular, to a method and an apparatus for controlling operation of a game, and an electronic device.
Background
Current battle chess and other games typically have multiple player online plays, each round of which includes an operational phase in which skills can be configured for virtual characters and a combat phase in which each virtual character specifies pre-configured skills in order of action. However, each player in the team needs to enter an operation stage and a fight stage according to a designated order, specifically, first, the first player performs a movement operation and a skill selection operation on the game object, after the operation in the stage is completed, the first player immediately enters the fight stage, a fight scene is displayed, the game object controlled by the player performs fight with the target object, and after the fight is finished, a fight result is determined. After the first player has completed his operation and the battle has ended, the next player can enter the operational phase and then the battle phase. The waiting time of the player is longer, the time for playing the game by the user is prolonged, the electric consumption of the terminal is larger, and the game experience of the player is affected.
Disclosure of Invention
Accordingly, the present invention is directed to a game operation control method, apparatus, and electronic device, so as to enrich the playing methods of the game, reduce the game waiting time of the player, improve the game experience of the player, and save the power consumption of the terminal.
In a first aspect, an embodiment of the present invention provides a method for controlling operation of a game, where a first terminal device provides a graphical user interface, where the graphical user interface includes at least a part of a game scene, the game scene includes a plurality of scene plots and a plurality of virtual characters, and the virtual characters are located in the scene plots, and the method includes: when the game enters an operation stage, responding to a skill selection operation aiming at the first virtual character, determining a first skill corresponding to the skill selection operation and at least one target virtual character on which the first skill can act, and configuring the first skill for the first virtual character; the first virtual role is controlled through the first terminal equipment; determining the action sequence of the target virtual character and the first virtual character according to the character attribute of the target virtual character and the character attribute of the first virtual character; displaying a target position of the target virtual character before or after the action in the game scene according to the action sequence, wherein the target position is positioned in at least one of a plurality of scene plots; responsive to a selection operation of the target avatar, determining the selected target avatar as a release object for the first skill; when the game enters a combat phase, the first virtual character is controlled to release the first skill to the release object according to the sequence of actions.
Character attributes include hand out speed; determining an order of actions of the target virtual character and the first virtual character, comprising: when the hand-out speed of the target virtual character is greater than the hand-out speed of the first virtual character, determining that the action sequence of the target virtual character is prior to the first virtual character; and when the hand-out speed of the target virtual character is smaller than the hand-out speed of the first virtual character, determining the action sequence of the first virtual character to be higher than that of the target virtual character.
Displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence comprises the following steps: when the action sequence of the target virtual character is prior to the first virtual character, displaying the target position of the target virtual character after the action in the game scene; alternatively, when the order of action of the first virtual character takes precedence over the target virtual character, the target position before the target virtual character acts is displayed in the game scene.
In response to a skill selection operation for a first virtual character, determining a first skill corresponding to the skill selection operation, and at least one target virtual character to which the first skill may act, comprising: responding to skill selection operation aiming at the first virtual role, and determining a first skill corresponding to the skill selection operation and a release range corresponding to the first skill; displaying at least one scene land block corresponding to a skill release range of a first skill in a game scene in a first preset mode; at least one virtual character that is within the skill release range and upon which the first skill can act is determined to be at least one target virtual character.
The method further comprises displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence: the virtual characters of the plurality of virtual characters other than the at least one target virtual character and the first virtual character are hidden and displayed.
The target position after the action is the position to be moved of the target virtual character when the game enters a combat stage; and displaying the target virtual character in a second preset mode in the scene land block corresponding to the target position after the action in the game operation stage.
When the game enters the operational phase, the method further comprises: responding to the position selection operation aiming at the first virtual character, displaying a scene plot after the action of the first virtual character in the game scene, and displaying the first virtual character in a second preset mode in the scene plot after the action; determining a designated scene block through which the first virtual character moves from the scene block before the action to the scene block after the action, and displaying the designated scene block in a third preset mode in the game scene.
The target virtual character is a virtual character which is controlled by the second terminal equipment and belongs to the same game play as the first virtual character; the method further comprises the following steps: and in response to receiving a position operation instruction for the target virtual character sent by the second terminal equipment, updating the display position of the target virtual character after acting in the graphical user interface.
After determining at least one virtual character within the skill release range and for which the first skill is applicable as at least one target virtual character, further comprising: if the position of the target virtual character after the first target virtual character acts is not in the skill range of the first skill, canceling to display the first target virtual character; wherein the first target avatar is not a release object of the first skill.
The first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene block; the method further comprises the steps of: responding to skill selection operation aiming at the virtual sub-roles, and determining the action sequence of the first virtual role and the virtual sub-roles according to the role attribute of the first virtual role and the role attribute of the virtual sub-roles; displaying the appointed position of the virtual sub-character before or after the action in the game scene according to the action sequence; the designated position before the action is the scene block before the action of the first virtual character, and the designated position after the action is the scene block after the action of the first virtual character.
Displaying the designated position of the virtual sub-character before or after the action in the game scene according to the action sequence, comprising: when the action sequence of the virtual sub-character is prior to the first virtual character, displaying a designated position before the virtual sub-character acts in the game scene; or when the action sequence of the first virtual character takes precedence over the virtual sub-character, displaying the appointed position of the virtual sub-character after the action in the game scene.
After configuring the first skill for the first virtual character, the method further comprises: displaying a skill identification of the first skill on the first virtual character; if the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, displaying a skill identification of the second skill on the first virtual character; wherein the virtual sub-character is associated with the first virtual character and is located in the same scene parcel.
After the game enters the combat phase, the method further comprises: controlling the non-acting virtual character to be displayed in a first display mode, and controlling the virtual character currently acting to display a first identifier; the first identification is used to indicate the virtual character that is currently acting.
When the game enters the operation stage and the first virtual character is in a scene land block before action, a second mark is displayed on the first virtual character, and the second mark is used for indicating the virtual character controlled by the first terminal equipment.
The first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are positioned in the same scene block, and the virtual sub-character is hidden and displayed; the method further comprises the steps of: displaying the life identifier of the first virtual character and the life identifier of the virtual sub-character on the first virtual character; if the virtual sub-role releases the skill or is attacked, hiding and displaying the first virtual role and displaying the virtual sub-role; and if the virtual sub-role and the first virtual role are attacked at the same time, canceling the hidden display of the virtual sub-role.
In response to a selection operation of the target avatar, determining the selected target avatar as a release object for the first skill, comprising: providing a selection window of a target virtual character; in response to a trigger operation for a second target virtual character in the selection window, the second target virtual character is determined to be a release object for the first skill.
After the game enters the operational phase, the method further comprises: and responding to the triggering operation of a second virtual character belonging to the same game camp as the first virtual character, and displaying a preset action range of the second virtual character and a skill range corresponding to the preset skill.
In a second aspect, an embodiment of the present invention provides an operation control device for a game, where a graphical user interface is provided by a first terminal device, where the graphical user interface includes at least a part of a game scene, the game scene includes a plurality of scene plots and a plurality of virtual characters, and the virtual characters are located in the scene plots, where the device includes: a skill selection module, configured to respond to a skill selection operation for a first virtual character when the game enters an operation stage, determine a first skill corresponding to the skill selection operation, and at least one target virtual character on which the first skill can act, and configure the first skill for the first virtual character; the first virtual role is controlled through the first terminal equipment; the action sequence determining module is used for determining the action sequence of the target virtual character and the first virtual character according to the character attribute of the target virtual character and the character attribute of the first virtual character; the target position display module is used for displaying target positions of the target virtual characters before or after the actions in the game scene according to the action sequence, wherein the target positions are positioned in at least one of a plurality of scene plots; a release object determination module for determining the selected target virtual character as a release object of the first skill in response to a selection operation of the target virtual character; and the skill releasing module is used for controlling the first virtual role to release the first skill to the released object according to the action sequence when the game enters the combat stage.
In a third aspect, an embodiment of the present invention provides an electronic device including a processor and a memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the operation control method of the game of any one of the first aspects.
Fourth aspect embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement a method of controlling operation of a game of any one of the first aspects.
The embodiment of the invention has the following beneficial effects:
the invention provides an operation control method, an operation control device and electronic equipment for a game, wherein the game enters an operation stage, a first skill of a first virtual character is determined, and a target virtual character on which the first skill can act; determining the action sequence of the first virtual character and the target virtual character, and displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence; determining a release object of the first skill from the target virtual character; the game enters a combat stage, and according to the action sequence, the first virtual character is controlled to release the first skill to the release object. In the mode, the skills of the virtual roles can be configured by each player at the same time in the operation stage, the game interface displays the positions of the team virtual roles before or after the actions in real time, and the pre-selected skills are released by each virtual role according to the action sequence in the combat stage, so that the game waiting time of the player is reduced, the game playing method is enriched, the game experience of the player is improved, and the electricity consumption of the terminal is saved.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
In order to make the above objects, features and advantages of the present invention more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the invention or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described, it being obvious that the drawings in the description below are some embodiments of the invention and that other drawings may be obtained from these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a method for controlling operation of a game according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of a graphical user interface according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of another graphical user interface provided by an embodiment of the present invention;
FIG. 4 is a schematic diagram of another graphical user interface provided by an embodiment of the present invention;
FIG. 5 is a schematic diagram of another graphical user interface provided by an embodiment of the present invention;
FIG. 6 is a schematic diagram of another graphical user interface provided by an embodiment of the present invention;
FIG. 7 is a schematic diagram of another graphical user interface provided by an embodiment of the present invention;
FIG. 8 is a schematic diagram of another graphical user interface provided by an embodiment of the present invention;
FIG. 9 is a schematic diagram of another graphical user interface provided by an embodiment of the present invention;
fig. 10 is a schematic structural diagram of an operation control device for a game according to an embodiment of the present invention;
fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
Current battle chess and other games typically have multiple player online plays, each round of which includes an operational phase in which skills can be configured for virtual characters and a combat phase in which each virtual character specifies pre-configured skills in order of action. However, each player in the team needs to enter an operation stage and a fight stage according to a designated order, specifically, first, the first player performs a movement operation and a skill selection operation on the game object, after the operation in the stage is completed, the first player immediately enters the fight stage, a fight scene is displayed, the game object controlled by the player performs fight with the target object, and after the fight is finished, a fight result is determined. After the first player has completed his operation and the battle has ended, the next player can enter the operational phase and then the battle phase. The waiting time of the player is longer, the time for playing the game by the user is prolonged, the electric consumption of the terminal is larger, and the game experience of the player is affected. Based on the above, the method, the device and the electronic equipment for controlling the operation of the game provided by the embodiment of the invention can be used for mobile phones, computers, notebooks, tablet computers and other equipment.
The operation control method of the game in one embodiment of the present disclosure may be run on a local terminal device or a server. When the operation control method of the game runs on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and operation of the game operation control method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting game pictures, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the invention provides a game operation control method, and a graphical user interface is provided through terminal equipment, wherein the terminal equipment can be the aforementioned local terminal equipment or the aforementioned client equipment in the cloud interaction system. The graphical user interface includes at least a portion of a game scene including a plurality of scene plots and a plurality of virtual characters located in the scene plots. Where typically a player needs to set a movement position and combat skills for a virtual character within a specified time (e.g., 30 seconds or 40 seconds, etc.), i.e., an operational phase. In the initial state, the virtual characters in the scene plots before the action are displayed normally (entity). The plurality of scene plots are scene positions where one or more virtual objects can move in the game scene. Typically, a game scene is divided into a plurality of scene tiles, and the scene tiles within a preset range are displayed or all the scene tiles are displayed according to the positions of virtual objects in the game scene. Alternatively, games may provide scene plots of a specific size (e.g., 12 x 12;15 x 15 scene plots) in advance, and virtual objects may move and perform various game actions in the scene plots.
As shown in fig. 1, the method comprises the steps of:
step S102, when the game enters an operation stage, responding to a skill selection operation aiming at a first virtual role, determining a first skill corresponding to the skill selection operation and at least one target virtual role on which the first skill can act, and configuring the first skill for the first virtual role; the first virtual role is controlled through the first terminal equipment;
alternatively, one skill may be selected from the skills possessed by the first virtual character, that is, the first skill may be configured for the first virtual character. Wherein, after the first skill is selected, the release range of the first skill is also displayed based on the first scene plot, and the virtual character that the first skill can act on, so as to facilitate the player to determine whether to select the first skill.
Specifically, if the first skill is a gain skill, at least one target virtual character to which the first skill can act is a second virtual character that is the same game play as the first virtual character; if the first skill is an attack skill, at least one target avatar to which the first skill may act is an opponent avatar that is a different game play than the first avatar.
Step S104, determining the action sequence of the target virtual character and the first virtual character according to the character attribute of the target virtual character and the character attribute of the first virtual character;
the character attribute may be a hand-out speed or an action priority; specifically, taking the hand-out speed as an example, the hand-out speed is a parameter of executing the combat action by each game character in the current round, and in general, the action sequence is arranged according to the magnitude of the hand-out speed in the current round, and the combat action is sequentially performed according to the action sequence in the current round. When the hand-out speed of the target virtual character is greater than the hand-out speed of the first virtual character, determining that the action sequence of the target virtual character is prior to the first virtual character; and when the hand-out speed of the target virtual character is smaller than the hand-out speed of the first virtual character, determining that the action sequence of the first virtual character is prioritized over the target virtual character.
Step S106, displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence, wherein the target position is positioned in at least one of a plurality of scene plots;
considering that the virtual character has a battle sequence, a battle sequence problem exists in a battle stage, and the virtual character can execute skills after moving to a target position, so that in order to ensure that a skill release object exists in the skill range of the virtual character, the target position of the target virtual character before or after the action is required to be displayed in a game scene according to the action sequence. For example, a character moving faster than itself is blooled, teammates have moved away at the time of settlement, the blooled character is still in place, and the administration is disabled because the character is out of range when skills are performed.
In a game scene, the manner in which the target position of the target avatar before or after the action is displayed is varied, for example: the method can display the scene plots corresponding to the target positions before or after the target virtual characters act in a highlighting, distinguishing and other modes, can display the numbers, the marks, the head portraits and other modes of the target virtual characters on the scene plots corresponding to the target positions, and can display the target virtual characters on the scene plots corresponding to the target positions.
Based on this, one possible implementation: and if the target virtual character and the first virtual character belong to the same game battle, displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence.
Specifically, when the action sequence of the target virtual character is higher than that of the first virtual character, displaying a target position of the target virtual character after the action in the game scene, wherein the target virtual character displayed in the target position is displayed in a virtual image mode; alternatively, when the order of action of the first virtual character is prioritized over the target virtual character, a target position before the target virtual character acts is displayed in the game scene, and the target virtual character displayed in the target position is displayed in an entity manner.
In another possible manner, if the target virtual character and the first virtual character belong to different game campaigns, a target position before the target virtual character acts is displayed in the game scene, and the target virtual character displayed in the target position is displayed in an entity manner.
Step S108, in response to the selection operation of the target virtual character, determining the selected target virtual character as a release object of the first skill;
the method comprises the steps that a target virtual role in a game scene can be directly subjected to selection operation, and the selected target virtual role is determined; a selection control of the target virtual role can also be provided in the game scene, and the selected target virtual role is determined through the selection control; the selected target avatar is determined to be a release object for the first skill.
The display state of the first virtual character is synchronized with the game interfaces of other teammates, and similarly, the display states of the virtual characters controlled by other teammates are synchronously given to the first terminal device, so that each player can know the movement positions and the combat skills set for the virtual character, and the player can refer to the movement positions and the combat skills set by the other player to determine and update the movement positions and the combat skills set by the player.
Step S110, when the game enters a combat stage, the first virtual character is controlled to release the first skill to the release object according to the action sequence.
The general combat operation phase has a certain time, and after reaching this time, the operation for the virtual character ends. In addition, in the combat operation stage, if the players trigger an operation end event such as clicking an operation end control or the like, the operation for the virtual character is ended, and when all players trigger the operation end event, the combat stage is entered.
In the combat stage, the game system sequentially controls the virtual characters to play according to the action sequence of each virtual character. If the second virtual character comprises one character and the play order of the first virtual character is better than that of the second virtual character, the game system firstly controls the first virtual character to release the first skill, controls the second virtual character to execute the second skill which is pre-configured after the first virtual character is executed, and calculates the fight result after the skill is executed in real time.
Typically, team games and replica battles will include multiple rounds, and after the current round is completed, the step of configuring skills will continue. It should be noted that, in the operation stage, the movement position of the virtual character may be configured, and if the target movement position is set, in the combat stage, the first virtual character is controlled to move to the set target movement position, and then the first skill is executed. If the player does not preset a movement position for the avatar during the operational phase, the avatar may perform a preconfigured first skill at the initial scene position during the combat phase, and if the player does not preconfigured a skill for the avatar, the avatar may perform a default skill at the initial scene position.
The embodiment of the invention provides an operation control method of a game, wherein the game enters an operation stage, a first skill of a first virtual character is determined, and a target virtual character on which the first skill can act; determining the action sequence of the first virtual character and the target virtual character, and displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence; determining a release object of the first skill from the target virtual character; the game enters a combat stage, and according to the action sequence, the first virtual character is controlled to release the first skill to the release object. In the mode, the skills of the virtual roles can be configured by each player at the same time in the operation stage, the game interface displays the positions of the team virtual roles before or after the actions in real time, and the pre-selected skills are released by each virtual role according to the action sequence in the combat stage, so that the game waiting time of the player is reduced, the game playing method is enriched, the game experience of the player is improved, and the electricity consumption of the terminal is saved.
The above-mentioned responding to the skill selection operation for the first virtual character, determining the first skill corresponding to the skill selection operation, and at least one target virtual character on which the first skill can act, one possible implementation mode: responding to skill selection operation aiming at the first virtual role, and determining a first skill corresponding to the skill selection operation and a release range corresponding to the first skill; displaying at least one scene land block corresponding to a skill release range of a first skill in a game scene in a first preset mode; at least one virtual character that is within the skill release range and upon which the first skill can act is determined to be at least one target virtual character. Specifically, a designated color, a designated special effect, etc. may be displayed on at least one scene plot corresponding to the skill release range of the first skill.
Because the game interface comprises a plurality of virtual roles, each player can operate the virtual roles simultaneously, and the display states of the virtual roles are also synchronous on the game interface of each player, the virtual roles and various operation states of the game interface are more, so that the player is confused in operation, and especially when the gap between the virtual roles is smaller, the player can confuse the virtual roles controlled by the player, so that the player has poor operation experience in the combat operation stage.
Based on this, after displaying the target position of the target avatar before or after the action in the game scene according to the order of action, the above method further includes: the virtual characters of the plurality of virtual characters other than the at least one target virtual character and the first virtual character are hidden and displayed.
Further, the target position after the action is the position to be moved when the game enters a combat stage; and displaying the target virtual character in a second preset mode in the scene land block corresponding to the target position after the action in the game operation stage.
That is, when the skill of the first avatar is selected, if a target position after the target avatar acts is displayed from the game scene, the target avatar located in the target position is displayed in a second preset manner, which may be a transparent display, a ghost display, a black-and-white display, a zoom-out display, a avatar identification display, a fill color display, or the like. In the mode, when skills are selected, only target virtual characters related to the first skills are displayed by hiding the virtual characters unrelated to the first skills, irrelevant contents of a game interface are reduced, and game experience of a player is improved.
When the game enters the operational phase, the method further comprises: responding to the position selection operation aiming at the first virtual character, displaying a scene plot after the action of the first virtual character in the game scene, and displaying the first virtual character in a second preset mode in the scene plot after the action; determining a designated scene block through which the first virtual character moves from the scene block before the action to the scene block after the action, and displaying the designated scene block in a third preset mode in the game scene.
The third preset manner may be the same as or different from the first preset manner. The designated scene block is displayed in a third preset mode in the game scene, so that the target moving path of the first virtual character is intuitively displayed, and a player can conveniently make a decision on whether to select the scene block as the scene block after the action and whether to select the moving path. Specifically, the triggering operation (i.e., the position selection operation) may be performed on a first scene parcel of the plurality of scene parcels, where the display mode of the first virtual character of the scene parcel before the action is unchanged, and the initial state is continuously maintained. The first virtual role is displayed in the first scene block in a second preset mode for prompting the target movement position of the first virtual role in the battle, and the first virtual role is displayed in the second preset mode for distinguishing the first virtual role of the scene block before the action.
The scene plots before the action of the first virtual character are in the appointed range of the scene plots before the action, wherein the appointed range is the movable range of the first virtual character.
Illustratively, as shown in FIG. 2, after the player clicks on the first scene parcel, the first virtual character is displayed in a second preset manner in the first scene parcel, and the transparency of the first virtual character in FIG. 2 in the first scene parcel is lower than the transparency of the first virtual character in the scene parcel prior to the action.
Exemplary, as shown in fig. 3, wherein the shaded plots are the above-described designated scene plots. In addition, an identifier is displayed on the first virtual character located on the first scene block, wherein the identifier is used for indicating the moved position.
If the target virtual character is a virtual character which is controlled by the second terminal equipment and belongs to the same game play as the first virtual character; the method further comprises the following steps: and in response to receiving a position operation instruction for the target virtual character sent by the second terminal equipment, updating the display position of the target virtual character after acting in the graphical user interface.
The target avatar may include one or more. After a second scene plot corresponding to the position operation instruction is determined after the position operation instruction aiming at the target virtual role and sent by the second terminal equipment is received, the target virtual role is displayed on the second scene plot in a second preset mode. And similarly, after receiving a skill selection instruction for the target virtual role sent by the second terminal equipment and determining a second skill corresponding to the skill selection instruction, displaying a skill identifier of the second skill on the target virtual role.
By the method, the online players can asynchronously perform action configuration of the respective roles in the operation stage, and the online players can be updated on the image user interface of the teammate in real time according to different target movement positions, so that asynchronous operation among the online players is realized, the configuration operation is not required to be performed after the last player fights are finished, the game waiting time of the players is reduced, the game playing method is enriched, and the game experience of the players is improved.
Further, after determining at least one virtual character within the skill release range and for which the first skill is applicable as at least one target virtual character, the method further comprises: if the position of the target virtual character after the first target virtual character acts is not in the skill range of the first skill, canceling to display the first target virtual character; wherein the first target avatar is not a release object of the first skill.
That is, the position of the target avatar may change after the position acts while the skills are set for the first avatar. If the position of the first target virtual character in the target virtual characters is changed and the changed position is not within the skill range of the first skill, the first target virtual character is not displayed, and when a release object corresponding to the skill is selected, the first target virtual character cannot be selected.
Determining a first skill corresponding to the skill selection operation and a release range corresponding to the first skill aiming at the skill selection operation of the response aiming at the first virtual role; displaying at least one scene land block corresponding to a skill release range of a first skill in a game scene in a first preset mode; a step of determining at least one virtual character within a skill release range and for which a first skill is applicable as at least one target virtual character, one possible implementation:
responding to triggering operation aiming at the first skill control, determining a release range corresponding to the first skill, and displaying the release range corresponding to the first skill based on the scene land after the action;
for example, as shown in fig. 4, if the player clicks on the first skill, the scene plots after the action (i.e., the first scene plots) are taken as skill release positions of the first skill, a release range corresponding to the first skill is determined based on the first scene plots, and the scene plots within the release range are displayed in a specified manner, such as highlighting the scene plots within the skill release range. Illustratively, as shown in fig. 4, a shaded scene parcel is a release range corresponding to a first skill. Through the release range displayed on the first scene plot, a player can know whether the skill can attack the target or not, and the player is assisted in judging the moving position and configuring the skill, so that the fighting success rate and the game experience sense of the player are further improved.
The virtual characters except at least one target virtual character and the first virtual character in the plurality of virtual characters are hidden and displayed, and the target position after action is the position to be moved of the target virtual character when the game enters a combat stage; in the scene plot corresponding to the target position after the action, displaying the target virtual character in a second preset mode in the game operation stage, wherein one possible implementation mode is as follows:
if the target virtual character is an enemy virtual character, the enemy virtual character is displayed in the scene block before the movement because the enemy virtual character does not set the movement position in advance. For example, as shown in fig. 4, if the target virtual character is an enemy virtual character, after the player selects the first skill, the player will hide and display the enemy virtual character, only the enemy virtual character will be displayed, and at the same time, the first virtual character of the scene block located before the action will be hidden and displayed, and only the first virtual character located in the first scene block will be displayed in a virtual image.
If the target virtual character is a friend virtual character (i.e., belongs to the same camp), if the order of action of the first virtual character is better than that of the target virtual character, the target virtual character is not moved at the time when the first virtual character performs the first skill, and thus, the target virtual character needs to be displayed in the scene area before the target virtual character acts. Since the order of actions of the target virtual character is better than the first virtual character, the target virtual character is moved when the first virtual character performs the first skill, and thus the target virtual character needs to be displayed in the first scene area after the target virtual character acts.
For example, as shown in fig. 5, the action sequence of the first avatar is better than that of the target avatar, and the target avatar is preset at the post-action position (e.g., position a in fig. 5), at this time, the target avatar is displayed in the scene parcel before the target avatar acts.
For example, as shown in fig. 6, the action sequence of the target virtual character is better than that of the first virtual character, and the target virtual character is preset at the post-action position (e.g., position a in fig. 6), at this time, the target virtual character is displayed in the scene parcel (i.e., position a) after the target virtual character acts.
In the mode, the play order of the characters can be determined by comparing the speed values of the target virtual character and the first virtual character, so that the display position of the target virtual character is determined, the display positions of other virtual characters can be ensured to be consistent with the display position of the virtual character currently determined when the virtual character performs skills in a combat stage, the operation accuracy of a player is improved, misoperation is avoided, and the game experience of the player is further improved.
Further, the first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene land block; the first virtual role and the virtual sub-role can be displayed in the same scene block at the same time, and the virtual sub-role can be displayed in a hidden mode.
The method further comprises the following steps: responding to skill selection operation aiming at the virtual sub-roles, and determining the action sequence of the first virtual role and the virtual sub-roles according to the role attribute of the first virtual role and the role attribute of the virtual sub-roles;
displaying the appointed position of the virtual sub-character before or after the action in the game scene according to the action sequence; the designated position before the action is the scene block before the action of the first virtual character, and the designated position after the action is the scene block after the action of the first virtual character.
After configuring skills for the first avatar, it is also necessary to configure skills for the virtual sub-personas. One possible implementation is: when the action sequence of the virtual sub-character is prior to the first virtual character, displaying a designated position before the virtual sub-character acts in the game scene; or when the action sequence of the first virtual character takes precedence over the virtual sub-character, displaying the appointed position of the virtual sub-character after the action in the game scene.
If the action sequence of the virtual sub-character is prior to the first virtual character, displaying the virtual sub-character based on the scene plots before the action of the first virtual character and the release range of the skills configured by the virtual sub-character; and if the action sequence of the first virtual character is prioritized over the virtual sub-character, displaying the virtual sub-character and the release range of the skills configured by the virtual sub-character based on the scene plots after the action of the first virtual character.
The virtual sub-character follows the first virtual character, that is, the player cannot individually set the movement position of the virtual sub-character.
Since the virtual sub-character cannot move the position at the moment if the action sequence of the virtual sub-character is prior to the first virtual character in the combat stage, and the first virtual character does not fight yet and does not move the position at the moment, the configured skills can only be executed on the scene plots before the action of the first virtual character, the virtual sub-character is displayed on the scene plots before the action of the first virtual character and the release range is displayed based on the scene plots before the action of the first virtual character in the operation stage.
Similarly, if the order of the first avatar action takes precedence over the virtual sub-roles, at which time the first avatar has already been battled, i.e., moved in position, and the virtual sub-roles move in position along with the first avatar, the virtual sub-roles will perform skills on the scene plots after the first avatar action, so that in the operation phase, the virtual sub-roles will be displayed on the scene plots after the first avatar action, and the release range will be displayed based on the scene plots after the first avatar action.
In the mode, the behavior sequence of the first virtual character and the virtual sub-character is compared, so that the display position of the virtual sub-character is determined, the display positions of other virtual characters are consistent with the display position of the virtual sub-character determined currently when the virtual sub-character performs skills in a combat stage, the operation accuracy of a player is improved, misoperation is avoided, and the game experience of the player is further improved.
After configuring the first skill for the first virtual character, the method further includes:
displaying a skill identification of the first skill on the first virtual character; and if the first virtual character carries the virtual sub character and the virtual sub character is configured with the second skill, displaying the skill identification of the second skill on the first virtual character.
Because the first virtual character and the virtual sub-character are located in the same scene plot, the skill mark of the first skill and the skill mark of the second skill are displayed on the first virtual character, wherein the skill mark of the first skill is located in front of the skill mark of the second skill, and the size of the skill mark of the first skill is larger than that of the skill mark of the second skill. In the mode, through displaying the skill identification of the virtual character in the operation stage, each player can know the skills possessed by the virtual character in advance, and the game experience of the player is further improved.
In the combat phase, since the game interface includes a plurality of virtual characters, a plurality of special effects are displayed in the combat process, the player cannot observe the specific combat process, and after the game enters the combat phase, the method further comprises:
Controlling the non-acting virtual character to be displayed in a first display mode, and displaying a first identification on the virtual character currently acting; the first identification is used to indicate the virtual character that is currently acting.
Specifically, the transparency of the non-acting virtual character may be improved, and the first identifier is displayed on the acting virtual character and used for indicating the currently acting virtual character. As shown in fig. 7, for example, in the combat phase, including five enemy avatars and five teammate avatars, the avatar currently acting is normally displayed with an arrow displayed thereon, and the transparency of the other avatars is increased (the first display mode is shown in gray scale in fig. 7), and the arrow moves following the movement of the first avatar during the movement of the first avatar. It should be noted that, when the first virtual character releases the skill to the target object, the target object with the skill released will resume the normal display state, i.e. cancel the first display mode.
In the mode, the display mode of the non-acting virtual character is changed, and the first mark is displayed on the acting virtual character, so that the disturbance of irrelevant content in a game interface can be reduced to a certain extent, and the combat display effect of the virtual character is improved.
In addition to distinguishing the two virtual characters in different display modes, different identifications can be displayed on the two virtual characters, so that the first virtual character can be displayed on the scene plots before the first virtual character acts at the same time when the moving position of the virtual character is set. When the game enters the operation stage and the first virtual character is in the scene block before the action, a second mark is displayed on the first virtual character in the scene block before the action, and the second mark is used for indicating the virtual character controlled by the first terminal equipment.
The second identifier may be a text identifier or a graphic identifier, and as illustrated in fig. 2, for example, in the combat operation stage, when a "in preparation" is displayed on the first virtual character in the scene block before the action, and the player sets the movement position for the first virtual character, a third identifier is displayed on the first virtual character in the first scene block, and the third identifier is different from the second identifier.
Of course, during the combat phase, the second identifier displayed on the virtual character is deleted.
The first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are positioned in the same scene land, and the virtual sub-character is hidden and displayed; the method further comprises the following steps: displaying the life identifier of the first virtual character and the life identifier of the virtual sub-character on the first virtual character; in response to the virtual sub-character releasing skill or being attacked, hiding and displaying the first virtual character and displaying the virtual sub-character; in response to the virtual sub-character and the first virtual character being simultaneously attacked, the hidden display virtual sub-character is cancelled.
To save space, a virtual character is typically carried with a virtual sub-character, which is typically hidden from view, and only the virtual character is displayed. But will also display the life identification of the virtual sub-character, typically the first virtual character's life identification is larger in size than the virtual sub-character's life identification. However, in the course of combat demonstration, if the virtual sub-character performs skills or is attacked, only the virtual sub-character is displayed on the scene plot, the first virtual character is displayed in a hidden manner, and if the virtual sub-character and the first virtual character are attacked at the same time, the first virtual character and the virtual sub-character are displayed at the same time.
In response to a selection operation of the target avatar, determining the selected target avatar as a release object for the first skill, comprising: providing a selection window of a target virtual character; in response to a trigger operation for a second target virtual character in the selection window, the second target virtual character is determined to be a release object for the first skill.
Illustratively, taking a target virtual character as an adversary virtual character as an example, as shown in fig. 8, a selection window includes a virtual character a and a virtual character B, and if the virtual character a is clicked, a release object of the first skill is the virtual character a.
Alternatively, in response to a selection operation for a target virtual character displayed in the game scene, the selected target virtual character is determined as a release object of the first skill, wherein the target virtual character is displayed at a target position before or after the target virtual character acts.
The player may also click, double click, or long press a target virtual character in the game scene that is located in the scene parcel before or after the action, e.g., a third target virtual character is selected and determined to be the release object for the first skill.
Referring to fig. 9, when selecting the skill of the first virtual character, firstly judging whether the selected skill is an attack skill, if so, displaying only an enemy unit (i.e. an enemy virtual character) in a game interface, if not, comparing the speeds of the first virtual character and the teammate virtual character, and if the speed of the teammate virtual character is high, displaying a virtual image of the teammate virtual character in the moved scene land block (i.e. a first display mode); if the speed of the teammate virtual character is slow, the virtual image of the teammate virtual character is displayed on the scene area before the movement (namely, the first display mode).
When selecting skills of a calling board (corresponding to the virtual sub-roles), firstly judging speeds of the virtual sub-roles and the first virtual role, if the speed of the virtual sub-roles is high, displaying the virtual sub-roles on a scene land parcel before the movement of the first virtual role, and displaying a skill release range based on the scene land parcel before the movement; if the speed of the virtual sub-character is low, displaying the virtual sub-character on the scene plot after the first virtual character moves, and displaying the skill release range based on the scene plot after the first virtual character moves;
corresponding to the above-mentioned method embodiment, the present invention provides a game operation control device, where a graphical user interface is provided by a first terminal device, where the graphical user interface includes at least a part of a game scene, the game scene includes a plurality of scene plots and a plurality of virtual characters, and the virtual characters are located in the scene plots, as shown in fig. 10, where the device includes:
a skill selection module 1001, configured to, when the game enters an operation phase, determine, in response to a skill selection operation for a first virtual character, a first skill corresponding to the skill selection operation, and at least one target virtual character on which the first skill can act, and configure the first skill for the first virtual character; the first virtual role is controlled through the first terminal equipment;
An action sequence determining module 1002, configured to determine an action sequence of the target virtual character and the first virtual character according to the character attribute of the target virtual character and the character attribute of the first virtual character;
a target position display module 1003, configured to display, in the game scene, a target position of the target virtual character before or after the action according to the action sequence, the target position being located in at least one of the plurality of scene plots;
a release object determination module 1004 for determining the selected target virtual character as a release object of the first skill in response to a selection operation of the target virtual character;
a skill release module 1005 is configured to control the first virtual character to release the first skill to the release object according to the action sequence when the game enters the combat phase.
In the mode, the skills of the virtual roles can be configured by each player at the same time in the operation stage, the game interface displays the positions of the team virtual roles before or after the actions in real time, and the pre-selected skills are released by each virtual role according to the action sequence in the combat stage, so that the game waiting time of the player is reduced, the game playing method is enriched, the game experience of the player is improved, and the electricity consumption of the terminal is saved.
The character attributes include hand-out speed; the above action sequence determining module is further configured to: when the hand-out speed of the target virtual character is greater than the hand-out speed of the first virtual character, determining that the action sequence of the target virtual character is prior to the first virtual character; and when the hand-out speed of the target virtual character is smaller than the hand-out speed of the first virtual character, determining the action sequence of the first virtual character to be higher than that of the target virtual character.
The target position display module is further configured to: when the action sequence of the target virtual character is prior to the first virtual character, displaying the target position of the target virtual character after the action in the game scene; alternatively, when the order of action of the first virtual character takes precedence over the target virtual character, the target position before the target virtual character acts is displayed in the game scene.
The skill selection module is further configured to: responding to skill selection operation aiming at the first virtual role, and determining a first skill corresponding to the skill selection operation and a release range corresponding to the first skill; displaying at least one scene land block corresponding to a skill release range of a first skill in a game scene in a first preset mode; at least one virtual character that is within the skill release range and upon which the first skill can act is determined to be at least one target virtual character.
The device further comprises a hidden display module for: the virtual characters of the plurality of virtual characters other than the at least one target virtual character and the first virtual character are hidden and displayed.
The target position after the action is the position to be moved of the target virtual character when the game enters a combat stage; and displaying the target virtual character in a second preset mode in the scene land block corresponding to the target position after the action in the game operation stage.
The device further comprises a position operation module for: responding to the position selection operation aiming at the first virtual character, displaying a scene plot after the action of the first virtual character in the game scene, and displaying the first virtual character in a second preset mode in the scene plot after the action; determining a designated scene block through which the first virtual character moves from the scene block before the action to the scene block after the action, and displaying the designated scene block in a third preset mode in the game scene.
The target virtual character is a virtual character which is controlled by the second terminal equipment and belongs to the same game play as the first virtual character; the device also comprises a position updating module for: and in response to receiving a position operation instruction for the target virtual character sent by the second terminal equipment, updating the display position of the target virtual character after acting in the graphical user interface.
The device further comprises a cancel display module for: if the position of the target virtual character after the first target virtual character acts is not in the skill range of the first skill, canceling to display the first target virtual character; wherein the first target avatar is not a release object of the first skill.
The first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene block; the apparatus further comprises a designated position determining module for: responding to skill selection operation aiming at the virtual sub-roles, and determining the action sequence of the first virtual role and the virtual sub-roles according to the role attribute of the first virtual role and the role attribute of the virtual sub-roles; displaying the appointed position of the virtual sub-character before or after the action in the game scene according to the action sequence; the designated position before the action is the scene block before the action of the first virtual character, and the designated position after the action is the scene block after the action of the first virtual character.
The above specified position determining module is further configured to: when the action sequence of the virtual sub-character is prior to the first virtual character, displaying a designated position before the virtual sub-character acts in the game scene; or when the action sequence of the first virtual character takes precedence over the virtual sub-character, displaying the appointed position of the virtual sub-character after the action in the game scene.
The device further comprises a skill mark display module for: displaying a skill identification of the first skill on the first virtual character; if the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, displaying a skill identification of the second skill on the first virtual character; wherein the virtual sub-character is associated with the first virtual character and is located in the same scene parcel.
The first identification display module of the device is used for: controlling the non-acting virtual character to be displayed in a first display mode, and controlling the virtual character currently acting to display a first identifier; the first identification is used to indicate the virtual character that is currently acting.
When the game enters the operation stage and the first virtual character is in a scene land block before action, a second mark is displayed on the first virtual character, and the second mark is used for indicating the virtual character controlled by the first terminal equipment.
The first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are positioned in the same scene block, and the virtual sub-character is hidden and displayed; the device also comprises a sub-role display module for: displaying the life identifier of the first virtual character and the life identifier of the virtual sub-character on the first virtual character; if the virtual sub-role releases the skill or is attacked, hiding and displaying the first virtual role and displaying the virtual sub-role; and if the virtual sub-role and the first virtual role are attacked at the same time, canceling the hidden display of the virtual sub-role.
The release object determining module is further configured to: providing a selection window of a target virtual character; responding to triggering operation aiming at a second target virtual role in a selection window, and determining the second target virtual role as a release object of the first skill; alternatively, in response to a selection operation for a target virtual character displayed in the game scene, the selected target virtual character is determined as a release object of the first skill, wherein the target virtual character is displayed at a target position before or after the target virtual character acts.
The device further comprises a range display module for: and responding to the triggering operation of a second virtual character belonging to the same game camp as the first virtual character, and displaying a preset action range of the second virtual character and a skill range corresponding to the preset skill.
The operation control device of the game provided by the embodiment of the invention has the same technical characteristics as the operation control method of the game provided by the embodiment, so that the same technical problems can be solved, and the same technical effects can be achieved.
The present embodiment also provides an electronic device including a processor and a memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the operation control method of the above game. The electronic device may be a server or a terminal device.
Referring to fig. 11, the electronic device includes a processor 100 and a memory 101, the memory 101 storing machine executable instructions that can be executed by the processor 100, the processor 100 executing the machine executable instructions to implement the operation control method of the game described above.
Further, the electronic device shown in fig. 11 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.
The memory 101 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 103 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in FIG. 11, but not only one bus or type of bus.
The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 100 or by instructions in the form of software. The processor 100 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; but also digital signal processors (Digital Signal Processor, DSP for short), application specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), field-programmable gate arrays (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The disclosed methods, steps, and logic blocks in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and, in combination with its hardware, performs the steps of the method of the previous embodiment.
The processor in the electronic device may implement the following operations in the operation control method of the game by executing machine-executable instructions:
when the game enters an operation stage, responding to a skill selection operation aiming at the first virtual character, determining a first skill corresponding to the skill selection operation and at least one target virtual character on which the first skill can act, and configuring the first skill for the first virtual character; the first virtual role is controlled through the first terminal equipment; determining the action sequence of the target virtual character and the first virtual character according to the character attribute of the target virtual character and the character attribute of the first virtual character; displaying a target position of the target virtual character before or after the action in the game scene according to the action sequence, wherein the target position is positioned in at least one of a plurality of scene plots; responsive to a selection operation of the target avatar, determining the selected target avatar as a release object for the first skill; when the game enters a combat phase, the first virtual character is controlled to release the first skill to the release object according to the sequence of actions.
Character attributes include hand out speed; determining an order of actions of the target virtual character and the first virtual character, comprising: when the hand-out speed of the target virtual character is greater than the hand-out speed of the first virtual character, determining that the action sequence of the target virtual character is prior to the first virtual character; and when the hand-out speed of the target virtual character is smaller than the hand-out speed of the first virtual character, determining the action sequence of the first virtual character to be higher than that of the target virtual character.
Displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence comprises the following steps: when the action sequence of the target virtual character is prior to the first virtual character, displaying the target position of the target virtual character after the action in the game scene; alternatively, when the order of action of the first virtual character takes precedence over the target virtual character, the target position before the target virtual character acts is displayed in the game scene.
In response to a skill selection operation for a first virtual character, determining a first skill corresponding to the skill selection operation, and at least one target virtual character to which the first skill may act, comprising: responding to skill selection operation aiming at the first virtual role, and determining a first skill corresponding to the skill selection operation and a release range corresponding to the first skill; displaying at least one scene land block corresponding to a skill release range of a first skill in a game scene in a first preset mode; at least one virtual character that is within the skill release range and upon which the first skill can act is determined to be at least one target virtual character.
The method further comprises displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence: the virtual characters of the plurality of virtual characters other than the at least one target virtual character and the first virtual character are hidden and displayed.
The target position after the action is the position to be moved of the target virtual character when the game enters a combat stage; and displaying the target virtual character in a second preset mode in the scene land block corresponding to the target position after the action in the game operation stage.
When the game enters the operational phase, the method further comprises: responding to the position selection operation aiming at the first virtual character, displaying a scene plot after the action of the first virtual character in the game scene, and displaying the first virtual character in a second preset mode in the scene plot after the action; determining a designated scene block through which the first virtual character moves from the scene block before the action to the scene block after the action, and displaying the designated scene block in a third preset mode in the game scene.
The target virtual character is a virtual character which is controlled by the second terminal equipment and belongs to the same game play as the first virtual character; the method further comprises the following steps: and in response to receiving a position operation instruction for the target virtual character sent by the second terminal equipment, updating the display position of the target virtual character after acting in the graphical user interface.
After determining at least one virtual character within the skill release range and for which the first skill is applicable as at least one target virtual character, further comprising: if the position of the target virtual character after the first target virtual character acts is not in the skill range of the first skill, canceling to display the first target virtual character; wherein the first target avatar is not a release object of the first skill.
The first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene block; the method further comprises the steps of: responding to skill selection operation aiming at the virtual sub-roles, and determining the action sequence of the first virtual role and the virtual sub-roles according to the role attribute of the first virtual role and the role attribute of the virtual sub-roles; displaying the appointed position of the virtual sub-character before or after the action in the game scene according to the action sequence; the designated position before the action is the scene block before the action of the first virtual character, and the designated position after the action is the scene block after the action of the first virtual character.
Displaying the designated position of the virtual sub-character before or after the action in the game scene according to the action sequence, comprising: when the action sequence of the virtual sub-character is prior to the first virtual character, displaying a designated position before the virtual sub-character acts in the game scene; or when the action sequence of the first virtual character takes precedence over the virtual sub-character, displaying the appointed position of the virtual sub-character after the action in the game scene.
After configuring the first skill for the first virtual character, the method further comprises: displaying a skill identification of the first skill on the first virtual character; if the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, displaying a skill identification of the second skill on the first virtual character; wherein the virtual sub-character is associated with the first virtual character and is located in the same scene parcel.
After the game enters the combat phase, the method further comprises: controlling the non-acting virtual character to be displayed in a first display mode, and controlling the virtual character currently acting to display a first identifier; the first identification is used to indicate the virtual character that is currently acting.
When the game enters the operation stage and the first virtual character is in a scene land block before action, a second mark is displayed on the first virtual character, and the second mark is used for indicating the virtual character controlled by the first terminal equipment.
The first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are positioned in the same scene block, and the virtual sub-character is hidden and displayed; the method further comprises the steps of: displaying the life identifier of the first virtual character and the life identifier of the virtual sub-character on the first virtual character; if the virtual sub-role releases the skill or is attacked, hiding and displaying the first virtual role and displaying the virtual sub-role; and if the virtual sub-role and the first virtual role are attacked at the same time, canceling the hidden display of the virtual sub-role.
In response to a selection operation of the target avatar, determining the selected target avatar as a release object for the first skill, comprising: providing a selection window of a target virtual character; responding to triggering operation aiming at a second target virtual role in a selection window, and determining the second target virtual role as a release object of the first skill; alternatively, in response to a selection operation for a target virtual character displayed in the game scene, the selected target virtual character is determined as a release object of the first skill, wherein the target virtual character is displayed at a target position before or after the target virtual character acts.
After the game enters the operational phase, the method further comprises: and responding to the triggering operation of a second virtual character belonging to the same game camp as the first virtual character, and displaying a preset action range of the second virtual character and a skill range corresponding to the preset skill.
In the mode, the skills of the virtual roles can be configured by each player at the same time in the operation stage, the game interface displays the positions of the team virtual roles before or after the actions in real time, and the pre-selected skills are released by each virtual role according to the action sequence in the combat stage, so that the game waiting time of the player is reduced, the game playing method is enriched, the game experience of the player is improved, and the electricity consumption of the terminal is saved.
The present embodiment also provides a machine-readable storage medium storing machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the operation control method of the game described above.
The machine-executable instructions stored on the machine-readable storage medium may implement the following operations in the operation control method of the game by executing the machine-executable instructions:
When the game enters an operation stage, responding to a skill selection operation aiming at the first virtual character, determining a first skill corresponding to the skill selection operation and at least one target virtual character on which the first skill can act, and configuring the first skill for the first virtual character; the first virtual role is controlled through the first terminal equipment; determining the action sequence of the target virtual character and the first virtual character according to the character attribute of the target virtual character and the character attribute of the first virtual character; displaying a target position of the target virtual character before or after the action in the game scene according to the action sequence, wherein the target position is positioned in at least one of a plurality of scene plots; responsive to a selection operation of the target avatar, determining the selected target avatar as a release object for the first skill; when the game enters a combat phase, the first virtual character is controlled to release the first skill to the release object according to the sequence of actions.
Character attributes include hand out speed; determining an order of actions of the target virtual character and the first virtual character, comprising: when the hand-out speed of the target virtual character is greater than the hand-out speed of the first virtual character, determining that the action sequence of the target virtual character is prior to the first virtual character; and when the hand-out speed of the target virtual character is smaller than the hand-out speed of the first virtual character, determining the action sequence of the first virtual character to be higher than that of the target virtual character.
Displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence comprises the following steps: when the action sequence of the target virtual character is prior to the first virtual character, displaying the target position of the target virtual character after the action in the game scene; alternatively, when the order of action of the first virtual character takes precedence over the target virtual character, the target position before the target virtual character acts is displayed in the game scene.
In response to a skill selection operation for a first virtual character, determining a first skill corresponding to the skill selection operation, and at least one target virtual character to which the first skill may act, comprising: responding to skill selection operation aiming at the first virtual role, and determining a first skill corresponding to the skill selection operation and a release range corresponding to the first skill; displaying at least one scene land block corresponding to a skill release range of a first skill in a game scene in a first preset mode; at least one virtual character that is within the skill release range and upon which the first skill can act is determined to be at least one target virtual character.
The method further comprises displaying the target position of the target virtual character before or after the action in the game scene according to the action sequence: the virtual characters of the plurality of virtual characters other than the at least one target virtual character and the first virtual character are hidden and displayed.
The target position after the action is the position to be moved of the target virtual character when the game enters a combat stage; and displaying the target virtual character in a second preset mode in the scene land block corresponding to the target position after the action in the game operation stage.
When the game enters the operational phase, the method further comprises: responding to the position selection operation aiming at the first virtual character, displaying a scene plot after the action of the first virtual character in the game scene, and displaying the first virtual character in a second preset mode in the scene plot after the action; determining a designated scene block through which the first virtual character moves from the scene block before the action to the scene block after the action, and displaying the designated scene block in a third preset mode in the game scene.
The target virtual character is a virtual character which is controlled by the second terminal equipment and belongs to the same game play as the first virtual character; the method further comprises the following steps: and in response to receiving a position operation instruction for the target virtual character sent by the second terminal equipment, updating the display position of the target virtual character after acting in the graphical user interface.
After determining at least one virtual character within the skill release range and for which the first skill is applicable as at least one target virtual character, further comprising: if the position of the target virtual character after the first target virtual character acts is not in the skill range of the first skill, canceling to display the first target virtual character; wherein the first target avatar is not a release object of the first skill.
The first virtual character carries a virtual sub-character, and the virtual sub-character and the first virtual character are located in the same scene block; the method further comprises the steps of: responding to skill selection operation aiming at the virtual sub-roles, and determining the action sequence of the first virtual role and the virtual sub-roles according to the role attribute of the first virtual role and the role attribute of the virtual sub-roles; displaying the appointed position of the virtual sub-character before or after the action in the game scene according to the action sequence; the designated position before the action is the scene block before the action of the first virtual character, and the designated position after the action is the scene block after the action of the first virtual character.
Displaying the designated position of the virtual sub-character before or after the action in the game scene according to the action sequence, comprising: when the action sequence of the virtual sub-character is prior to the first virtual character, displaying a designated position before the virtual sub-character acts in the game scene; or when the action sequence of the first virtual character takes precedence over the virtual sub-character, displaying the appointed position of the virtual sub-character after the action in the game scene.
After configuring the first skill for the first virtual character, the method further comprises: displaying a skill identification of the first skill on the first virtual character; if the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, displaying a skill identification of the second skill on the first virtual character; wherein the virtual sub-character is associated with the first virtual character and is located in the same scene parcel.
After the game enters the combat phase, the method further comprises: controlling the non-acting virtual character to be displayed in a first display mode, and controlling the virtual character currently acting to display a first identifier; the first identification is used to indicate the virtual character that is currently acting.
When the game enters the operation stage and the first virtual character is in a scene land block before action, a second mark is displayed on the first virtual character, and the second mark is used for indicating the virtual character controlled by the first terminal equipment.
The first virtual character carries a virtual sub-character, the virtual sub-character and the first virtual character are positioned in the same scene block, and the virtual sub-character is hidden and displayed; the method further comprises the steps of: displaying the life identifier of the first virtual character and the life identifier of the virtual sub-character on the first virtual character; if the virtual sub-role releases the skill or is attacked, hiding and displaying the first virtual role and displaying the virtual sub-role; and if the virtual sub-role and the first virtual role are attacked at the same time, canceling the hidden display of the virtual sub-role.
In response to a selection operation of the target avatar, determining the selected target avatar as a release object for the first skill, comprising: providing a selection window of a target virtual character; responding to triggering operation aiming at a second target virtual role in a selection window, and determining the second target virtual role as a release object of the first skill; alternatively, in response to a selection operation for a target virtual character displayed in the game scene, the selected target virtual character is determined as a release object of the first skill, wherein the target virtual character is displayed at a target position before or after the target virtual character acts.
After the game enters the operational phase, the method further comprises: and responding to the triggering operation of a second virtual character belonging to the same game camp as the first virtual character, and displaying a preset action range of the second virtual character and a skill range corresponding to the preset skill.
In the mode, the skills of the virtual roles can be configured by each player at the same time in the operation stage, the game interface displays the positions of the team virtual roles before or after the actions in real time, and the pre-selected skills are released by each virtual role according to the action sequence in the combat stage, so that the game waiting time of the player is reduced, the game playing method is enriched, the game experience of the player is improved, and the electricity consumption of the terminal is saved.
The computer program product of the game operation control method, apparatus and system provided in the embodiments of the present invention includes a computer readable storage medium storing program codes, where the instructions included in the program codes may be used to execute the method described in the foregoing method embodiment, and specific implementation may refer to the method embodiment and will not be repeated herein.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described system and apparatus may refer to corresponding procedures in the foregoing method embodiments, which are not described herein again.
In addition, in the description of embodiments of the present invention, unless explicitly stated and limited otherwise, the terms "mounted," "connected," and "connected" are to be construed broadly, and may be, for example, fixedly connected, detachably connected, or integrally connected; can be mechanically or electrically connected; can be directly connected or indirectly connected through an intermediate medium, and can be communication between two elements. The specific meaning of the above terms in the present invention will be understood by those skilled in the art in specific cases.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present invention, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present invention and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above examples are only specific embodiments of the present invention for illustrating the technical solution of the present invention, but not for limiting the scope of the present invention, and although the present invention has been described in detail with reference to the foregoing examples, it will be understood by those skilled in the art that the present invention is not limited thereto: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the invention is subject to the protection scope of the claims.

Claims (20)

1. A method for controlling operation of a game, wherein a graphical user interface is provided through a first terminal device, the graphical user interface including at least a portion of a game scene, the game scene including a plurality of scene plots and a plurality of virtual characters, the virtual characters being located in the scene plots, the method comprising:
when the game enters an operation stage, responding to a skill selection operation aiming at a first virtual role, determining a first skill corresponding to the skill selection operation and at least one target virtual role on which the first skill can act, and configuring the first skill for the first virtual role; the first virtual character is controlled through the first terminal equipment;
determining the action sequence of the target virtual character and the first virtual character according to the character attribute of the target virtual character and the character attribute of the first virtual character;
displaying a target position before or after the target virtual character acts in the game scene according to the action sequence, wherein the target position is positioned in at least one of a plurality of scene plots;
responsive to a selection operation on the target virtual character, determining the selected target virtual character as a release object for the first skill;
And when the game enters a combat stage, controlling the first virtual character to release the first skill to the release object according to the action sequence.
2. The method of claim 1, wherein the character attribute comprises a hand out speed; the determining an order of actions of the target virtual character and the first virtual character includes:
determining that the order of action of the target virtual character takes precedence over the first virtual character when the hand-out speed of the target virtual character is greater than the hand-out speed of the first virtual character;
and when the hand-out speed of the target virtual character is smaller than the hand-out speed of the first virtual character, determining that the action sequence of the first virtual character is prioritized over the target virtual character.
3. The method of claim 2, wherein displaying the target position of the target avatar in the game scene before or after the action according to the order of action comprises:
when the action sequence of the target virtual character is prior to the first virtual character, displaying a target position of the target virtual character after the action in the game scene; or alternatively, the process may be performed,
And displaying a target position before the target virtual character acts in the game scene when the action sequence of the first virtual character is prioritized over the target virtual character.
4. The method of claim 2, wherein the determining, in response to a skill selection operation for a first virtual character, a first skill corresponding to the skill selection operation, and at least one target virtual character to which the first skill may act, comprises:
responding to skill selection operation aiming at a first virtual role, and determining a first skill corresponding to the skill selection operation and a release range corresponding to the first skill;
displaying at least one scene land block corresponding to a skill release range of the first skill in the game scene in a first preset mode;
at least one virtual character within the skill release range and upon which the first skill may act is determined to be at least one of the target virtual characters.
5. The method of claim 1, wherein displaying the target position of the target avatar in the game scene before or after the act according to the order of acts, the method further comprises:
And hiding and displaying the virtual roles except the at least one target virtual role and the first virtual role in the plurality of virtual roles.
6. The method of claim 1, wherein the post-action target position is a position of the target virtual character to be moved when the game enters a combat phase; and displaying the target virtual character in a second preset mode in the scene land block corresponding to the target position after the action in the game operation stage.
7. The method of claim 1, wherein when the game enters an operational phase, the method further comprises:
responding to the position selection operation aiming at the first virtual character, displaying a scene block after the action of the first virtual character in the game scene, and displaying the first virtual character in a second preset mode in the scene block after the action;
determining a designated scene block through which the first virtual character moves from a scene block before action to a scene block after action, and displaying the designated scene block in a third preset mode in the game scene.
8. The method of claim 1, wherein the target virtual character is a virtual character controlled by the second terminal device that belongs to the same game play as the first virtual character; the method further comprises the steps of:
And in response to receiving a position operation instruction for the target virtual character sent by the second terminal equipment, updating the display position of the target virtual character after acting in the graphical user interface.
9. The method of claim 4, wherein after said determining at least one avatar within the skill release scope and for which the first skill is applicable as at least one of the target avatars, the method further comprises:
if the position of the first target virtual role in the target virtual roles after the action is not in the skill range of the first skill, canceling to display the first target virtual role; wherein the first target avatar is not a release object for the first skill.
10. The method of claim 1, wherein the first virtual character carries a virtual sub-character, the virtual sub-character being located at the same scene parcel as the first virtual character;
the method further comprises the steps of:
responding to skill selection operation aiming at the virtual sub-roles, and determining the action sequence of the first virtual role and the virtual sub-roles according to the role attribute of the first virtual role and the role attribute of the virtual sub-roles;
Displaying the appointed position of the virtual sub-character before or after the action in the game scene according to the action sequence; the appointed position before the action is the scene block before the action of the first virtual character, and the appointed position after the action is the scene block after the action of the first virtual character.
11. The method of claim 10, wherein displaying the designated location of the virtual sub-character in the game scene before or after the action according to the order of action comprises:
displaying a designated position before the virtual sub-character acts in the game scene when the order of action of the virtual sub-character takes precedence over the first virtual character; or alternatively, the process may be performed,
and when the action sequence of the first virtual character is prioritized over the virtual sub-character, displaying the appointed position of the virtual sub-character after the action in the game scene.
12. The method of claim 1, wherein after said configuring said first skill for said first avatar, said method further comprises:
displaying a skill identification of the first skill on the first virtual character;
If the first virtual character carries a virtual sub-character, and the virtual sub-character is configured with a second skill, displaying a skill identification of the second skill on the first virtual character; wherein the virtual sub-persona is associated with the first virtual persona and is located at the same scene parcel.
13. The method of claim 1, wherein after the game enters a combat phase, the method further comprises:
controlling the non-acting virtual character to be displayed in the first display mode, and controlling the virtual character currently acting to display a first identifier; the first identification is used to indicate the virtual character that is currently acting.
14. The method of claim 1, wherein a second identifier is displayed on the first avatar when the game enters an operational phase and the first avatar is in a pre-action scene parcel, the second identifier being used to indicate the avatar controlled by the first terminal device.
15. The method of claim 1, wherein the first virtual character carries a virtual sub-character, the virtual sub-character is located in the same scene area as the first virtual character, and the virtual sub-character is displayed in a hidden manner; the method further comprises the steps of:
Displaying the life identifier of the first virtual character and the life identifier of the virtual sub-character on the first virtual character;
if the virtual sub-role releases skills or is attacked, hiding and displaying the first virtual role and displaying the virtual sub-role;
and if the virtual sub-role and the first virtual role are attacked at the same time, canceling to hide and display the virtual sub-role.
16. The method of claim 1, wherein responsive to a selected operation on the target avatar, determining the selected target avatar as a release object for the first skill comprises:
providing a selection window of the target virtual character;
responding to a triggering operation aiming at a second target virtual role in the selection window, and determining the second target virtual role as a release object of the first skill; or alternatively, the process may be performed,
in response to a selection operation for a target virtual character displayed in the game scene, determining the selected target virtual character as a release object of the first skill, wherein the target virtual character is displayed at a target position before or after the target virtual character acts.
17. The method of claim 1, wherein after the game enters an operational phase, the method further comprises:
and responding to a trigger operation aiming at a second virtual character belonging to the same game camp as the first virtual character, and displaying a preset action range and a preset skill range corresponding to the skill of the second virtual character.
18. An operation control device for a game, characterized in that a graphical user interface is provided by a first terminal device, the graphical user interface including at least a part of a game scene, the game scene including a plurality of scene plots and a plurality of virtual characters, the virtual characters being located in the scene plots, the device comprising:
a skill selection module, configured to respond to a skill selection operation for a first virtual character when the game enters an operation stage, determine a first skill corresponding to the skill selection operation, and at least one target virtual character on which the first skill can act, and configure the first skill for the first virtual character; the first virtual character is controlled through the first terminal equipment;
the action sequence determining module is used for determining the action sequence of the target virtual character and the first virtual character according to the character attribute of the target virtual character and the character attribute of the first virtual character;
A target position display module, configured to display, in the game scene, a target position before or after the target virtual character acts according to the order of acts, where the target position is located in at least one of a plurality of scene plots;
a release object determination module for determining the selected target virtual character as a release object of the first skill in response to a selection operation of the target virtual character;
and the skill releasing module is used for controlling the first virtual role to release the first skill to the release object according to the action sequence when the game enters a combat stage.
19. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of controlling operation of the game of any one of claims 1-17.
20. A computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of controlling operation of a game according to any one of claims 1 to 17.
CN202310291764.XA 2023-03-21 2023-03-21 Game operation control method and device and electronic equipment Pending CN116531757A (en)

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Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310291764.XA CN116531757A (en) 2023-03-21 2023-03-21 Game operation control method and device and electronic equipment

Publications (1)

Publication Number Publication Date
CN116531757A true CN116531757A (en) 2023-08-04

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