CN113476825B - Role control method, role control device, equipment and medium in game - Google Patents

Role control method, role control device, equipment and medium in game Download PDF

Info

Publication number
CN113476825B
CN113476825B CN202110839232.6A CN202110839232A CN113476825B CN 113476825 B CN113476825 B CN 113476825B CN 202110839232 A CN202110839232 A CN 202110839232A CN 113476825 B CN113476825 B CN 113476825B
Authority
CN
China
Prior art keywords
attack
target
character
player character
role
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN202110839232.6A
Other languages
Chinese (zh)
Other versions
CN113476825A (en
Inventor
王翌希
胡志鹏
程龙
刘勇成
袁思思
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202110839232.6A priority Critical patent/CN113476825B/en
Publication of CN113476825A publication Critical patent/CN113476825A/en
Application granted granted Critical
Publication of CN113476825B publication Critical patent/CN113476825B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F2300/10Features 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 input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features 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 input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides a method, a device, equipment and a medium for determining an attack target in a game, which comprises the following steps: responding to the starting of the player character automatic attack function, displaying a player character identification control of the player character in the graphical user interface, and controlling the player character to attack at least one attack character in the current round corresponding to the player character; in the process of the automatic attack function, responding to a first touch operation aiming at the player character identification control, determining a target player character which is selected by the first touch operation and is associated with a target player character identification, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round; and in the attack round of the target player character, controlling the target player character to attack the target attack character.

Description

Role control method, role control device, equipment and medium in game
Technical Field
The present application relates to the field of information processing, and more particularly, to a character control method, a character control device, an apparatus, and a medium in a game.
Background
At present, the quality of life of people is continuously improved, terminal equipment used by people is more and more intelligent, and in order to facilitate user recreation, network games developed based on the terminal equipment are more and more.
The round-robin game is a common online game, a target player can control a player character to fight in the current round, and in the process of fight, the target player can manually control the player character to attack an enemy character, so that the target player can switch the current fight mode into an automatic fight mode for simplifying operation, and fight is completed under the condition that the target player does not operate.
Disclosure of Invention
In view of the above, an object of the present application is to provide a method, apparatus, device, and medium for controlling a character in a game, which are used for solving the problem that a player cannot determine a fixed attack object for a single player character when an automatic attack function is turned on in a round-robin game in the prior art.
In a first aspect, an embodiment of the present application provides a method for controlling a character in a game, where a graphical user interface is provided by a terminal device, where a game frame of a round-robin game is displayed on the graphical user interface, and the game frame includes a player character and an attack character, and the method includes:
Responding to the starting of the player character automatic attack function, displaying a player character identification control of the player character in the graphical user interface, and controlling the player character to attack at least one attack character in the current round corresponding to the player character;
In the process of the automatic attack function, responding to a first touch operation aiming at the player character identification control, determining a target player character which is selected by the first touch operation and is associated with a target player character identification, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round;
and in the attack round of the target player character, controlling the target player character to attack the target attack character.
Optionally, the role control method further includes:
And in the process of the automatic attack function, when a first touch operation of the player character identification control is responded, performing first highlighting on the target player character identification control related to the first touch operation.
Optionally, after determining, in response to a first touch operation for the player character identification control, that a target player character selected by the first touch operation identifies an associated target player character, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round, the character control method further includes:
And after the current round, adjusting the designated attack object state of the target player character identification control to the designated attack object state, and performing second highlighting on the target player character identification control.
Optionally, determining a target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round includes:
And determining a target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round according to the attack range of the target player role. Optionally, determining, according to the attack range of the target player character, a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round includes:
responding to a second touch operation aiming at the area of the hostile camp, and determining a target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round in the attack roles displayed in the area of the hostile camp according to the position information of the second touch operation and the attack range.
Optionally, determining, according to the attack range of the target player character, a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round includes:
Responding to a third touch operation aiming at an attack role identification control, taking the position of a first attack role as the center of the attack range, and determining a target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round by using the attack role in the area where the enemy camping is located in the attack range; the first attack role is a corresponding attack role of the first attack role identification control associated with the third touch operation.
Optionally, the method further comprises:
And if the necessary killing animation of the fight virtual character is played in the graphical user interface, displaying the player character identification control and the attack character identification control on an upper layer of the necessary killing animation.
Optionally, the method further comprises:
and if the necessary killing animation of the fight virtual character is played in the graphical user interface, displaying the necessary killing animation in the area where the my camp is located and displaying the necessary killing animation above the player character.
Optionally, after responding to the first touch operation of the player character identification control, before determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round, playing a necessary killing animation of the virtual character under combat in the graphical user interface, and further including:
Stopping responding to the first touch operation of the player character identification control when playing the necessary killing animation of the fight virtual character, and reserving the operation data of the current first touch operation;
and after the playing of the necessary killing animation of the virtual character in battle is finished, continuing to respond to a first touch operation aiming at the player character identification control according to the operation data, determining a target player character which is selected by the first touch operation and is associated with the target player character identification, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round.
Optionally, after determining, in response to a first touch operation for the player character identification control, that a target player character selected by the first touch operation identifies an associated target player character, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round, the method further includes:
And responding to a fourth touch operation aiming at the target role identification control, and displaying a cancellation control in a region corresponding to the target role identification control.
Optionally, after displaying the cancel control in the area corresponding to the target role identification control, the method further includes:
And responding to a fifth touch operation for the cancel control, and randomly determining an attack role to be attacked for the target player role in a round corresponding to the target player role after the current round.
Optionally, after displaying the cancel control in the area corresponding to the target role identification control, the method further includes:
And responding to fourth touch operation of the target player character identification control, and re-determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round according to the attack range of the target player character identification control associated with the fourth touch operation.
In a second aspect, an embodiment of the present application provides a role control device in a game, where a graphical user interface is provided by a terminal device, where a game screen of a round-play game is displayed on the graphical user interface, where the game screen includes a player role and an attack role, and the role control device includes:
The response module is used for responding to the starting of the automatic attack function of the player character, displaying a player character identification control of the player character in the graphical user interface, and controlling the player character to attack at least one attack character in the current round corresponding to the player character;
A first determining module, configured to respond to a first touch operation of the player character identification control during the automatic attack function, determine a target player character associated with a target player character identification selected by the first touch operation, and determine a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round;
and in the attack round of the target player character, controlling the target player character to attack the target attack character.
In a third aspect, an embodiment of the present application provides a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, where the processor implements the steps of the above role control method when executing the computer program.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium having a computer program stored thereon, which when executed by a processor performs the steps of the above-described character control method.
Firstly, responding to the starting of an automatic attack function of a player character, displaying a player character identification control of the player character in the graphical user interface, and controlling the player character to attack at least one attack character in the current round corresponding to the player character; secondly, in the process of the automatic attack function, responding to a first touch operation of the player character identification control, determining a target player character associated with a target player character identification selected by the first touch operation, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round; finally, in the attack round of the target player character, the target player character is controlled to attack the target attack character.
In a certain implementation manner, in the automatic attack function process of the round game, the target player can determine the target player character in the player characters according to the first touch operation, and determine the target attack character to be attacked by the target player character in the attack characters according to the first touch operation, so that the target player character can attack the target attack character all the time in the attack round of the target player character, the target player can freely arrange own strategies, and the attack efficiency of the player character in the game is improved.
In order to make the above objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of a method for controlling characters in a game according to an embodiment of the present application;
FIG. 2 is a schematic diagram of a graphical user interface according to an embodiment of the present application;
FIG. 3 is a schematic diagram of determining a target player character according to an embodiment of the present application;
FIG. 4 is a schematic diagram of another example of determining a target player character according to an embodiment of the present application;
FIG. 5 is a schematic diagram of another example of determining a target player character according to an embodiment of the present application;
FIG. 6 is a schematic diagram of another graphical user interface provided by an embodiment of the present application;
FIG. 7 is a schematic diagram of another graphical user interface provided by an embodiment of the present application;
FIG. 8 is a schematic diagram of another graphical user interface provided by an embodiment of the present application;
FIG. 9 is a schematic diagram of a cancel control provided by an embodiment of the present application;
FIG. 10 is a schematic diagram of a character control device in a game according to an embodiment of the present application;
Fig. 11 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by a person skilled in the art without making any inventive effort, are intended to be within the scope of the present application.
In the round-making game, when a player character is fighting, the player can manually control the player character to attack the attack character, and the player can also switch from the manual fighting mode to the automatic fighting mode. In the automatic combat mode, the object attacked by the player character is randomly determined, and combat cannot be performed according to the attack strategy of the player, so that the supply efficiency is reduced.
In view of the above drawbacks, an embodiment of the present application provides a method for controlling a character in a game, as shown in fig. 1, by providing a graphical user interface through a terminal device, where the graphical user interface displays a game frame of a round-robin game, and the game frame includes a player character and an attack character, and includes the following steps:
s101, responding to the starting of the automatic attack function of the player character, displaying a player character identification control of the player character in the graphical user interface, and controlling the player character to attack at least one attack character in the current round corresponding to the player character;
s102, in the process of the automatic attack function, responding to a first touch operation aiming at the player character identification control, determining a target player character associated with a target player character identification selected by the first touch operation, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round;
s103, in the attack round of the target player character, controlling the target player character to attack the target attack character.
The role control method in the game in the embodiment of the application can be operated on the terminal equipment or the server. The terminal device may be a local terminal device. The method of determining the attack target in the game may be a cloud game when it runs on a server.
In an alternative embodiment, cloud gaming refers to a game style based on cloud computing. In the running mode of the cloud game, a running main body of the game program and a game picture presentation main body are separated, the storage and running of the message sending method in the game are completed on a cloud game server, and the cloud game client is used for receiving and sending data and presenting game pictures, for example, the cloud game client can be a display device with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer and the like, which is close to a user side; the terminal device for processing game data is a cloud game server in the cloud. When playing the game, the target player operates the cloud game client 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 cloud game client through a network, and finally decodes the data through the cloud game client and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used for presenting game pictures. The local terminal device is used for interacting with the target 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 target player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal device, or provided to the target 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.
The application is described by a role control method in a game running on a terminal device, wherein the terminal device is an electronic device with a touch control function, such as a smart phone. Providing a graphical user interface through the terminal equipment, wherein the graphical user interface is an interface which is rendered on a display screen of the terminal equipment and used for man-machine interaction, the interface comprises a touch control used for game control, the content displayed in the graphical user interface also comprises a game picture, and the game picture can be a part of game scenes. The game scene is a virtual world in which virtual characters are active, the virtual characters include player characters and attack characters, the player characters are virtual characters controlled by target players of control terminal devices, and the player characters are controlled to execute virtual actions in the game scene, such as moving in the game scene, releasing skills, and the like. The attack character is a virtual character which does not belong to the same camp as the player character, and the attack character can be a virtual character controlled by other players through other terminal devices, can be an artificial intelligence (ARTIFICIAL INTELLIGENCE, AI) which is set in the virtual environment fight through training, or can be a Non-player character (Non-PLAYER CHARACTER, NPC) which is set in the virtual environment fight. The game scene may include any one or more of the following game elements: landforms, hillstones, flowers and plants, rivers, buildings, game roles, game props and the like. In general, a virtual camera is provided in a game scene, and a game screen displayed on a graphical user interface, that is, a part of the game scene content captured by the virtual camera is displayed. In the third person game, the virtual camera may be disposed above the middle position of the battle where the player character is and the battle where the attack character is, and all the player characters and all the attack characters may be photographed, so that the game screen presented on the graphical user interface is a partial game scene including all the player characters and all the attack characters.
In the present exemplary embodiment, the player character and the attack character do not belong to the same combat team, and the terminal device is a device held by the target player.
The steps of the method for determining the attack target in the game of the present exemplary embodiment will be further described with reference to the accompanying drawings.
S101, responding to the starting of the automatic attack function of the player character, displaying a player character identification control of the player character in the graphical user interface, and controlling the player character to attack at least one attack character in the current round.
In the above step S101, the automatic attack function is an attack role in which the terminal device or the game server controls the player character to automatically attack in the game, and the player character is a virtual character controlled by the terminal device of the target player, and the attack role may be a virtual character controlled by other terminal devices or a virtual character controlled by artificial intelligence. When the attack character may be the virtual character controlled by the other terminal device, the virtual character attacked by the player character in the current round may be determined by other player selections. When the attack persona is a virtual persona controlled by artificial intelligence, the attack persona that is attacked by the player persona in the current round may be automatically determined. The player character identification control is a control used for characterizing the player character, the player character identification control is displayed in the graphical user interface according to the attack sequence of the player character, and certainly, the attack character also has a corresponding attack character identification control, the attack character identification control is a control used for characterizing the attack character, and the attack character identification control is displayed in the graphical user interface according to the attack sequence of the attack character. The current round is a combat round in which the player character being controlled is combat with the attacking character. Each virtual character in the game is one round corresponding to the virtual character once in each battle. The virtual character is a player character or an attack character. The attack skills are skills possessed by the virtual character, and the attack skills of the virtual character are used for attacking the hostile character of the virtual character.
In specific implementation, in the round-robin game, under the condition of starting the automatic attack function, a player character identification control of the player character is displayed in the graphical user interface, and of course, an attack character identification control of the attack character is also displayed. And under the condition that the automatic attack function is started, the player character automatically attacks the attack character displayed in the graphical user interface in the current round.
S102, in the process of the automatic attack function, responding to a first touch operation aiming at the player character identification control, determining a target player character associated with a target player character identification selected by the first touch operation, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round.
In the step S102, the first touch operation is a triggering operation of the target player for the player character identification control in the graphical user interface, and the first touch operation may include any one of the following operations: single click operation, double click operation, long press operation, heavy press operation, and drag operation. The long-press operation has longer operation time, namely the continuous contact time between the target player and the player character identification control in the graphical user interface of the terminal equipment is longer than the preset time; the re-pressing operation means that the contact pressure of the target player and the player character identification control in the image user interface of the terminal equipment is larger than the preset pressure; the drag operation is that the continuous contact time of the target player and the player character identification control in the graphical user interface of the terminal equipment is longer than the preset duration, and the player character identification control is controlled to move in the graphical user interface.
In the implementation, in the process of performing the automatic attack function, responding to a first touch operation of a target player on a player character identification control displayed in a graphical user interface in a terminal device, determining a target player character according to the target player character identification control associated with the first touch operation, and then determining a target attack character to be attacked by the target player character in a corresponding round of the target player character after the current round in the attack characters according to the first touch operation. After the target attack role is determined, in the corresponding round of the target player role, the attack skills of the target player role only attack the target attack role until the energy consumption of the target attack role is finished or the automatic attack is finished. Under the automatic attack function, the target player character can attack the target attack character all the time, so that the target player can arrange own strategies more freely, and the attack efficiency of the player character in the game is improved.
S103, in the attack round of the target player character, controlling the target player character to attack the target attack character.
In the step S103, based on the target attack role determined in the step S102, the target player role always attacks the target attack role in the attack round in which the target player role is located after the current round, and the player does not need to manually determine the target attack role each time.
In the embodiment of the application, through the three steps, in the process of performing the automatic attack function of the round game, the target player can determine the target player role in the player roles according to the first touch operation, and determine the target attack role to be attacked by the target player role in the attack roles according to the first touch operation, so that the target player role always attacks the target attack role in the attack round of the target player role, the target player can freely arrange own strategies, and the attack efficiency of the player roles in the game is improved.
After the target player performs touch operation on the player character identification control, in order to facilitate the target player to more intuitively determine the target player character identification control which is being touched, the target player character identification control needs to be highlighted, so that the error rate of the target player in touching the target player character identification control is reduced, and the method of the application further comprises the following steps:
step 104, in the process of performing the automatic attack function, when a first touch operation of the player character identification control is responded, performing a first highlighting on the target player character identification control associated with the first touch operation.
In step 104, the target player character identification control is highlighted in relation to the other virtual character identification controls, where the first highlighting is highlighting, framing, zooming in, displaying a prompt icon in the area where the target player character identification control is located, and so on. Highlighting refers to the target player character identification control having a significantly higher intensity than the other virtual character identification controls. The box display refers to the border of the target player character identification control being distinguished from the borders of other virtual character identification controls. The prompt icon refers to a preset graph, such as a dot, a circle, a square, a triangle and the like. The enlarged display is that the display area of the target player character identification control is larger than the display areas of other virtual character identification controls. As shown in fig. 2, after the target player touches the target player character identification, the target player character identification control is framed and displayed.
In the implementation, in the process of performing the automatic attack function, if the target player performs a first touch operation on the target player character identification control displayed in the graphical user interface, the target player character identification control corresponding to the first touch operation is subjected to a first highlighting, so that the target player can more intuitively observe the target player character identification control in a plurality of character identification controls, and the error rate of the target player in touch control on the target player character identification control is reduced.
After determining the target attack role to be attacked by the target player role in the round corresponding to the target player role after the current round, in order to avoid that the target player repeatedly determines the target attack role to be attacked for the target player role, the target player role identification control corresponding to the target player role may be adjusted from the original display state to the state of the designated attack object, that is, after step S102, the scheme further includes:
Step 105, after the current round, adjusting the designated attack object state of the target player character identification control to the designated attack object state, and performing second highlighting on the target player character identification control.
In step 105 described above, the second highlighting is highlighting, a box display, a zoom-in display, a hint icon displayed in the area where the target player character identification control is located, and the like. The designated attack object state is used for representing whether the target player character has a target attack object to be attacked, and the designated attack object state comprises a designated attack object state and an unspecified attack object state. The designated attack object state characterizes the target attack object to be attacked by the target player character, and the unspecified attack object state characterizes the target attack object to be attacked by the target player character. The unspecified attack object state may be that the graphics corresponding to the player character identification control in the graphical user interface are the same as the graphics corresponding to the other virtual character identification controls, and the specified attack object state may be that the graphics corresponding to the target player character identification control in the graphical user interface are different from the graphics corresponding to the other virtual character identification controls, for example, the area where the target player character identification control is located displays a prompt icon (for example, a dot, a square, a triangle, etc.), for example, the target player character identification control is highlighted, and the highlighting manner may refer to the highlighted meaning mentioned in step 104.
In a specific implementation, after the current round is determined, the target attack role to be attacked corresponding to the target player role is adjusted to the state of the designated attack object, that is, the graph corresponding to the target player role identification control is adjusted to the graph different from the graph corresponding to the other virtual role identification control. To avoid repeated assignment of attack characters by the target player to the target player character. In order to avoid that the target player cannot accurately know the current state of the target player character (for example, the state of being touched by the first touch operation and the state of the established attack object), the second highlighting is different from the first highlighting in the present application.
As shown in fig. 3, a third player character whose attack order is from right to left is determined as a target player character through a first touch operation, a preset mark is added to an area where a target player character mark control is located (a dot mark is added above the target player character mark control), and according to the preset mark, the target player can determine that the target player character is adjusted to a specified attack object state corresponding to a specified attack object state.
The target player character itself is provided with an attack scope attribute, if the attack scope of the target player character is smaller, each attack of the target player character can only attack one attack character, and if the attack scope of the target player character is larger, each attack of the target player character can attack a plurality of attack characters, therefore, when determining the target attack character, the target attack character attacked by the target player character can be determined according to the attack scope of the target player character, namely, step S102 includes:
And step 1021, determining a target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round according to the attack range of the target player role.
In step 1021, the attack scope of the target player character identification control is the attack scope of the player character corresponding to the target player character identification control, and the attack scope corresponding to the player character is configured by the developer for the player character. Of course, the attack roles will also have corresponding attack scopes.
In the step 1021, after determining the target player character according to the first touch operation, the attack range of the target player character can be known according to the attribute information of the target player character, and the target attack character to be attacked in the round corresponding to the target attack character can be determined from the local character based on the attack range of the target player character and the first touch operation.
Determining a target attack role in the attack roles displayed in the graphical user interface by using the attack range corresponding to the target player role, step 1021, includes:
Step 10211, responding to a second touch operation aiming at the area of the enemy camp, and determining a target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round in the attack roles displayed in the area of the enemy camp according to the position information of the second touch operation and the attack range.
In step 10211, the second touch operation may be the same operation as the first touch operation, for example, a drag operation, and the position information of the second touch operation is the end position information of the drag operation; the second touch operation may not be the same operation as the first touch operation, for example, the first touch operation is a single click operation, and then the second touch operation is also a single click operation, and the position information of the second touch operation is the position information of the single click operation corresponding to the second touch operation; the first touch operation is a single-click operation, the second touch operation is a double-click operation, and the position information of the second touch operation is the position information of the double-click operation corresponding to the second touch operation. The enemy camping area is the area where the attacking character is located in the graphical user interface.
In specific implementation, a target player performs a second touch operation in an area of an enemy camp through a terminal device, takes a position of the second touch operation as a center of an attack range, determines an attack character in the attack range of an attack character displayed in the area of the enemy camp as a target attack character to be attacked, and determines the target attack character as the attack character to be attacked of the target player character in a round corresponding to the target player character after the current round.
As shown in fig. 4, an attack range 41 centering on the position of the second touch operation is displayed in the graphical user interface, the attack character 42 within the attack range is the target attack character, and the player character in the graphical user interface is 43.
In the process of determining the target attack role, in addition to the above manner of determining the target attack role in the area of the hostile camp by the touch operation, the step 1021 may further determine the target attack role through the hostile role identification control, including:
Step 10212, responding to a third touch operation for the attack role identification control, taking the position of the first attack role as the center of the attack range, and determining the target attack role to be attacked by the target player role in the round corresponding to the target player role after the current round by using the attack role in the area where the enemy camps is located; the first attack role is a corresponding attack role of the first attack role identification control associated with the third touch operation.
In step 10212, the third touch operation may be the same operation as the first touch operation, for example, the drag operation, and the first attack role identification control associated with the third touch operation is an attack role identification control corresponding to the end position of the drag operation. The third touch operation may not be the same operation as the first touch operation, for example, the first touch operation is a single click operation, and then the third touch operation is also a single click operation, and the first attack role is an attack role corresponding to the attack role identification control clicked by the third touch operation; the first touch operation is a single-click operation, the third touch operation is a double-click operation, and the first attack role is an attack role corresponding to the attack role identification control clicked by the double-click operation of the third touch operation, and the like. The first attack role is a corresponding attack role of the first attack role identification control associated with the third touch operation. The first attack role identification control is a control corresponding to the first attack role.
In the specific implementation, according to the third touch operation, a first attack role identification control associated with the third touch operation is determined in the attack role identification control, the position of the first attack role is taken as the center of an attack range in the area where the enemy is located, and the attack role in the attack range in the area where the enemy is located is determined as a target attack role.
For example, as shown in fig. 5, there are 3 attack roles and 3 player roles in the graphical user interface, the attack roles are A, B, C, and the player roles are a, b, and c, respectively. In the attack sequence of the attack roles, a second attack role B is determined as a first attack role, the position of the attack role B is taken as the center of an attack range in the area where the enemy camper is located, and the attack roles in the attack range are determined as target attack roles, namely the attack role B and the attack role C.
In the current round, if the virtual character is releasing the necessary killing, playing the necessary killing animation of the virtual character in the graphic user interface, wherein in the prior art, the necessary killing animation is displayed in the graphic user interface and covers all game pictures in all the graphic user interfaces, so that the process of determining the target attack character by the target player is not interrupted, and the efficiency of determining the target attack character is improved, and the scheme of the application further comprises:
And 106, if the necessary killing animation of the fight virtual character is played in the graphical user interface, displaying the player character identification control and the attack character identification control on an upper layer of the necessary killing animation.
In step 106, the virtual character includes a player character or an attack character, and the kill-necessary animation is an animation played in the graphical user interface when the virtual character releases the kill-necessary.
In the implementation, when the necessary killing animation of the fight virtual character is played in the graphical user interface, in order to ensure that the touch operation of the target player on the virtual character identification control is not interrupted, the player character identification control and the attack character identification control are displayed on the upper layer of the necessary killing animation. And similarly, setting the display priority of the virtual character identification control to be the highest priority. The virtual character includes a player character and an attack character, and the virtual character identification control includes a player character identification control and an attack character identification control. The display priority is the display level of the graphic in the graphical user interface, the higher the display priority, the more display layers that can be overlaid.
As shown in fig. 6, there are 3 attack roles and 3 player roles in the graphical user interface, the attack roles are A, B, C, and the player roles are a, b, and c, respectively. The display priority of the player character identification control and the attack character identification control is 10, the priority of the necessary killing animation is 9, and the necessary killing animation is a diagonal area in the figure, so that the player character identification control and the attack character identification control can be displayed on the upper layer of the necessary killing animation.
Of course, the necessary killing animation corresponding to the virtual character is basically very short, if the necessary killing animation is suddenly played in the process of performing the first touch operation by the target player, the target player can keep the action corresponding to the current touch operation, and the terminal device keeps the operation data corresponding to the current touch operation, after the playing of the necessary killing animation is finished, the target player can continue the action corresponding to the touch operation, and further determine the target attack character according to the touch operation, that is, after responding to the first touch operation for the player character identification control, the necessary killing animation of the virtual character under battle is played in the graphical user interface before determining the target attack character to be attacked by the target player character in the round corresponding to the target player character after the current round, and the scheme further includes:
Step 1022, stopping the first touch operation of the player character identification control when playing the necessary killing animation of the combat virtual character, and retaining the operation data of the current first touch operation;
step 1023, after the playing of the necessary killing animation of the combat virtual character is finished, continuing to respond to the first touch operation of the player character identification control according to the operation data, determining the target player character selected by the first touch operation to identify the associated target player character, and determining the target attack character to be attacked by the target player character in the round corresponding to the target player character after the current round.
In step 1022, the operation data of the first touch operation refers to data reflected in the graphical user interface by the first touch operation, including any one or more of the following information: the touch time of the first touch operation, the current touch position of the first touch operation, the starting position of the first touch operation and the like.
In the specific implementation, in the process of responding to the first touch operation, if playing the necessary killing animation of the fight virtual character is started in the graphical user interface, stopping responding to the first touch operation and retaining the operation data of the current first touch operation when playing the necessary killing animation of the fight virtual character is started.
In step 1023, after the play of the necessary killing animation is finished, the target player may continue to respond to the first touch operation through the terminal device based on the reserved operation data, that is, step S102, so as to determine the target attack role in the area of the hostile camp according to the first touch operation.
Of course, in order to reduce the influence of the essential killing animation on the first touch operation, the essential killing animation can be played in an area which does not cover the area where the enemy is located, namely, the essential killing animation can be played in the area where the enemy is located, namely, the area where the player character is located, corresponding to the area where the player character is located. As shown in fig. 7, there are 3 attack roles and 3 player roles in the graphical user interface, the attack roles are A, B, C, and the player roles are a, b, and c, respectively. The area where the enemy camps is displayed on the left side of the graphical user interface, and the area where the enemy camps is displayed on the right side of the graphical user interface, as shown in fig. 8, 3 attack roles and 3 player roles exist in the graphical user interface, wherein the attack roles are A, B, C, and the player roles are a, b and c. When playing the necessary killing animation, the necessary killing animation is displayed in the area where the my campaigns are located, namely, the left side of the graphical user interface.
In the game process, the target player may adjust the attack strategy at any time, that is, the target attack role to be attacked corresponding to the target player role may be cancelled. Therefore, after step S102, it further includes:
And step 107, responding to a fourth touch operation aiming at the target role identification control, and displaying a cancellation control in a region corresponding to the target role identification control.
In the above step 107, the fourth touch operation may include any one of the following operations: single click operation, double click operation, long press operation, heavy press operation, and drag operation. The cancellation control is used for canceling the corresponding relation between the target player character and the target attack character to be attacked.
In specific implementation, after determining a target attack role to be attacked corresponding to a target player role, displaying a cancellation control in a region corresponding to the target role identification control through a fourth touch operation on the target role identification control, where as shown in fig. 9, 3 attack roles and 3 player roles exist in a graphical user interface, the attack roles are A, B, C, and the player roles are a, b and c respectively. A cancel control is displayed over the target character identification control b.
And, after the cancel control is displayed, the scheme further comprises:
And step 108, responding to a fifth touch operation for the cancel control, and randomly determining an attack role to be attacked for the target player role in a round corresponding to the target player role after the current round.
In the step 108, the fifth touch operation may be the same as the fourth touch operation, such as a drag operation, or may be a touch operation different from the fourth touch operation, such as a single click operation, a double click operation, a long press operation, or a heavy press operation.
In specific implementation, before the target player character does not determine the target attack character to be attacked, the system determines the attack character to be attacked for the target player character according to the attack range corresponding to the target player character, so that after the corresponding relation between the target player character and the target attack character is canceled, the server continues to determine the corresponding attack character to be attacked for the target player character at random. The corresponding relation between the target player character and the target attack character can be cancelled at any time by cancelling the control, namely, the attack strategy of the target player in the game can be more free, and the attack efficiency of the game is improved.
After determining the target attack role for the target player role, the attack role to be attacked can be replaced, that is, after the cancellation control is displayed in the area corresponding to the target role identification control, the method further comprises:
Step 109, responding to a fourth touch operation for the target character identification control, and restarting the target attack character to be attacked by the target player character in the round corresponding to the target player character after the current round according to the attack range of the target player character identification control associated with the fourth touch operation.
In step 109, after responding to the fourth touch operation of the target character identification control, in addition to displaying the cancel control in the area corresponding to the target character identification control, as long as the fourth touch operation does not touch the cancel control, the target attack character to be attacked by the target player character in the round corresponding to the target player character after the current round may be re-attacked by the target player character in the area where the hostile camping is located according to the attack range of the target player character identification control corresponding to the fourth touch operation. The attack strategy of the target player in the game is more free, and the attack efficiency of the game is improved.
The application provides a role control device in a game, as shown in fig. 10, a graphic user interface is provided through a terminal device, the graphic user interface displays a game picture of a round game, the game picture comprises a player role and an attack role, and the device comprises:
A response module 1001, configured to respond to starting of the automatic attack function of the player character, display a player character identifier control of the player character in the graphical user interface, and control the player character to attack at least one attack character in a current round corresponding to the player character;
A first determining module 1002, configured to, during the automatic attack function, respond to a first touch operation for the player character identification control, determine a target player character associated with a target player character identification selected by the first touch operation, and determine a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round;
an attack module 1003, configured to control the target player character to attack the target attack character in an attack round of the target player character.
Optionally, the apparatus further includes:
And the highlighting module is used for responding to the first touch operation of the player character identification control in the process of the automatic attack function, and performing first highlighting on the target player character identification control associated with the first touch operation.
Optionally, the apparatus further includes:
and the state adjustment module is used for adjusting the designated attack object state of the target player character identification control to the designated attack object state after the current round, and performing second highlighting on the target player character identification control.
Optionally, the first determining module includes:
And the first determining unit is used for determining a target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round according to the attack range of the target player role.
Optionally, the first determining unit includes:
The first determining subunit is configured to respond to a second touch operation for an area where an enemy camping is located, and determine, according to location information of the second touch operation and the attack range, a target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round, from among the attack roles displayed in the area where the enemy camping is located.
Optionally, the determining module includes:
The second determining subunit is configured to respond to a third touch operation for the attack role identification control, and determine, by using the position of the first attack role as the center of the attack range, an attack role in the attack range, where the enemy camping is located, and in a round corresponding to the target player role after the current round, a target attack role to be attacked by the target player role; the first attack role is a corresponding attack role of the first attack role identification control associated with the third touch operation.
Optionally, the apparatus further includes:
And the first display module is used for displaying the player character identification control and the attack character identification control on the upper layer of the necessary killing animation if the necessary killing animation of the fight virtual character is played in the graphical user interface.
Optionally, the apparatus further includes:
and the second display module is used for displaying the necessary killing animation of the virtual character in battle in the area where the my camp is located if the necessary killing animation of the virtual character in battle is played in the graphical user interface, and displaying the necessary killing animation above the player character.
Optionally, the apparatus further includes:
The data retention module is used for stopping responding to the first touch operation of the player character identification control when the playing of the necessary killing animation of the fight virtual character is started, and retaining the operation data of the current first touch operation;
And the second determining module is used for continuously responding to the first touch operation aiming at the player character identification control according to the operation data after the playing of the necessary killing animation of the fight virtual character is finished, determining the target player character which is associated with the target player character identification selected by the first touch operation, and determining the target attack character to be attacked by the target player character in the round corresponding to the target player character after the current round.
Optionally, the apparatus further includes:
and the cancellation module is used for responding to the fourth touch operation aiming at the target role identification control and displaying cancellation control in the area corresponding to the target role identification control.
Optionally, the apparatus further includes:
and the third determining module is used for responding to the fifth touch operation aiming at the cancel control, and randomly determining an attack role to be attacked for the target player role in the round corresponding to the target player role after the current round.
Optionally, the apparatus further includes:
And the fourth determining module is used for responding to the fourth touch operation of the target role identification control, and re-determining the target attack role to be attacked by the target player role in the round corresponding to the target player role after the current round according to the attack range of the target player role identification control associated with the fourth touch operation.
Corresponding to the role control method in the game in fig. 1, the embodiment of the application also provides a computer device 1100, as shown in fig. 11, which comprises a memory 1101, a processor 1102 and a computer program stored in the memory 1101 and capable of running on the processor 1102, wherein the processor 1102 implements the role control method in the game when executing the computer program.
Specifically, the memory 1101 and the processor 1102 can be general-purpose memories and processors, which are not limited herein, and when the processor 1102 runs a computer program stored in the memory 1101, the method for controlling a character in a game can be executed, so that the problem that in the prior art, in the case of turning on an automatic attack function in a round-trip game, a player cannot determine a fixed attack object for a single player character is solved.
Corresponding to the role control method in the game in fig. 1, the embodiment of the present application also provides a computer readable storage medium having a computer program stored thereon, which when executed by a processor performs the steps of the role control method in the game described above.
Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk and the like, and when a computer program on the storage medium is run, the role control method in the game can be executed, so that the problem that in the prior art, under the condition that an automatic attack function is started in a round game, a player cannot determine a fixed attack object for a single player role is solved.
In the embodiments provided in the present application, it should be understood that the disclosed method and apparatus may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments provided in the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
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 application 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 application. And the aforementioned storage medium includes: a usb 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.
It should be noted that: like reference numerals and letters in the following figures denote like items, and thus once an item is defined in one figure, no further definition or explanation of it is required in the following figures, and furthermore, the terms "first," "second," "third," etc. are used merely to distinguish one description from another 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 application, and are not intended to limit the scope of the present application, but it should be understood by those skilled in the art that the present application is not limited thereto, and that the present application is described in detail with reference to the foregoing examples: 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 corresponding technical solutions. Are intended to be encompassed within the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (14)

1. A role control method in game is characterized in that a graphic user interface is provided through terminal equipment, the graphic user interface displays a game picture of a round game, the game picture comprises player roles and attack roles, and the method comprises the following steps:
Responding to the starting of the player character automatic attack function, displaying a player character identification control of the player character in the graphical user interface, and controlling the player character to attack at least one attack character in the current round corresponding to the player character;
In the process of the automatic attack function, responding to a first touch operation aiming at the player character identification control, determining a target player character which is selected by the first touch operation and is associated with a target player character identification, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round;
in the attack round of the target player character, controlling the target player character to attack the target attack character;
Wherein the target attack role is determined by:
Responding to a third touch operation aiming at an attack role identification control, taking the position of a first attack role as the center of an attack range of the target player role, and determining the target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round by using the attack role in the area of the enemy camping in the attack range; the first attack role is a corresponding attack role of the first attack role identification control associated with the third touch operation.
2. The character control method according to claim 1, characterized in that the character control method further comprises:
And in the process of the automatic attack function, when a first touch operation of the player character identification control is responded, performing first highlighting on the target player character identification control related to the first touch operation.
3. The character control method of claim 1, wherein, after determining, in response to a first touch operation for the player character identification control, that a target player character selected by the first touch operation identifies an associated target player character, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round, the method further comprises:
And after the current round, adjusting the designated attack object state of the target player character identification control to the designated attack object state, and performing second highlighting on the target player character identification control.
4. The character control method according to claim 1, wherein determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round includes:
and determining a target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round according to the attack range of the target player role.
5. The character control method according to claim 4, wherein determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round according to the attack range of the target player character, comprises:
responding to a second touch operation aiming at the area of the hostile camp, and determining a target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round in the attack roles displayed in the area of the hostile camp according to the position information of the second touch operation and the attack range.
6. The character control method according to claim 1, characterized by further comprising:
And if the necessary killing animation of the fight virtual character is played in the graphical user interface, displaying the player character identification control and the attack character identification control on an upper layer of the necessary killing animation.
7. The character control method according to claim 1, characterized by further comprising:
and if the necessary killing animation of the fight virtual character is played in the graphical user interface, displaying the necessary killing animation in the area where the my camp is located and displaying the necessary killing animation above the player character.
8. The character control method according to claim 1, wherein after responding to the first touch operation for the player character identification control, before determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round, playing a necessary killing animation of a virtual character in combat in the graphical user interface, further comprising:
Stopping responding to the first touch operation of the player character identification control when playing the necessary killing animation of the fight virtual character, and reserving the operation data of the current first touch operation;
and after the playing of the necessary killing animation of the virtual character in battle is finished, continuing to respond to a first touch operation aiming at the player character identification control according to the operation data, determining a target player character which is selected by the first touch operation and is associated with the target player character identification, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round.
9. The character control method according to claim 1, wherein after determining, in response to a first touch operation for the player character identification control, that a target player character selected by the first touch operation identifies an associated target player character, and determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round, further comprising:
And responding to a fourth touch operation aiming at the target role identification control, and displaying a cancellation control in a region corresponding to the target role identification control.
10. The character control method according to claim 9, further comprising, after displaying a cancel control in a region corresponding to the target character identification control:
And responding to a fifth touch operation for the cancel control, and randomly determining an attack role to be attacked for the target player role in a round corresponding to the target player role after the current round.
11. The character control method according to claim 9, further comprising, after displaying a cancel control in a region corresponding to the target character identification control:
And responding to fourth touch operation of the target player character identification control, and re-determining a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round according to the attack range of the target player character identification control associated with the fourth touch operation.
12. A character control device in a game, characterized in that a graphic user interface is provided through a terminal device, the graphic user interface displays a game picture of a round game, the game picture comprises a player character and an attack character, and the character control device comprises:
The response module is used for responding to the starting of the automatic attack function of the player character, displaying a player character identification control of the player character in the graphical user interface, and controlling the player character to attack at least one attack character in the current round corresponding to the player character;
a first determining module, configured to, in a process of performing the automatic attack function, respond to a first touch operation for the player character identification control, determine a target player character associated with a target player character identification selected by the first touch operation, and determine a target attack character to be attacked by the target player character in a round corresponding to the target player character after the current round;
in the attack round of the target player character, controlling the target player character to attack the target attack character;
The first determining module is configured to determine the target attack role by using the following method:
Responding to a third touch operation aiming at an attack role identification control, taking the position of a first attack role as the center of an attack range of the target player role, and determining the target attack role to be attacked by the target player role in a round corresponding to the target player role after the current round by using the attack role in the area of the enemy camping in the attack range; the first attack role is a corresponding attack role of the first attack role identification control associated with the third touch operation.
13. A computer device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the processor implements the steps of the character control method according to any of the preceding claims 1-11 when the computer program is executed.
14. A computer readable storage medium having stored thereon a computer program, characterized in that the computer program when executed by a processor performs the steps of the character control method according to any of the preceding claims 1-11.
CN202110839232.6A 2021-07-23 2021-07-23 Role control method, role control device, equipment and medium in game Active CN113476825B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202110839232.6A CN113476825B (en) 2021-07-23 2021-07-23 Role control method, role control device, equipment and medium in game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202110839232.6A CN113476825B (en) 2021-07-23 2021-07-23 Role control method, role control device, equipment and medium in game

Publications (2)

Publication Number Publication Date
CN113476825A CN113476825A (en) 2021-10-08
CN113476825B true CN113476825B (en) 2024-05-10

Family

ID=77942332

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202110839232.6A Active CN113476825B (en) 2021-07-23 2021-07-23 Role control method, role control device, equipment and medium in game

Country Status (1)

Country Link
CN (1) CN113476825B (en)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114534258A (en) * 2022-01-20 2022-05-27 广州三七极耀网络科技有限公司 Game guide information display method, device, equipment and medium
CN114870393B (en) * 2022-04-14 2024-07-05 北京字跳网络技术有限公司 Skill releasing method and device, computer equipment and storage medium
CN115068948A (en) * 2022-07-18 2022-09-20 北京字跳网络技术有限公司 Method and apparatus for performing actions in a virtual environment

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5564606B1 (en) * 2013-07-10 2014-07-30 株式会社 ディー・エヌ・エー Information processing apparatus and game program
CN105457275A (en) * 2015-11-23 2016-04-06 网易(杭州)网络有限公司 Method and client side for automatic fighting in online game, mobile terminal and computer terminal
CN106492457A (en) * 2016-10-20 2017-03-15 北京乐动卓越科技有限公司 A kind of implementation method of full 3D actions mobile phone games fight interactive system and device
CN109865282A (en) * 2019-03-05 2019-06-11 网易(杭州)网络有限公司 Information processing method, device, medium and electronic equipment in mobile terminal
CN111589144A (en) * 2020-06-24 2020-08-28 腾讯科技(深圳)有限公司 Control method, device, equipment and medium of virtual role
CN112619167A (en) * 2020-12-21 2021-04-09 网易(杭州)网络有限公司 Information processing method and device, computer equipment and medium
CN113064542A (en) * 2021-03-30 2021-07-02 网易(杭州)网络有限公司 Control method and device for virtual character in game and touch terminal

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5564606B1 (en) * 2013-07-10 2014-07-30 株式会社 ディー・エヌ・エー Information processing apparatus and game program
CN105457275A (en) * 2015-11-23 2016-04-06 网易(杭州)网络有限公司 Method and client side for automatic fighting in online game, mobile terminal and computer terminal
CN106492457A (en) * 2016-10-20 2017-03-15 北京乐动卓越科技有限公司 A kind of implementation method of full 3D actions mobile phone games fight interactive system and device
CN109865282A (en) * 2019-03-05 2019-06-11 网易(杭州)网络有限公司 Information processing method, device, medium and electronic equipment in mobile terminal
CN111589144A (en) * 2020-06-24 2020-08-28 腾讯科技(深圳)有限公司 Control method, device, equipment and medium of virtual role
CN112619167A (en) * 2020-12-21 2021-04-09 网易(杭州)网络有限公司 Information processing method and device, computer equipment and medium
CN113064542A (en) * 2021-03-30 2021-07-02 网易(杭州)网络有限公司 Control method and device for virtual character in game and touch terminal

Also Published As

Publication number Publication date
CN113476825A (en) 2021-10-08

Similar Documents

Publication Publication Date Title
CN113476825B (en) Role control method, role control device, equipment and medium in game
US20220023761A1 (en) Virtual object control method and apparatus, device, and storage medium
CN112619167B (en) Information processing method, device, computer equipment and medium
WO2022151946A1 (en) Virtual character control method and apparatus, and electronic device, computer-readable storage medium and computer program product
CN112891944B (en) Interaction method and device based on virtual scene, computer equipment and storage medium
CN112933591B (en) Game virtual character control method and device, storage medium and electronic equipment
CN114339368B (en) Display method, device and equipment for live event and storage medium
CN111821691A (en) Interface display method, device, terminal and storage medium
JP2024019394A (en) Control method of virtual object, and device, terminal, and computer program thereof
CN113289331B (en) Display method and device of virtual prop, electronic equipment and storage medium
US11270087B2 (en) Object scanning method based on mobile terminal and mobile terminal
CN113559520B (en) Interaction control method and device in game, electronic equipment and readable storage medium
CN111905363A (en) Virtual object control method, device, terminal and storage medium
CN114225372A (en) Virtual object control method, device, terminal, storage medium and program product
KR20210144786A (en) Method and apparatus, device, and storage medium for displaying a virtual environment picture
CN111760280B (en) Interface display method, device, terminal and storage medium
CN111151004B (en) Game unit deployment method and device, electronic equipment and storage medium
CN115708956A (en) Game picture updating method and device, computer equipment and medium
CN116099195A (en) Game display control method and device, electronic equipment and storage medium
CN113521724B (en) Method, device, equipment and storage medium for controlling virtual character
CN115634450A (en) Control method, control device, equipment and medium for virtual role
CN115120974A (en) Method and electronic device for controlling virtual object
CN113663326A (en) Game skill aiming method and device
KR102693785B1 (en) Method and apparatus for positioning control in applications, devices and storage media
US20240216814A1 (en) Virtual object copy

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant