CN113633995A - Interactive control method, device and equipment of game and storage medium - Google Patents

Interactive control method, device and equipment of game and storage medium Download PDF

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Publication number
CN113633995A
CN113633995A CN202110913786.6A CN202110913786A CN113633995A CN 113633995 A CN113633995 A CN 113633995A CN 202110913786 A CN202110913786 A CN 202110913786A CN 113633995 A CN113633995 A CN 113633995A
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target
priority
adjustment
type
virtual object
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CN202110913786.6A
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Chinese (zh)
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杜雅军
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110913786.6A priority Critical patent/CN113633995A/en
Publication of CN113633995A publication Critical patent/CN113633995A/en
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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
    • A63F13/80Special 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
    • 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
    • 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
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • 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)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides an interactive control method, an interactive control device, interactive control equipment and a storage medium of a game, and relates to the technical field of games. At least: a game scene and a plurality of virtual objects located in the game scene; the method comprises the following steps: configuring a priority order for the types of the plurality of virtual objects; determining a first virtual object of the plurality of virtual objects as a skill implementation goal; switching the skill implementation goal to a second virtual object according to the priority order of the types of the plurality of virtual objects in response to a switching instruction for the skill implementation goal; and controlling the controlled virtual character to release the skill to the second virtual object. Compared with the prior art, the problems that the switching of combat targets is easy to switch and make mistakes and the game experience of players is not high are solved.

Description

Interactive control method, device and equipment of game and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to an interactive control method, an interactive control device, an interactive control apparatus, and a storage medium for a game.
Background
In some multiplayer online games (such as MOBA, MMORPG and the like), in the team fighting process, the types of virtual characters corresponding to different players in the same team may be different, the emphasis points of the skills released by different types of virtual characters in the fighting process are different, the skills released by some virtual characters are used for assisting teammates, the skills released by some virtual characters are used for bearing the harm of fighting target output, and the skills released by some virtual characters are used for remotely hurting the fighting target, so how to determine the fighting target according to the types of the virtual characters is used for ensuring the emphasis point of team output.
In the prior art, each player is generally required to determine a current skill implementation target (such as a fighting target/auxiliary target) in a plurality of fighting targets through manual switching, or manually cancel the skill implementation target, for example, the player determines or switches the skill implementation target through continuous clicking operation in the plurality of fighting targets.
However, in the switching mode, a player can only select a target to be attacked through continuous trial and error in the process of multiple determinations or switching, and once the target is selected by mistake, the team corresponding to the player is likely to lose fighting profit, so that the game experience of the player is influenced.
Disclosure of Invention
An object of the present application is to provide a method, an apparatus, a device, and a storage medium for interactive control of a game, so as to solve the problems in the prior art that switching of combat targets is prone to errors and game experience of players is not high.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, an embodiment of the present application provides an interactive control method for a game, where at least: a game scene and a plurality of virtual objects located in the game scene; the method comprises the following steps:
configuring a priority order for the types of the plurality of virtual objects;
determining a first virtual object of the plurality of virtual objects as a skill implementation goal;
switching the skill implementation goal to a second virtual object according to the priority order of the types of the plurality of virtual objects in response to a switching instruction for the skill implementation goal;
and controlling the controlled virtual character to release the skill to the second virtual object.
Optionally, the graphical user interface provides a target toggle control; the configuring a priority order for the types of the plurality of virtual objects comprises:
responding to a first trigger operation of the target switching control, and displaying a target configuration interface on the graphical user interface;
and responding to the configuration operation aiming at the target configuration interface, and configuring preset priority orders of multiple types.
Optionally, the switching the skill implementation goal to a second virtual object according to the priority order of the types of the plurality of virtual objects in response to the switching instruction for the skill implementation goal includes:
and responding to a second trigger operation aiming at the target switching control, and generating the switching instruction so as to switch the skill implementation target to a second virtual object according to the priority order of the types of the plurality of virtual objects.
Optionally, the second triggering operation is a click operation after an initial click operation is performed on the target switching control, and the determining that the first virtual object in the plurality of virtual objects is the skill implementation target includes:
and responding to the initial clicking operation of the target switching control, and determining the virtual object corresponding to the highest priority in the priority sequence as the first virtual object to be used as a skill implementation target.
Optionally, determining a first virtual object of the plurality of virtual objects as a skill implementation goal comprises:
and when the occurrence of a specified game event is detected, determining the virtual object corresponding to the highest priority in the priority order as the first virtual object to be used as a skill implementation target.
Optionally, the determining that a first virtual object of the plurality of virtual objects is a skill implementation goal includes:
and responding to the selection operation of a first virtual object in the plurality of virtual objects, and taking the first virtual object as a skill implementation target.
Optionally, the first trigger operation is a long-press operation, a re-press operation, a sliding operation, or a double-click operation, and the second trigger operation is a single-click operation.
Optionally, the multiple types of icons and the multiple types of priority adjustment controls arranged according to a preset priority order are displayed in the target configuration interface; the responding configuration operation aiming at the target configuration interface configures preset priority orders of multiple types, and the priority orders comprise:
responding to the adjustment operation of a priority adjustment control of a target adjustment type in the multiple types of priority adjustment controls, and adjusting the target adjustment type and the priority of the target adjustment type related to the target adjustment type to obtain the configured multiple types of priority sequences.
Optionally, the priority adjustment control comprises: a priority reduction control and/or a priority boost control;
the responding to the adjustment operation of the priority adjustment control of the target adjustment type in the multiple types of priority adjustment controls, adjusting the target adjustment type and the priority of the target adjustment type associated with the target adjustment type to obtain the configured multiple types of priority sequences, including:
responding to the triggering operation of the priority reduction control of the first target adjustment type in the multiple types, reducing the priority of the first target adjustment type, and improving the priority of the associated target type of the first target adjustment type to obtain the priority sequence of the multiple types;
and/or the presence of a gas in the gas,
responding to the triggering operation of the priority lifting control of the second target adjustment type in the multiple types, lifting the priority of the second target adjustment type, and reducing the priority of the associated target type of the second target adjustment type to obtain the priority sequence of the multiple types.
Optionally, the adjusting, in response to an adjustment operation applied to a priority adjustment control of a target adjustment type in the multiple types of priority adjustment controls, the adjusting the target adjustment type and the priority of an associated target type of the target adjustment type to obtain the configured multiple types of priority orders includes:
in response to the adjustment operation, determining whether the target adjustment type is in the priority order, and the priority of the adjacent target type in the adjustment direction corresponding to the adjustment operation is locked;
if the priority of the adjacent target type is not locked, determining that the adjacent target type is associated with the priority;
and replacing the priorities of the target adjustment type and the adjacent target type to obtain the priority sequence of the multiple types.
Optionally, the adjusting, in response to an adjustment operation applied to a priority adjustment control of a target adjustment type in the multiple types of priority adjustment controls, the target adjustment type and a priority of an associated target type of the target adjustment type are adjusted to obtain the configured multiple types of priority orders, further including:
if the priorities of the adjacent target types are locked, determining that the first unlocked target type in the adjusting direction in the preset priority order is associated with the priority;
and replacing the priorities of the target adjustment type and the first unlocked target type to obtain the priority sequence of the plurality of types.
Optionally, a corresponding position of each type in the target configuration interface further displays: locking a control, the method further comprising:
and responding to the triggering operation of the locking control at the position corresponding to the third target type in the multiple types, and locking the priority of the third target type.
Optionally, a recovery control is further displayed in the target configuration interface, and the method further includes:
and responding to the triggering operation of the recovery control, and recovering the priority orders of the multiple types to the preset priority order.
Optionally, the game event comprises: a combat event, a mission event, or a battle event.
In a second aspect, another embodiment of the present application provides an interactive control device for a game, where at least: a game scene and a plurality of virtual objects located in the game scene; the device comprises: the device comprises a configuration module, a determination module, a switching module and a control module, wherein:
the configuration module is used for configuring a priority order for the types of the virtual objects;
the determination module is configured to determine that a first virtual object of the plurality of virtual objects is a skill implementation goal;
the switching module is used for responding to a switching instruction aiming at the skill implementation target and switching the skill implementation target into a second virtual object according to the priority order of the types of the plurality of virtual objects;
the control module is used for controlling the controlled virtual role to release the skill to the second virtual object.
Optionally, the graphical user interface provides a target toggle control; the device further comprises: a display module, wherein:
the display module is used for responding to a first trigger operation of the target switching control and displaying a target configuration interface on the graphical user interface;
the configuration module is specifically configured to configure a preset priority order of multiple types in response to a configuration operation for the target configuration interface.
Optionally, the switching module is specifically configured to generate the switching instruction in response to a second trigger operation for the target switching control, so as to switch the skill implementation target to a second virtual object according to the priority order of the types of the plurality of virtual objects.
Optionally, the second triggering operation is a click operation after an initial click operation is performed on the target switching control, and the determining module is specifically configured to determine, in response to the initial click operation on the target switching control, the virtual object corresponding to the highest priority in the priority order as the first virtual object, so as to serve as a skill implementation target.
Optionally, the determining module is specifically configured to determine, when the occurrence of the specified game event is detected, the virtual object corresponding to the highest priority in the priority order as the first virtual object, so as to serve as a skill implementation target.
Optionally, the determining module is specifically configured to respond to a selection operation on a first virtual object of the plurality of virtual objects, and use the first virtual object as a skill implementation goal.
Optionally, the first trigger operation is a long-press operation, a re-press operation, a sliding operation, or a double-click operation, and the second trigger operation is a single-click operation.
Optionally, the multiple types of icons and the multiple types of priority adjustment controls arranged according to a preset priority order are displayed in the target configuration interface;
the device further comprises: and the adjusting module is used for responding to the adjusting operation of the priority adjusting control of the target adjusting type in the multiple types of priority adjusting controls, adjusting the priority of the target adjusting type and the priority of the associated target type of the target adjusting type, and obtaining the configured multiple types of priority sequences.
Optionally, the priority adjustment control comprises: a priority reduction control and/or a priority boost control; the adjusting module is specifically configured to respond to a trigger operation of a priority reduction control of a first target adjustment type of the multiple types, reduce the priority of the first target adjustment type, and raise the priority of an associated target type of the first target adjustment type, so as to obtain a priority order of the multiple types; and/or responding to the triggering operation of the priority lifting control of the second target adjustment type in the multiple types, lifting the priority of the second target adjustment type, and reducing the priority of the associated target type of the second target adjustment type to obtain the priority sequence of the multiple types.
Optionally, the determining module is specifically configured to determine, in response to the adjusting operation, whether the target adjusting type is in the priority order, and the priorities of the adjacent target types in the adjusting direction corresponding to the adjusting operation are locked; if the priority of the adjacent target type is not locked, determining that the adjacent target type is associated with the priority;
the adjusting module is specifically configured to replace the target adjustment type and the priority of the adjacent target type to obtain the priority order of the multiple types.
Optionally, the determining module is specifically configured to determine, if the priority of the adjacent target type is locked, that a first unlocked target type in the adjustment direction in the preset priority order is the associated priority;
the adjusting module is specifically configured to replace the priority of the target adjustment type and the priority of the first unlocked target type, so as to obtain the priority order of the multiple types.
Optionally, a corresponding position of each type in the target configuration interface further displays: a locking control, the apparatus further comprising: and the locking module is used for responding to the triggering operation of the locking control at the position corresponding to the third target type in the multiple types and locking the priority of the third target type.
Optionally, the apparatus further comprises: and the restoring module is used for responding to the triggering operation of the restoring control and restoring the priority orders of the multiple types to the preset priority order.
Optionally, the game event comprises: a combat event, a mission event, or a battle event.
In a third aspect, another embodiment of the present application provides an interactive control device for a game, including: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when an interactive control device of a game is operated, the processor executing the machine-readable instructions to perform the steps of the method according to any one of the first aspect.
In a fourth aspect, another embodiment of the present application provides a storage medium having a computer program stored thereon, where the computer program is executed by a processor to perform the steps of the method according to any one of the above first aspects.
The beneficial effect of this application is: by adopting the interactive control method for the game, the priority order is configured according to the types of the plurality of virtual objects in advance, after the first virtual object is determined to be the skill implementation target in the plurality of virtual objects, if the switching instruction of the skill implementation target is detected, the skill implementation target is switched to the second virtual object according to the configured priority order, and the controlled virtual character is controlled to release the skill to the second virtual object.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic flowchart of an interactive control method for a game according to an embodiment of the present application;
FIG. 2 is a schematic flow chart illustrating an interactive control method for a game according to another embodiment of the present application;
FIG. 3 is a schematic interface diagram of a graphical user interface provided by an embodiment of the present application;
FIG. 4 is an interface diagram of a target configuration interface according to an embodiment of the present application;
FIG. 5 is a flowchart illustrating an interactive control method for a game according to another embodiment of the present application;
FIG. 6 is a schematic structural diagram of an interactive control device for an interactive control game of a game according to an embodiment of the present application;
FIG. 7 is a schematic structural diagram of an interactive control device for a game according to another embodiment of the present application;
fig. 8 is a schematic structural diagram of an interactive control device for a game according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments.
The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
Additionally, the flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow diagrams may be performed out of order, and steps without logical context may be performed in reverse order or simultaneously. One skilled in the art, under the guidance of this application, may add one or more other operations to, or remove one or more operations from, the flowchart.
The interactive control method for the game provided by the embodiment of the present application is explained below with reference to a plurality of specific application examples. Fig. 1 is a schematic flowchart of an interaction control method for a game according to an embodiment of the present application, as shown in fig. 1, the method includes:
s101: a priority order is configured for types of the plurality of virtual objects.
For example, in the embodiment of the present application, the plurality of virtual objects may include, for example, an enemy virtual object which is a different battle from the currently controlled virtual character, and may also include a teammate virtual object which is a same battle as the currently controlled virtual character, where the virtual objects may be classified into a plurality of different types according to different attributes of the virtual objects, for example, the enemy virtual object may include: head virtual objects, elite virtual objects, monster virtual objects, etc., teammate virtual objects may include: a juridical virtual object, a shooter virtual object, a stabber virtual object, a tank virtual object, etc. It should be understood that the above embodiments are only exemplary, and the types included in the multiple virtual objects and the virtual object types included in the enemy virtual object can be flexibly adjusted according to the user's needs, and are not limited to the above embodiments.
The priority order among the virtual objects corresponding to different controlled virtual roles is not necessarily the same, for example, the corresponding priority order may be configured according to the attribute information of the controlled virtual role, for example, for the controlled virtual roles with some auxiliary attributes, the priority of the teammate virtual object in the corresponding priority order may be the highest; for some controlled virtual roles with physical attack attributes, the priority of the possible head virtual object in the corresponding priority order is the highest; for some controlled virtual roles with legal attack attributes, the priority of the virtual object that may be a strange in the corresponding priority order is the highest, it should be understood that the above embodiment is merely an exemplary illustration, and the determination manner of the priority order corresponding to each controlled virtual role and the specific corresponding priority order may be flexibly adjusted according to the user requirement, and are not limited to the embodiments given above.
S102: a first virtual object of the plurality of virtual objects is determined as a skill delivery goal.
In some possible embodiments, the first virtual object may be determined by a user selecting among a plurality of virtual objects, may also be determined randomly among a plurality of virtual objects, or determines a virtual object with the highest priority in the priority order as the first virtual object.
S103: and switching the skill implementation target to a second virtual object according to the priority order of the types of the plurality of virtual objects in response to the switching instruction for the skill implementation target.
For example, the switching instruction may be triggered by a preset shortcut key, or by a preset shortcut gesture, or by a preset voice instruction, or a switching control may be displayed on the graphical user interface, and triggered in response to a click operation of the switching control, where if the current game is a hand game, the trigger manner of the click operation may be triggered by a player clicking the switching control through a touch operation of a finger on a terminal display interface displayed on the graphical user interface, for example; if the current game is an end game, the triggering manner of the click operation may be, for example, that a player clicks a switching control on a graphical user interface through an external device, such as a mouse, or that the player clicks a preset key, such as a tab key, through an external device, such as a keyboard.
In an embodiment of the present application, for example, for skills of attack type, the skill implementation target may be enemy virtual objects of different camps, and thus the current priority order set by the player may be a head virtual object, an elite virtual object, and a small monster virtual object, and in response to the switching instruction of the skill implementation target each time, the corresponding switching rule may determine the current skill implementation target, for example, for following the order of the head virtual object, the elite virtual object, and the small monster virtual object, that is, if the current first virtual object is the head virtual object, in response to the switching instruction of the skill implementation target, the skill implementation target is switched to the elite virtual object, and if the player triggers the switching instruction of the skill implementation target again, the skill implementation target is switched to the small monster virtual object. Similarly, for the skill of the assistance type, the skill implementation target may be a teammate virtual object in the same camp, and the corresponding switching rule may determine the current skill implementation target in the order of the shooter virtual object, the stabber virtual object, the assistance virtual object, and the tank virtual object, and the specific switching method is similar to that of the enemy virtual object described above. It should be understood that the priority order in the foregoing embodiments is only an exemplary illustration, and the specific switching rule is determined according to the priority order corresponding to the currently controlled virtual role, and is not limited to the priority order in the foregoing embodiments.
S104: and controlling the controlled virtual character to release the skill to the second virtual object.
In some possible embodiments, different controlled virtual roles may correspond to different skills, and the skill releasing operation may be, for example, automatic releasing, that is, randomly and automatically releasing, among a plurality of skills under the currently controlled virtual role, a skill whose cooling time meets the requirement; the skill to be released may be determined to be the selected skill in response to a selection operation of the player for each skill in the skill release area in the graphical user interface, and the skill to be released may be released for the second virtual object.
By adopting the interactive control method for the game, the priority order is configured according to the types of the plurality of virtual objects in advance, after the first virtual object is determined to be the skill implementation target in the plurality of virtual objects, if the switching instruction of the skill implementation target is detected, the skill implementation target is switched to the second virtual object according to the configured priority order, and the controlled virtual character is controlled to release the skill to the second virtual object.
Optionally, on the basis of the above embodiment, an interactive control method for a game may also be provided in the embodiments of the present application, and an implementation process of configuring a priority order in the above method is described as follows with reference to the accompanying drawings. Fig. 2 is a schematic flowchart of an interactive control method for an interactive control game according to another embodiment of the present application, in which a graphical user interface provides a target switching control; as shown in fig. 2, S101 may include:
s105: and responding to the first trigger operation of the target switching control, and displaying a target configuration interface on the graphical user interface.
Fig. 3 is an interface schematic diagram of a graphical user interface provided in an embodiment of the present application, where a target switching control may be displayed at a preset position on a current graphical user interface, as shown in fig. 3, for example, the graphical user interface may include a plurality of virtual objects, a skill release area 310 of a currently controlled virtual object, and a target switching control 320, where the plurality of virtual objects may include, for example, virtual objects controlled by other players, or non-player characters (NPCs) controlled by Artificial Intelligence (AI), a plurality of skills corresponding to the currently controlled virtual object may be displayed in the skill release area 310, and a cooling time of each skill, for example, a skill still in the cooling time may be displayed in a grey inside the skill, and a current remaining cooling time is displayed in the skill, and the remaining skills are normally releasable skills, the target switching control 320 may be displayed in the current graphical user interface, for example, at the lower right corner of the skill release area 310, it should be understood that the above embodiments are merely illustrative, and the content included in the specific graphical user interface, the position of the target switching control 320 in the graphical user interface, and the display form of the icon may all be flexibly adjusted according to the user needs, and are not limited to the embodiments described above.
Fig. 4 is an interface schematic diagram of a target configuration interface according to an embodiment of the present application, and as shown in fig. 4, multiple types of icons and multiple types of priority adjustment controls arranged according to a preset priority order are displayed in a target configuration interface 330; in the following embodiments, the multiple types of virtual objects respectively include a head virtual object, an elite virtual object and a monster virtual object; the priority adjustment controls may include, for example: the priority reduction control and/or the priority elevation control are illustrated as examples.
S106: and responding to the configuration operation aiming at the target configuration interface, and configuring the preset priority orders of multiple types.
In some possible embodiments, for example, the priorities of the target adjustment type and the associated target type of the target adjustment type may be adjusted in response to an adjustment operation applied to a priority adjustment control of a target adjustment type among the multiple types of priority adjustment controls, so as to obtain the configured multiple types of priority orders.
After configuring various types of priority sequences, if the current controlled virtual character enters a battle scene, the controlled virtual character is automatically controlled to release the battle skill according to the configured various types of priority sequences, for example, the current priority sequence is still taken as a head virtual object, an elite virtual object and a small monster virtual object for example to explain, and in the current battle scene, if the head virtual object exists, the head virtual object is attacked preferentially; if the head virtual object does not exist in the current battle scene, the elite virtual object is preferentially attacked, and if the elite virtual object does not exist in the current battle scene, the small strange virtual object is preferentially attacked, namely, the virtual objects in the battle scene are sequentially attacked according to the priority order.
Specifically, the triggering operation of the priority reduction control of the first target adjustment type among the multiple types can be responded, the priority of the first target adjustment type is reduced, the priority of the associated target type of the first target adjustment type is improved, and the multiple types of priority sequences are obtained; and/or responding to the triggering operation of the priority lifting control of the second target adjustment type in multiple types, lifting the priority of the second target adjustment type, and reducing the priority of the associated target type of the second target adjustment type to obtain the priority sequence of multiple types.
When the priority reduction control is operated, the priority of the last target type is ranked last in the multiple types and cannot be reduced any more, so that the first target adjustment type needs to be any target type except the last target type in the multiple target types; when the priority boost control is operated, since the priority of the first target type is ranked first in multiple types and cannot be increased any more, the second target adjustment type needs to be any target type except the second target type in the multiple target types; other types than the first target type and the second target type can be subjected to priority reduction or priority raising.
For example, in some possible embodiments of the present application, the way of determining the first virtual object as the skill implementation goal may be, for example: the method comprises the steps of triggering through initial clicking operation of a target switching control, wherein the second triggering operation is clicking operation after the initial clicking operation is executed on the target switching control; for example, in response to an initial click operation on the target switching control, the virtual object corresponding to the highest priority in the priority order may be determined as the first virtual object to serve as the skill implementation target. After the player adjusts the priority order of the types of the plurality of virtual objects, in response to the first triggering operation, such as the first clicking operation, on the target switching control by the player, determining the virtual object corresponding to the type of the virtual object with the highest priority in the preset priority order as the current skill implementation target, and then in response to the triggering operation of the player on the target switching control again, switching the skill implementation target according to the preset priority order; still taking the priority order as the head virtual object, the elite virtual object and the monster virtual object as an example for explanation, after the player triggers the target switching control for the first time, the head virtual object is determined to be the current skill implementation target, and after the player triggers the target switching control again, the elite virtual object is determined to be the current skill implementation target.
In other possible embodiments, the manner of determining the first virtual object as the skill implementation goal may be, for example: when the occurrence of the designated game event is detected, the virtual object corresponding to the highest priority in the priority order is determined as the first virtual object to be used as the skill implementation target.
In one embodiment of the application, when the occurrence of a specified game event is detected, a virtual object corresponding to the highest priority in the priority order is determined as a first virtual object to be used as a skill implementation target; wherein specifying the game event may include: combat events, mission events, or battle events, etc., such as: when a combat event that a plurality of enemy virtual objects appear in a preset range is detected, the system takes the enemy virtual object with the highest priority in the priority sequence as a skill implementation target; when the occurrence of a help-seeking task event (such as the fact that teammates are injured and have blood and the teammates request for support) of a plurality of teammate virtual objects in a preset range is detected, the system takes the enemy virtual object with the highest priority in the priority sequence as a skill implementation target; when a decision-making event that a teammate virtual object and an enemy virtual object fight in a preset range is detected, the system takes the enemy virtual object/teammate virtual object with the highest priority in the priority order as a skill implementation target. It should be understood that the content of the event specifically included in the designated game event can be flexibly adjusted according to the user's needs, and is not limited to the above embodiment.
In an optional embodiment, when the occurrence of the arbitration event is detected, according to the life value of the teammate virtual object and the life value of the enemy virtual object, the teammate virtual object or the enemy virtual object corresponding to the highest priority in the priority order is determined as the first virtual object to serve as the skill implementation target. For example, when a teammate virtual object and an enemy virtual object are struggling against each other in a battle within a preset range, a first virtual object serving as a skill real-time target is determined according to real-time battle condition information, and if the battle condition information indicates that the life values of a plurality of teammates are lower than a preset threshold value, the teammate virtual object is determined as the first virtual object to serve as a skill implementation target for assisting skills; and if the condition information indicates that the life values of the plurality of enemy virtual objects are lower than a preset threshold value, determining the enemy virtual object as a first virtual object to serve as a skill implementation target of the attack skill. Therefore, the skill implementation target can be intelligently determined according to the battle condition information of the opponent event and the preset priority sequence, so that the player can determine the accurate skill implementation target conveniently, and the game experience is improved.
In other possible embodiments, the way to determine the first virtual object as the skill implementation goal may be, for example: responding to the selection operation of a first virtual object in the plurality of virtual objects, and taking the first virtual object as a skill implementation target; for example, in a scenario where there may be multiple skill implementation targets of the same type, a player may determine exactly one skill implementation target by clicking on the multiple skill implementation targets; or when the skill implementation target closer to the controlled virtual character is more, the player may determine exactly one skill implementation target among the skill implementation targets through a click operation, for example, after the player has configured the priority order of the types of the plurality of virtual objects, and determines the monster virtual object as the skill implementation target according to the configured priority order, but the number of the monster virtual objects in the current game scene is more and the distance from the controlled virtual character is closer, the player may determine the skill implementation target corresponding to the currently released skill through the click operation among the plurality of monster virtual objects, at this time, the current skill implementation target may be determined according to the click operation of the player, and only after the second trigger operation of the player on the target switching control is obtained, the skill implementation target is re-determined according to the second trigger operation and the preset priority order, therefore, the flexibility of determining the skill implementation target is realized by the mutual cooperation of the target switching control and the clicking operation mode in the graphical user interface, so as to further improve the game experience of the player.
In an embodiment of the present application, when the virtual object corresponding to the skill implementing target is displayed in a game scene, a call-out aperture may be set below the skill implementing target virtual object in the game scene, so as to indicate that the virtual object currently including the call-out aperture is the skill implementing target, so that a player may visually determine the current skill implementing target among a plurality of virtual objects in the game scene, as shown in fig. 4, a call-out aperture is set below the player 3, which indicates that the current skill implementing target virtual object is the player 3, and the aperture may be displayed in an elliptical shape, for example, in fig. 4, or in a rectangular shape, or in any other shape, or may be displayed in a mark color, which is different from other virtual objects, around the target virtual object, and the like, it should be understood that the above embodiments are merely illustrative, and the manner and shape of a specific aperture may be flexibly adjusted according to the needs of the user, the above embodiments are not intended to be limiting.
In other possible embodiments, the player may also be prompted with an outgoing aperture under the virtual object corresponding to the current skill implementation goal and the next skill implementation goal in the game scene, so that the player may adjust the skill implementation goal or the next skill implementation goal in time, where colors of the outgoing apertures of the current skill implementation goal and the next skill implementation goal may be different, or sizes of the outgoing apertures may be different, so as to distinguish the current skill implementation goal from the next skill implementation goal; it should be understood that the above embodiments are only exemplary, and the manner of the outgoing call aperture, the number of outgoing call apertures and the display manner in a specific game scene can be flexibly adjusted according to the user's needs, and are not limited to the above embodiments.
In some possible embodiments, the way to switch the skill implementation goal to the second virtual object may be, for example: and responding to a second trigger operation aiming at the target switching control, generating a switching instruction, and switching the skill implementation target into a second virtual object according to the priority order of the types of the plurality of virtual objects.
In an embodiment of the present application, the first trigger operation may be, for example, a long press operation, a re-press operation, a sliding operation, or a double-click operation, and the second trigger operation may be, for example, a single-click operation; it should be understood that the foregoing embodiment is merely an exemplary illustration, and only the triggering manners of the first triggering operation and the second triggering operation need to be distinguished from each other, and the specific manners of the first triggering operation and the second triggering operation may be flexibly adjusted according to the user's needs, and are not limited to the embodiments described above.
Optionally, on the basis of the above embodiments, embodiments of the present application may further provide an interactive control method for a game, and an implementation process of the above method is described as follows with reference to the accompanying drawings. Fig. 5 is a flowchart illustrating an interactive control method for an interactive control game of a game according to another embodiment of the present application, where as shown in fig. 5, the method may further include:
s107: and responding to the triggering operation of the position locking control corresponding to the third target type in the multiple types, and locking the priority of the third target type.
Continuing with FIG. 3, each type of corresponding location in the target configuration interface may also be displayed, for example: the locking control is used for locking the priority of the corresponding type, the priority of the locked type cannot be adjusted, and the priority of the third target type is locked in response to the triggering operation of the locking control at the position corresponding to the third target type in multiple types; the locking control ensures that certain types of priorities which do not need to be adjusted are locked immediately after the priorities are set, so that the situation that the priorities of the types are adjusted due to misoperation when other types of priorities are adjusted subsequently is prevented, the game experience of players is further improved, and the misoperation condition is prevented.
In the embodiment of the application, when the locking control is locked, for example, a closed lock icon may be displayed to indicate that the priority of the type corresponding to the current locking control is already locked, and when the locking control is not locked, for example, an open lock icon may be displayed to indicate that the priority of the type corresponding to the current locking control is not locked.
In the embodiment of the application, in response to the adjustment operation, whether the target adjustment type is in the priority order and the priority of the adjacent target type in the adjustment direction corresponding to the adjustment operation is locked is determined; if the priority of the adjacent target type is not locked, determining that the adjacent target type is associated with the priority; and replacing the priorities of the target adjustment type and the adjacent target type to obtain a plurality of types of priority sequences.
If the priorities of the adjacent target types are locked, determining that the first unlocked target type in the adjusting direction in the preset priority order is associated with the priority; and replacing the priorities of the target adjustment type and the first unlocked target type to obtain a plurality of types of priority sequences.
In other possible embodiments, a recovery control is further displayed in the target configuration interface, and the method provided by the present application may further include: and responding to the triggering operation of the recovery control, and recovering the priority orders of the multiple types to a preset priority order. The preset priority order may be configured in advance for a game according to types of different controlled virtual characters, or may be a preset priority order configured by a player for each controlled virtual character in response to configuration and saving operations of the player, it should be understood that the above embodiment is merely an exemplary illustration, and the manner of restoring the preset priority order may also be triggered by a shortcut key, or triggered by a preset gesture or a preset instruction, specifically, the manner of restoring the preset priority order, and the manner of configuring the preset priority order may be flexibly adjusted according to needs of the user, and is not limited to what is given in the above embodiment.
By adopting the interactive control method for the game, the priority sequence corresponding to the controlled virtual character can be adjusted and set before the game is in battle, so that different controlled virtual characters can better release skills of different virtual objects according to the positioning or the current condition of the different controlled virtual characters, the control right of skill implementation target selection in the battle can be mastered, and after the priority of each virtual object is set, the priority adjustment control of the current virtual object can be locked through the locking control, the problem that the battle target is switched due to misoperation of a player, and the team is not in favor is solved, the game experience of the player is improved, and the fact that the player determines each skill implementation target is clarified.
The following explains an interactive control device of a game provided in the present application with reference to the drawings, where the interactive control device of the game can execute the interactive control method of any one of the games shown in fig. 1 to 5, and specific implementation and beneficial effects of the interactive control method refer to the above description, which is not described again below.
Fig. 6 is a schematic structural diagram of an interactive control device for a game according to an embodiment of the present application, and as shown in fig. 6, at least: the game system comprises a game scene and a plurality of virtual objects positioned in the game scene; the device comprises: a configuration module 201, a determination module 202, a switching module 203 and a control module 204, wherein:
a configuration module 201, configured to configure a priority order for types of a plurality of virtual objects;
a determination module 202 for determining a first virtual object of the plurality of virtual objects as a skill implementation goal;
the switching module 203 is used for responding to a switching instruction aiming at the skill implementation target and switching the skill implementation target into a second virtual object according to the priority order of the types of the plurality of virtual objects;
and the control module 204 is used for controlling the controlled virtual character to release the skill to the second virtual object.
Optionally, on the basis of the above embodiment, the embodiment of the present application may further provide an interactive control device for a game, and an implementation process of the device given in fig. 6 above is described as follows with reference to the accompanying drawings. Fig. 7 is a schematic structural diagram of an interactive control device for a game according to another embodiment of the present application, and as shown in fig. 7, a graphical user interface provides a target switching control; the device also includes: a display module 205, wherein:
a display module 205, configured to respond to a first trigger operation on a target switching control, and display a target configuration interface on a graphical user interface;
the configuration module 201 is specifically configured to configure a preset priority order of multiple types in response to a configuration operation for the target configuration interface.
Optionally, the switching module 203 is specifically configured to generate a switching instruction in response to a second trigger operation for the target switching control, so as to switch the skill implementation target to a second virtual object according to the priority order of the types of the multiple virtual objects.
Optionally, the second triggering operation is a click operation after an initial click operation is performed on the target switching control, and the determining module 202 is specifically configured to determine, in response to the initial click operation on the target switching control, the virtual object corresponding to the highest priority in the priority order as the first virtual object, so as to serve as the skill implementation target.
Optionally, the determining module 202 is specifically configured to, when it is detected that the specified game event occurs, determine the virtual object corresponding to the highest priority in the priority order as the first virtual object, so as to serve as the skill implementation target.
Optionally, the determining module 202 is specifically configured to respond to a selection operation on a first virtual object in the plurality of virtual objects, and use the first virtual object as a skill implementation goal.
Optionally, the first trigger operation is a long-press operation, a re-press operation, a sliding operation, or a double-click operation, and the second trigger operation is a single-click operation.
Optionally, multiple types of icons and multiple types of priority adjustment controls arranged according to a preset priority order are displayed in the target configuration interface;
as shown in fig. 7, the apparatus further includes: the adjusting module 206 is configured to respond to an adjusting operation applied to a priority adjusting control of a target adjusting type among the multiple types of priority adjusting controls, and adjust the priority of the target adjusting type and a priority of a target type associated with the target adjusting type to obtain multiple types of configured priority orders.
Optionally, the priority adjustment control comprises: a priority reduction control and/or a priority boost control; the adjusting module 206 is specifically configured to respond to a trigger operation of a priority reduction control of a first target adjustment type of multiple types, reduce the priority of the first target adjustment type, and raise the priority of an associated target type of the first target adjustment type, so as to obtain multiple types of priority sequences; and/or responding to the triggering operation of the priority lifting control of the second target adjustment type in multiple types, lifting the priority of the second target adjustment type, and reducing the priority of the associated target type of the second target adjustment type to obtain the priority sequence of multiple types.
Optionally, the determining module 202 is specifically configured to determine, in response to the adjusting operation, whether the target adjusting type is in the priority order, and whether the priority of an adjacent target type in the adjusting direction corresponding to the adjusting operation is locked; if the priority of the adjacent target type is not locked, determining that the adjacent target type is associated with the priority;
the adjusting module 206 is specifically configured to replace the target adjustment type and the priority of the adjacent target type to obtain a priority order of multiple types.
Optionally, the determining module 202 is specifically configured to determine, if the priority of the adjacent target type is locked, that a first unlocked target type in the adjustment direction in the preset priority order is associated with a priority;
the adjusting module 206 is specifically configured to replace the priorities of the target adjustment type and the first unlocked target type to obtain a priority order of multiple types.
As shown in fig. 7, the corresponding position of each type in the target configuration interface is further displayed with: locking the control, the apparatus further comprising: and the locking module 207 is used for responding to the triggering operation of the locking control at the position corresponding to the third target type in the multiple types and locking the priority of the third target type.
As shown in fig. 7, the apparatus further includes: and the restoring module 208 is configured to restore the priority orders of the multiple types to a preset priority order in response to a triggering operation of the restoring control.
Optionally, the game event comprises: a combat event, a mission event, or a battle event.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs), etc. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 8 is a schematic structural diagram of an interaction control device of a game according to an embodiment of the present application, where the interaction control device of the game may be integrated in a terminal device or a chip of the terminal device.
As shown in fig. 8, the interactive control device of the game includes: a processor 501, a storage medium 502, and a bus 503.
The processor 501 is used for storing a program, and the processor 501 calls the program stored in the storage medium 502 to execute the method embodiment corresponding to fig. 1-5. The specific implementation and technical effects are similar, and are not described herein again.
Optionally, the present application also provides a program product, such as a storage medium, on which a computer program is stored, including a program, which, when executed by a processor, performs embodiments corresponding to the above-described method.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed 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 can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to perform some steps of the methods according to the embodiments of the present application. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.

Claims (17)

1. An interactive control method for a game, characterized in that at least: a game scene and a plurality of virtual objects located in the game scene; the method comprises the following steps:
configuring a priority order for the types of the plurality of virtual objects;
determining a first virtual object of the plurality of virtual objects as a skill implementation goal;
switching the skill implementation goal to a second virtual object according to the priority order of the types of the plurality of virtual objects in response to a switching instruction for the skill implementation goal;
and controlling the controlled virtual character to release the skill to the second virtual object.
2. The method of claim 1, wherein the graphical user interface provides a target toggle control; the configuring a priority order for the types of the plurality of virtual objects comprises:
responding to a first trigger operation of the target switching control, and displaying a target configuration interface on the graphical user interface;
and responding to the configuration operation aiming at the target configuration interface, and configuring preset priority orders of multiple types.
3. The method of claim 2, wherein said switching the skill implementation goal to a second virtual object according to a priority order of types of the plurality of virtual objects in response to a switch instruction for the skill implementation goal comprises:
and responding to a second trigger operation aiming at the target switching control, and generating the switching instruction so as to switch the skill implementation target to a second virtual object according to the priority order of the types of the plurality of virtual objects.
4. The method of claim 3, wherein the second trigger operation is a click operation subsequent to an initial click operation performed on the target toggle control; the determining that a first virtual object of the plurality of virtual objects is a skill implementation goal comprises:
and responding to the initial clicking operation of the target switching control, and determining the virtual object corresponding to the highest priority in the priority sequence as the first virtual object to be used as a skill implementation target.
5. The method of claim 1, wherein determining a first virtual object of the plurality of virtual objects as a skill implementation goal comprises:
and when the occurrence of a specified game event is detected, determining the virtual object corresponding to the highest priority in the priority order as the first virtual object to be used as a skill implementation target.
6. The method of claim 1, wherein said determining that a first virtual object of said plurality of virtual objects is a skill implementation goal comprises:
and responding to the selection operation of a first virtual object in the plurality of virtual objects, and taking the first virtual object as a skill implementation target.
7. The method of claim 3, wherein the first trigger operation is a long press operation, a re-press operation, a swipe operation, or a double-click operation and the second trigger operation is a single-click operation.
8. The method of claim 2, wherein the plurality of types of icons and the plurality of types of priority adjustment controls are displayed in a preset order of priority in the target configuration interface; the responding configuration operation aiming at the target configuration interface configures preset priority orders of multiple types, and the priority orders comprise:
responding to the adjustment operation of a priority adjustment control of a target adjustment type in the multiple types of priority adjustment controls, and adjusting the target adjustment type and the priority of the target adjustment type related to the target adjustment type to obtain the configured multiple types of priority sequences.
9. The method of claim 8, wherein the priority adjustment control comprises: a priority reduction control and/or a priority boost control;
the responding to the adjustment operation of the priority adjustment control of the target adjustment type in the multiple types of priority adjustment controls, adjusting the target adjustment type and the priority of the target adjustment type associated with the target adjustment type to obtain the configured multiple types of priority sequences, including:
responding to the triggering operation of the priority reduction control of the first target adjustment type in the multiple types, reducing the priority of the first target adjustment type, and improving the priority of the associated target type of the first target adjustment type to obtain the priority sequence of the multiple types;
and/or the presence of a gas in the gas,
responding to the triggering operation of the priority lifting control of the second target adjustment type in the multiple types, lifting the priority of the second target adjustment type, and reducing the priority of the associated target type of the second target adjustment type to obtain the priority sequence of the multiple types.
10. The method of claim 8, wherein said adjusting the priorities of a target type of adjustment and an associated target type of the target type of adjustment in response to an adjustment operation applied to a priority adjustment control of the target type of adjustment among the multiple types of priority adjustment controls results in a configured priority order for the multiple types, comprising:
in response to the adjustment operation, determining whether the target adjustment type is in the priority order, and the priority of the adjacent target type in the adjustment direction corresponding to the adjustment operation is locked;
if the priority of the adjacent target type is not locked, determining that the adjacent target type is associated with the priority;
and replacing the priorities of the target adjustment type and the adjacent target type to obtain the priority sequence of the multiple types.
11. The method of claim 10, wherein said adjusting priorities of a target type of adjustment and an associated target type of the target type of adjustment in response to an adjustment operation applied to a priority adjustment control of the target type of adjustment among the plurality of types of priority adjustment controls results in a configured priority order for the plurality of types, further comprising:
if the priorities of the adjacent target types are locked, determining that the first unlocked target type in the adjusting direction in the preset priority order is associated with the priority;
and replacing the priorities of the target adjustment type and the first unlocked target type to obtain the priority sequence of the plurality of types.
12. The method of claim 2, wherein each type of corresponding location in the target configuration interface further displays: locking a control, the method further comprising:
and responding to the triggering operation of the locking control at the position corresponding to the third target type in the multiple types, and locking the priority of the third target type.
13. The method of claim 2, wherein a recovery control is further displayed in the target configuration interface, the method further comprising:
and responding to the triggering operation of the recovery control, and recovering the priority orders of the multiple types to a preset priority order.
14. The method of claim 5, wherein the specified game event comprises: a combat event, a mission event, or a battle event.
15. An interactive control device for a game, characterized in that at least: a game scene and a plurality of virtual objects located in the game scene; the device comprises: the device comprises a configuration module, a determination module, a switching module and a control module, wherein:
the configuration module is used for configuring a priority order for the types of the virtual objects;
the determination module is configured to determine that a first virtual object of the plurality of virtual objects is a skill implementation goal;
the switching module is used for responding to a switching instruction aiming at the skill implementation target and switching the skill implementation target into a second virtual object according to the priority order of the types of the plurality of virtual objects;
the control module is used for controlling the controlled virtual role to release the skill to the second virtual object.
16. An interactive control device for a game, the device comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when an interactive control device of the game is operated, the processor executing the machine-readable instructions to perform the method of any one of claims 1 to 14.
17. A storage medium, characterized in that the storage medium has stored thereon a computer program which, when being executed by a processor, performs the method of any of the preceding claims 1-14.
CN202110913786.6A 2021-08-10 2021-08-10 Interactive control method, device and equipment of game and storage medium Pending CN113633995A (en)

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