CN115487492A - Virtual throwing object control method and device and electronic equipment - Google Patents

Virtual throwing object control method and device and electronic equipment Download PDF

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Publication number
CN115487492A
CN115487492A CN202210946219.5A CN202210946219A CN115487492A CN 115487492 A CN115487492 A CN 115487492A CN 202210946219 A CN202210946219 A CN 202210946219A CN 115487492 A CN115487492 A CN 115487492A
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China
Prior art keywords
throwing
scene
control
user interface
graphical user
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CN202210946219.5A
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Chinese (zh)
Inventor
李文浩
王程之
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202210946219.5A priority Critical patent/CN115487492A/en
Publication of CN115487492A publication Critical patent/CN115487492A/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
    • A63F13/837Shooting of targets
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F2300/303Features 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 for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/307Features 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 for displaying additional data, e.g. simulating a Head Up Display for displaying an additional window with a view from the top of the game field, e.g. radar screen
    • 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
    • A63F2300/8076Shooting

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention provides a control method and device of a virtual throwing object and electronic equipment, wherein the method comprises the following steps: in response to a selection operation of the first throwing object, displaying a throwing control of the first throwing object in a graphical user interface; responding to the triggering operation of the throwing control, and displaying a local scene graph of a game scene in a graphical user interface; wherein, the local scene graph includes: a scene graph corresponding to a throwable scene area of a first thrower; the tossable scene area is determined based on the position of the controlled virtual object in the game scene and/or the attribute of the first toss; in response to an injury range selection operation acting on the local scene graph, a throwing position of the first throwing object is determined in the game scene based on the selected target injury range, the first throwing object is controlled to move to the throwing position, so that the first throwing object releases skill at the throwing position, and skill injury is generated in the target injury range. The method improves the probability of the player hitting the target and improves the game experience of the player.

Description

Virtual throwing object control method and device and electronic equipment
Technical Field
The invention relates to the technical field of games, in particular to a control method and device of a virtual throwing object and electronic equipment.
Background
In shooting games, throwing weapons are widely used, such as chip grenades, smoke bombs, knock bombs, combustion bottles, and the like. In the related art, during the operation guidance of a throwing weapon, after the weapon is triggered, the throwing path of the weapon is usually displayed in a game scene; as the player adjusts the position of the control, the throwing path changes in the game scene. The guiding information provided by the operation guiding mode is fuzzy, the probability of the player hitting the target is low, accidental injury or invalid attack is easily caused, and the game experience of the player is influenced.
Disclosure of Invention
In view of this, the present invention provides a method, an apparatus, and an electronic device for controlling a virtual projectile to improve the probability of a player throwing a weapon to hit a target, thereby improving the game experience of the player.
In a first aspect, an embodiment of the present invention provides a method for controlling a virtual projectile, which provides a graphical user interface through a terminal device; the graphical user interface comprises a first scene picture of a game scene, and the method comprises the following steps: in response to a selection operation of a first projectile, displaying a throwing control of the first projectile in a graphical user interface; responding to the triggering operation of the throwing control, and displaying a local scene graph of a game scene in a graphical user interface; wherein, the local scene graph includes: a scene graph corresponding to a throwable scene area of a first thrower; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and/or the attribute of the first thrower; in response to an injury range selection operation acting on the local scene graph, a throwing position of the first throwing object is determined in the game scene based on the selected target injury range, and the first throwing object is controlled to move to the throwing position, so that the first throwing object releases skill at the throwing position and generates skill injury in the target injury range.
The graphical user interface also comprises a throwing object identifier of the alternative throwing object and a common attack control; the step of displaying a throwing control of the first throwing article in the graphical user interface in response to the selection of the first throwing article includes: responding to the triggering operation of the throwing object identification of the first throwing object in the alternative throwing objects, and selecting the first throwing object; displaying a throwing mark of a first throwing object on a common attack control; wherein the throw flag is to indicate: the common attack control acts as a throw control for the first throw.
The step of displaying a partial scene graph of a game scene in a graphical user interface in response to the triggering operation of the throwing control includes: in response to the triggering operation of the throwing control, determining the object position of the controlled virtual object in the game scene; determining a throwable scene area of the first thrower centering on the object position based on the attribute of the first thrower; wherein the attributes of the first projectile include at least: a maximum throw distance of the first projectile; and displaying a local scene graph corresponding to the throwable scene area in the graphical user interface.
The step of displaying the local scene graph including the throwable scene area in the graphical user interface includes: displaying an area map of the tossable scene area in a graphical user interface; the center position of the regional map displays the object identification of the controlled virtual object; or displaying a second scene picture obtained by the virtual camera looking down the throwable scene area in the graphical user interface.
The step of displaying a partial scene graph of a game scene in a graphical user interface in response to the triggering operation of the throwing control includes: providing a pop-up window at a specified position relative to the throwing control in response to the triggering operation of the throwing control, and displaying a local scene graph of the game scene in the pop-up window; wherein the pop-up window is displayed over the first scene picture; the distance between the pop-up window and the throwing control is smaller than the preset distance.
The step of determining the throwing position of the first throwing object in the game scene based on the selected target injury range and controlling the first throwing object to move to the throwing position in response to the injury range selection operation acting on the local scene graph comprises the following steps: responding to the sliding operation with the throwing control as a starting point, and displaying an injury range identifier at a contact point position when the contact point position of the sliding operation enters the local scene graph; wherein the injury scope identification is for: indicating a range of injury to said first projectile; responding to a sliding release operation acted in the local scene graph, and determining an area indicated by the injury range identifier as a target injury range when the sliding release operation is triggered; and determining a throwing position of the first throwing object in the game scene based on the target injury range, and controlling the first throwing object to move to the throwing position.
The step of responding to the sliding operation with the throwing control as the starting point and the touch point position of the sliding operation entering the local scene graph and displaying the injury range identification at the touch point position includes: in response to the sliding operation with the throwing control as a starting point, controlling the throwing control to move along with the contact position of the sliding operation; in response to the contact position moving into the local scene graph, determining the throwing control as an injury range identifier; wherein, the throwing control has a preset display shape and a display area.
The step of determining a throwing position of the first throwing object in the game scene based on the target injury range and controlling the first throwing object to move to the throwing position includes: determining the area center position of a scene area corresponding to the target injury range in a game scene, and determining the area center position as a throwing position of a first throwing object; and controlling the controlled virtual object to throw the first throwing object so as to control the first throwing object to move to the throwing position.
The method further comprises the following steps: responding to the sliding operation taking the throwing control as a starting point, and displaying the throwing path identification of the first throwing object in a game scene; the starting point of the throwing path identification is the position of the controlled virtual object, and the end point of the throwing path identification is determined based on the contact point position of the sliding operation.
The method further comprises the following steps: and canceling the display of the partial scene graph in response to a slide release operation applied to the partial scene graph.
The step of displaying a partial scene graph of a game scene in a graphical user interface in response to the triggering operation of the throwing control includes: displaying a local scene graph of a game scene in a graphical user interface in response to a long press operation acting on a throwing control; the method further comprises the following steps: and canceling the display of the local scene graph in response to the sliding operation with the throwing control as a starting point and the sliding contact of the sliding operation not entering the local scene graph within a preset time length.
The method further comprises the following steps: responding to the triggering operation of the throwing control, and displaying a timing control in the graphical user interface; wherein the timing control is to indicate: the time interval between the current time and the time of the first projectile release skill described above.
In a second aspect, an embodiment of the present invention further provides a control apparatus for a virtual projectile, which provides a graphical user interface through a terminal device; the graphical user interface comprises a first scene picture of a game scene, and the device comprises: the first display module is used for responding to the selection operation of the first throwing object and displaying a throwing control of the first throwing object in a graphical user interface; the second display module is used for responding to the triggering operation of the throwing control and displaying a local scene graph of a game scene in the graphical user interface; wherein, the local scene graph includes: a scene graph corresponding to a throwable scene area of a first thrower; the tossable scene area is determined based on the position of the controlled virtual object in the game scene and/or the attribute of the first toss; and the skill release module is used for responding to the injury range selection operation acted on the local scene graph, determining a throwing position of the first throwing object in the game scene based on the selected target injury range, controlling the first throwing object to move to the throwing position, enabling the first throwing object to release skill at the throwing position, and generating skill injury in the target injury range.
In a third aspect, an embodiment of the present invention provides an electronic device, which includes a processor and a memory, where the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned control method for a virtual throwing object.
In a fourth aspect, embodiments of the invention provide a machine-readable storage medium having stored thereon machine-executable instructions which, when invoked and executed by a processor, cause the processor to implement the above-described method of controlling a virtual projectile.
The embodiment of the invention has the following beneficial effects:
the control method, the control device and the electronic equipment of the virtual throwing object provide a graphical user interface through the terminal equipment; the graphical user interface comprises a first scene picture of a game scene, and the method comprises the following steps: in response to a selection operation of the first throwing object, displaying a throwing control of the first throwing object in a graphical user interface; responding to the triggering operation of the throwing control, and displaying a local scene graph of a game scene in a graphical user interface; wherein, the local scene graph includes: a scene graph corresponding to a throwable scene area of a first thrower; the tossable scene area is determined based on the position of the controlled virtual object in the game scene and/or the attribute of the first toss; in response to an injury range selection operation acting on the local scene graph, a throwing position of the first throwing object is determined in the game scene based on the selected target injury range, the first throwing object is controlled to move to the throwing position, so that the first throwing object releases skill at the throwing position, and skill injury is generated in the target injury range. In this way, after the throwing control is triggered, a local scene graph corresponding to the throwable area of the throwing object is displayed, and the injury range is selected through the local scene graph. Through the mode, the player can select the injury range of the throwing object through the local scene graph, so that the injury range of the throwing object after being released can be determined, accurate guiding information is provided for the player to throw the weapon, the probability of the player hitting the target is improved, accidental injury or invalid attack is avoided, and the game experience of the player is improved.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
In order to make the aforementioned and other objects, features and advantages of the present invention comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and other drawings can be obtained by those skilled in the art without creative efforts.
Fig. 1 is a schematic view of a virtual throwing article according to an embodiment of the present invention;
fig. 2 is a flowchart of a method for controlling a virtual throwing object according to an embodiment of the present invention;
FIG. 3 is a schematic view of another virtual projectile for throwing provided by embodiments of the present invention;
fig. 4 is a schematic structural diagram of a control device for a virtual throwing object according to an embodiment of the present invention;
fig. 5 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
To make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some, but not all embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
In shooting games, in order to facilitate a player to attack a distant enemy object remotely, a throwing weapon, such as a fragment grenade, a smoke bomb, a detonation bomb, a combustion bottle, etc., with strong attack force, a long attack distance and a large attack range is usually provided. The player controls the virtual object to throw the weapon to a location within the field of view, thereby releasing the weapon skill within the player's selected range. However, in most games, only a special-effect trajectory curve for previewing a throwing path is designed on a graphical interface in the operation guide of a throwing weapon, and it is difficult for a player to determine the damage range of the weapon after the weapon moves to a drop point along the trajectory, so that the player may accidentally injure a teammate object or not attack an enemy object. For novice players, it may take a significant amount of time to repeatedly adjust the special effect trajectory profile, causing them to be accidentally injured by not throwing a weapon before the countdown is over.
As shown in fig. 1, in the related art, the player controls the operation process of throwing a weapon by a virtual object, which can be realized by the following steps:
1) Clicking a throwing object mark, wherein the throwing object mark replaces a weapon icon on a common attack control;
2) Long-time pressing and dragging a common attack control, and adjusting a throwing path according to a preview throwing track curve displayed in a game scene;
3) Displaying a countdown UI in the process of adjusting the throwing path; a partial throw may not set the countdown;
4) Releasing the common attack key to finish the operation function of throwing the prop.
In this way, since the damage range of the weapon cannot be predicted, the player is easily accidentally injured due to wrong prediction, and in addition, since the time consumption and the cost for adjusting the throwing path curve are too high, the player can easily feel strong frustration and unsmooth interactive experience.
The inventor finds in the research process that in FPS (First Personal Shooting Game) and TPS (Third Personal Shooting Game), judgment of a player on a front-back distance is fuzzy, and if an injury range of a drop point of a throwing object is displayed in a Game scene, the player cannot accurately judge whether a target point falls within the injury range of the throwing object, thereby causing an ineffective attack.
Based on this, the technology can be applied to games or other virtual scenes, and particularly can be applied to shooting games.
The control method of the virtual throwing object in one embodiment of the invention can be operated in a local terminal device or a server. When the control method of the virtual throwing object runs on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (6) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the cloud game running mode, the running main body of the game program and the game picture presenting main body are separated, the storage and running of the control method of the virtual throwing object are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present invention provides a method for controlling a virtual throwing object, where a graphical user interface is provided through a terminal device, where the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system. A graphical user interface is provided through the terminal device, and interface contents such as game scene pictures, communication interaction windows and the like can be displayed on the graphical user interface according to the type of the started application program. In this embodiment, a terminal device provides a graphical user interface, where the graphical user interface includes a first scene picture of a game scene, where the first scene picture may be a scene picture of a game scene where a controlled virtual object is located after a player enters a game session, and may be a scene picture of the game scene observed at a first game viewing angle, or may be a scene picture of the game scene observed at a third game viewing angle. Besides the scene picture, various controls, such as an attack control, a movement control, an action posture control, a weapon selection control and the like, can be displayed in the graphical user interface.
To facilitate understanding of the embodiment, first, a detailed description is given of a control method for a virtual throwing object disclosed in the embodiment of the present invention, as shown in fig. 2, a graphical user interface is provided through a terminal device; the graphical user interface comprises a first scene picture of a game scene, and the control method of the virtual throwing object comprises the following steps:
step S202, responding to the selection operation of the first throwing object, and displaying a throwing control of the first throwing object in a graphical user interface;
the first throwing object is a prop to be thrown selected by a player, and can comprise throwing weapons with the characteristics of range injury, remote attack, detection visual field and the like, such as fragment grenades, smoke bombs, shock bombs, combustion bottles and the like; here, the selection may be performed through a control containing a throw identifier in the touch graphical user interface. For example, the graphical user interface displays the identifiers of various throws, and the selection operation can be a single-click operation, a double-click operation, a dragging operation and the like aiming at the identifier of the throws.
When the player enters the game match, the control or element used in the game can be displayed on the graphical user interface, such as a common attack control, a throwing object identification of an alternative throwing object, a timing control, a map type control and the like. The throwing control of the first throwing object is a triggering control for controlling the virtual object to throw the first throwing object, and after receiving triggering operation on the throwing control, the terminal controls the controlled virtual object to throw the first throwing object.
The first throwing object can be selected by clicking and dragging the control containing the corresponding throwing identification, and the throwing control of the first throwing object is displayed in the graphical user interface in response to the selection operation of the first throwing object. The throwing control can be an existing control in the graphical user interface before the selection operation, can also be a newly added control in the graphical user interface after the selection operation, and can also be a control obtained by function conversion of other functional controls.
Step S204, responding to the triggering operation of the throwing control, and displaying a local scene graph of a game scene in a graphical user interface; wherein, the local scene graph includes: a scene graph corresponding to a throwable scene area of a first thrower; the tossable scene area is determined based on the position of the controlled virtual object in the game scene and/or the attribute of the first toss;
the above-mentioned trigger operation is generally an operation that a player acts on the throwing control through a touch screen of the terminal device, for example, a long press, a drag, and the like. And after the throwing control is triggered, displaying a local scene graph of the game scene in the graphical user interface. The local scene map includes a scene map corresponding to the throwable scene area of the first throwing object, and the scene map may be an area map of the throwable scene area of the first throwing object or a scene picture taken by the virtual camera looking down the throwable scene area.
It should be noted that the tossable scene area is understood that any position in the area can be used as the tossing and dropping point position of the first toss for providing a visual display of the tossable scene area of the first toss. Here, the throwable scene area may be related to the farthest throwing distance, the closest throwing distance, and other attributes of the first throwing object in addition to the position of the controlled virtual object in the game scene, and specifically, the throwable scene area may be determined according to the position of the controlled virtual object in the game scene and the attributes of the first throwing object, or may be determined according to only one of the position of the controlled virtual object in the game scene or the attributes of the first throwing object. It can be understood that when the controlled virtual object throws the weapon at the same position, the farthest throwing distance and the nearest throwing distance corresponding to the throwing object are different, and the throwing scene area of the throwing object is also different.
In this step, in response to the trigger operation of the throwing control, a local scene graph of a game scene is displayed in the graphical user interface, and visual display is provided for a throwing scene area of a throwing object.
And step S206, responding to the injury range selection operation acted on the local scene graph, determining a throwing position of the first throwing object in the game scene based on the selected target injury range, controlling the first throwing object to move to the throwing position, enabling the first throwing object to release skill at the throwing position, and generating skill injury in the target injury range.
The damage range is a damage area after the first throwing object falls to the ground, wherein the area corresponding to the damage range is wholly or partially located inside the scene area corresponding to the local scene graph, and here, the damage range can be indicated by displaying a damage range identifier in the local scene graph. The injury range selection operation may be a click operation, a slide operation, or the like that acts on the local scene graph, and during execution of the injury range selection operation, a range indication identifier may be displayed on the local scene graph to determine an injury range corresponding to the current operation. After the operation is released, the target injury range can be determined.
For example, the throwing control can be touched to perform a sliding operation with the throwing control as a starting point, a touch point position of the sliding operation is controlled to enter a local scene graph, an injury range identifier is displayed at the touch point position, an injury range is indicated, and different injury ranges are selected by changing the touch point position. Further, after the target injury range is selected, a throwing position of the first throwing object can be determined in a game scene according to the selected target injury range, the first throwing object is controlled to move to the throwing position, so that the first throwing object releases skill at the throwing position, and skill injury is generated in the target injury range.
In the step, the damage range of the throwing object is accurately indicated through the assistance of the local scene graph, so that the throwing position of the throwing object is determined, the probability of a player hitting a target is improved, accidental injury or invalid attack is avoided, and the game experience of the player is improved and the hitting and killing experience of a game is optimized.
The control method of the virtual throwing object provides a graphical user interface through the terminal equipment; the graphical user interface comprises a first scene picture of a game scene, and the method comprises the following steps: in response to a selection operation of the first throwing object, displaying a throwing control of the first throwing object in a graphical user interface; responding to the triggering operation of the throwing control, and displaying a local scene graph of a game scene in a graphical user interface; wherein, the local scene graph includes: a scene graph corresponding to a throwable scene area of a first thrower; the tossable scene area is determined based on the position of the controlled virtual object in the game scene and/or the attribute of the first toss; in response to an injury range selection operation acting on the local scene graph, a throwing position of the first throwing object is determined in the game scene based on the selected target injury range, and the first throwing object is controlled to move to the throwing position, so that the first throwing object releases skill at the throwing position and generates skill injury in the target injury range. In this way, after the throwing control is triggered, a local scene graph corresponding to the throwable area of the throwing object is displayed, and the injury range is selected through the local scene graph. Through the mode, the player can select the injury range of the throwing object through the local scene graph, so that the injury range of the throwing object after being released can be determined, accurate guiding information is provided for the player to throw the weapon, the probability of the player hitting the target is improved, accidental injury or invalid attack is avoided, and the game experience of the player is improved.
The embodiments described below provide specific implementations of a throwing control that displays a first projectile.
The graphical user interface also comprises a throw object identifier of the alternative throw object and a common attack control; responding to the triggering operation of the throwing object identification of the first throwing object in the alternative throwing objects, and selecting the first throwing object; displaying a throwing mark of a first throwing object on a common attack control; wherein the throw flag is to indicate: the common attack control serves as a throw control for the first throw.
The common attack control is used for controlling the controlled virtual object to carry out common attack on the enemy object, and a common attack mark is usually displayed on the common attack control. The throwing object mark is a throwing object prop control displayed in the graphical user interface, and a throwing mark corresponding to the throwing object is displayed on the control. The control containing the first throwing object throwing mark can be selected from the optional throwing object marks by clicking and dragging the corresponding throwing object mark. Responding to the triggering operation of the throwing object identification of the first throwing object, selecting the first throwing object, displaying the throwing identification of the first throwing object on the common attack control, using the common attack control as the throwing control of the first throwing object, and throwing the first throwing object by operating the common attack control.
For example, after the player clicks the projectile identification of the first projectile, the first projectile is selected, and then the general attack identification on the general attack control is replaced with the projectile identification of the first projectile. In other manners, a throwing manner identifier may be further displayed on the common attack control, for example, the throwing manner may include high throwing and low throwing, and the throwing manner for the first throwing object may be switched by clicking the common attack control.
In the mode, the throwing object identification is triggered to select the first throwing object, the throwing identification of the first throwing object is displayed on the common attack control, and the common attack control is determined to be used as the throwing control of the first throwing object and used for controlling the controlled virtual object to throw the first throwing object.
The embodiments described below provide specific implementations of displaying a partial scene graph of a game scene.
In response to the triggering operation of the throwing control, determining the object position of the controlled virtual object in the game scene; determining a throwable scene area of the first thrower centering on the object position based on the attribute of the first thrower; wherein the attributes of the first projectile include at least: a maximum throw distance of the first projectile; and displaying a local scene graph corresponding to the throwable scene area in the graphical user interface.
Here, the throwing control may be touched by long-time pressing, dragging, or the like, the object position coordinates of the controlled virtual object in the game scene are determined in response to the triggering operation of the throwing control, further, the throwable scene area of the first throwing object is determined with the object position as the center according to the attributes of the closest throwing distance, the farthest throwing distance, and the like of the first throwing object, and the local scene map corresponding to the throwable scene area is displayed in the graphical user interface.
In one approach, a regional map of the tossable scene area is displayed in the graphical user interface, and the central position of the regional map is displayed with the object identification of the controlled virtual object to prompt the player of the current position in the regional map. The object identification can be an object head portrait or other symbols. In addition, according to the game needs, navigation information can also be shown in the area map, such as: a navigation route from the current location to the center circle is shown in an area map of the tossable scene area. In another mode, a second scene picture obtained by the virtual camera looking down the throwable scene area, that is, a scene picture obtained by the virtual camera observing the throwable scene area in a looking down angle, is displayed in the graphical user interface. Since the controlled virtual object is located in the tossable scene area, the scene picture obtained by shooting includes the controlled virtual object.
In order to improve the convenience of the operation of the player, the local scene graph can be presented by the following modes:
providing a pop-up window at a specified position relative to the throwing control in response to the triggering operation of the throwing control, and displaying a local scene graph of the game scene in the pop-up window; and the pop-up window is displayed on the first scene picture, and the distance between the pop-up window and the throwing control is smaller than the preset distance.
Specifically, a pop-up window is provided at a designated position relative to the throwing control, the local scene graph of the game scene is displayed in the pop-up window, the pop-up window is displayed on a first scene picture where the currently controlled virtual object is located, and the distance between the pop-up window and the throwing control is less than a preset distance. For example: and after the common attack control is pressed for 0.5 second for a long time, a pop-up window is displayed beside the common attack control, and a local scene graph of the game scene is displayed in the window.
As an example, after the throwing control is triggered, a pop-up window is displayed in the left area of the throwing control, the pop-up window being adjacent to the throwing control. The shape of the pop-up window matches the shape of the local scene graph, e.g. a circle.
According to the method for displaying the local scene graph of the game scene, the object position of the controlled virtual object in the game scene is determined, the throwable scene area of the first thrower is determined by taking the object position as the center, the local scene graph corresponding to the throwable scene area is displayed in the form of the pop window on the first scene picture, the information of the throwable scene area is ingeniously presented to a player, meanwhile, the position of the player and the information of the local scene graph displayed by the pop window are displayed in a real-time correlation mode, and the game experience is optimized.
Further, with the assistance of the local scene graph, the injury range of the throwing object in the scene graph is determined, and accurate guiding information is provided for the player to throw the weapon.
Specifically, in response to a sliding operation with a throwing control as a starting point, and a touch point position of the sliding operation enters a local scene graph, an injury range identifier is displayed at the touch point position; wherein the injury scope identification is for: indicating a range of injury for the first projectile; responding to a sliding release operation acted in the local scene graph, and determining an area indicated by the injury range identifier as a target injury range when the sliding release operation is triggered; and determining a throwing position of the first throwing object in the game scene based on the target injury range, and controlling the first throwing object to move to the throwing position.
The injury range identification is used for indicating an injury range of the first throwing object, here, a player can execute a sliding operation with the throwing control as a starting point through the touch throwing control, a touch point position of the sliding operation enters a local scene graph, the injury range identification is displayed in real time at the touch point position to indicate the injury range of the first throwing object, and when the sliding release operation is triggered, an area indicated by the injury range identification is determined as a target injury range. The injury range mark can be a circle, and the area covered by the circle is an injury range; the injury range mark can also be in a ring shape, and the area surrounded by the ring shape is the injury range. In other ways, if the injury zone of the first projectile has a particular shape, the injury zone indicator is also displayed in a matching shape.
In a specific mode, the throwing control has a preset display shape and a display area, the throwing control is controlled to move along with the contact position of the sliding operation in response to the sliding operation with the throwing control as the starting point, when the contact position moves into the local scene graph, the throwing control is determined to be the injury range identification, illustratively, as shown in fig. 3, a ring-shaped throwing control is dragged by a finger, the throwing control slides into the local scene graph along with the contact position of the sliding operation, when the contact position moves into the local scene graph, the throwing control is determined to be the injury range identification, and the coverage area of the throwing control in the local scene graph is determined to be the injury range area of the first throwing object. The player can continue to slide the control to adjust the position of the injury range mark, and when the finger loosens the contact, the area where the injury range mark is located is determined as the target injury range.
In addition, if the area covered by the throwing control in the local scene graph is larger than the injury range of the first throwing object, after the throwing control enters the local scene graph, the size of the throwing control is reduced so that the size of the throwing control is matched with the injury range of the first throwing object; similarly, if the area covered by the throwing control in the local scene graph is smaller than the injury range of the first throwing object, the size of the throwing control is enlarged after the throwing control enters the local scene graph, so that the size of the throwing control is matched with the injury range of the first throwing object.
Further, according to the target injury range, the throwing position of the first throwing object is determined in the game scene, and the first throwing object is controlled to move to the throwing position. Specifically, the area center position of a scene area corresponding to a target injury range is determined in a game scene, and the area center position is determined as a throwing position of a first throwing object; and controlling the controlled virtual object to throw the first throwing object so as to control the first throwing object to move to the throwing position.
That is, after the target injury range is determined, the area center position of the scene area corresponding to the target injury range is determined as the throwing position of the first throwing object, and the player controls the controlled virtual object to throw the first throwing object through the terminal device and controls the first throwing object to move to the throwing position.
In the mode, the throwing control is controlled to select an injury range in the local scene graph through sliding operation with the throwing control as a starting point, and the throwing position of the throwing object is determined according to the injury range to finish throwing operation. The operation ensures the accuracy of the attack range of the throwing weapon and greatly improves the killing experience and the timely feedback of information of the player.
In other possible implementations, in the first scene screen, in response to a sliding operation starting from the throwing control, a throwing path identifier of the first throwing object is displayed in the game scene; wherein, the starting point of the throwing path mark is the position of the controlled virtual object, and the end point of the throwing path mark is determined based on the contact position of the sliding operation.
That is to say, when the player performs a sliding operation with the throwing control as a starting point, a throwing path identifier of the first throwing object is displayed in a game scene, the throwing path identifier is used for showing a throwing path of the first throwing object under the current operation, therefore, the throwing path identifier is associated with the injury range in real time, the starting point of the throwing path identifier is the position of the controlled virtual object, the updating is performed according to the position of the virtual object, and the end point of the throwing path identifier is determined based on the contact point position of the sliding operation in the selection process of the injury range. As shown in fig. 3, the throwing path is identified as a special effect curve whose state changes in real time following the position of the touch point of the sliding operation in the local scene graph.
Specifically, after the player performs the sliding operation with the throwing control as the starting point, the graphical user interface displays the local scene graph and also displays the throwing path identifier in the scene; when the sliding contact moves in the local scene graph, the injury range identification is changed along with the sliding contact, and meanwhile, the throwing path identification is also changed along with the sliding contact in the game scene. Thereby realizing that the throwing control can select the injury range and the throwing path at the same time.
It will be appreciated that the injury range and the throwing path are associated, i.e. after the injury range is determined, the throwing position is determined, and the throwing path from the controlled virtual object to the throwing position is also determined, so that when the player operates the throwing control, both the injury range identification and the throwing path identification change can be controlled.
In addition, in the process of triggering the sliding operation, the player can also control the controlled virtual object to move in the game scene through the moving control, and as the local scene graph is determined based on the position of the controlled virtual object, when the controlled virtual object moves, the local scene graph changes, and meanwhile, the throwing path also changes.
Further, in response to a slide release operation applied to the inside of the partial scene graph, the partial scene graph is not displayed. During the sliding operation, the fingers of the player press on the touch screen, the fingers of the player lift up, and when the fingers leave the touch screen, the sliding release operation can be considered to be executed.
In the mode, the injury range adjusted based on the position of the touch point of the sliding operation is displayed in real time in a correlated manner with the identification information of the throwing path displayed in the game scene, and the killing experience of the game is optimized.
In addition, the partial scene graph display may be controlled by setting a fade-in and fade-out function of the window, and in one case, the partial scene graph is canceled from the display after the sliding operation by the player in the partial scene graph is released.
In another case, a partial scene graph of a game scene is displayed in a graphical user interface in response to a long press operation on a throwing control; and canceling the display of the local scene graph in response to the sliding operation with the throwing control as a starting point and the sliding contact of the sliding operation not entering the local scene graph within a preset time length.
That is to say, a local scene graph of a game scene may be displayed in the graphical user interface through a long-press operation on the throwing control, and when a sliding contact of a sliding operation with the throwing control as a starting point does not enter the local scene graph within a preset time period, it may be understood that a player does not want to select an injury range through the local scene graph, and a throwing position is determined only through a throwing path identifier in the game scene, and at this time, the local scene graph does not need to be displayed, so that the display of the local scene graph is automatically cancelled.
The mode controls the display of the local scene graph by setting the gradually-in and gradually-out function of the window, and the game experience of the player is improved.
In addition, when the throwing weapon enters the explosion countdown state, a relevant prompt is displayed on the game interface. Specifically, in response to a triggering operation of a throwing control, a timing control is displayed in a graphical user interface; wherein the timing control is to indicate: the time interval between the current time and the time at which the first projectile releases skill.
As previously shown in fig. 3, when the throwing control is triggered, a timing control is displayed in the graphical user interface for prompting, wherein the number displayed in the timing control may be employed to display the time interval between the current time and the time of the first projectile release skill.
In one embodiment, the control process of throwing a virtual projectile is described in detail, taking the example of throwing a weapon in a shooting game.
1) The player selects the projectile and the projectile identification replaces the weapon icon on the normal attack button
2) The parent of playing presses the ordinary attack button for 0.5 second to trigger the pop-up window, the pop-up window is positioned beside the ordinary attack button, a top plan view of the weapon injury range with the player as the center is displayed, the ordinary attack button is dragged to the injury range with the object to be thrown selectable in the pop-up window, and meanwhile, a countdown UI (User Interface) control is used for starting displaying. When a player selects an injury range in a game, a throwing path special effect curve in a game interface scene is updated in real time based on the position of a common attack key.
3) Releasing the common attack key to finish throwing operation, and enabling the pop-up window to disappear.
The mode helps a player to accurately attack a target by throwing the shooting game with the assistance of overlooking the visual field, reduces the game difficulty, increases the audience of the user and optimizes the killing experience of the game.
In correspondence to the above method embodiment, referring to the schematic diagram of a control device for a virtual throwing article shown in fig. 4, a graphical user interface is provided through a terminal device; the graphical user interface comprises a first scene picture of a game scene, and the device comprises:
a first display module 402 for displaying a throwing control of a first throwing article in a graphical user interface in response to a selection of the first throwing article;
a second display module 404, configured to display a partial scene graph of a game scene in the graphical user interface in response to a trigger operation of the throwing control; wherein, the local scene graph includes: a scene graph corresponding to a throwable scene area of a first thrower; the tossable scene area is determined based on the position of the controlled virtual object in the game scene and/or the attribute of the first toss;
and a skill release module 406, configured to determine a throwing position of the first throwing object in the game scene based on the selected target injury range in response to an injury range selection operation acting on the local scene graph, control the first throwing object to move to the throwing position, so that the first throwing object releases skill at the throwing position, and generate skill injury within the target injury range.
According to the control device of the virtual throwing object, the scene graph corresponding to the throwable scene area of the throwing object and the injury range of the throwing object in the scene graph are displayed in the graphical user interface, accurate guiding information is provided for a player to throw a weapon, the probability that the player hits a target is improved, accidental injury or invalid attack is avoided, and the game experience of the player is improved.
The graphical user interface also comprises a throwing object identifier of the alternative throwing object and a common attack control; the first display module is further used for responding to the triggering operation of the throwing object identifier of the first throwing object in the alternative throwing objects and selecting the first throwing object; displaying a throwing mark of a first throwing object on a common attack control; wherein the throw flag is to indicate: the common attack control acts as a throw control for the first throw.
The second display module is further configured to determine an object position of the controlled virtual object in the game scene in response to a triggering operation of the throwing control; determining a throwable scene area of the first thrower with the object position as a center based on the attribute of the first thrower; wherein the attributes of the first projectile include at least: a maximum throw distance of the first projectile; and displaying a local scene graph corresponding to the throwable scene area in the graphical user interface.
The device also comprises a third display module, a second display module and a third display module, wherein the third display module is used for displaying an area map of the throwable scene area in the graphical user interface; the center position of the regional map displays the object identification of the controlled virtual object; or displaying a second scene picture obtained by the virtual camera looking down the throwable scene area in the graphical user interface.
The second display module is further configured to provide a pop-up window at a specified position relative to the throwing control in response to a triggering operation of the throwing control, and display a local scene graph of a game scene in the pop-up window; wherein the pop-up window is displayed over the first scene picture; the distance between the pop-up window and the throwing control is smaller than the preset distance.
The skill release module is further configured to respond to a sliding operation that uses the throwing control as a starting point, and a touch point position of the sliding operation enters the local scene graph, and display an injury range identifier at the touch point position; wherein the injury scope identification is for: indicating a range of injury to said first projectile; responding to a sliding release operation acted in the local scene graph, and determining an area indicated by the injury range identifier as a target injury range when the sliding release operation is triggered; and determining a throwing position of the first throwing object in the game scene based on the target injury range, and controlling the first throwing object to move to the throwing position.
The apparatus further comprises a fourth display module configured to: in response to the sliding operation with the throwing control part as a starting point, controlling the throwing control part to move along with the contact position of the sliding operation; in response to the contact position moving into the local scene graph, determining the throwing control as an injury range identifier; wherein, the throwing control has a preset display shape and a display area.
The fourth display module is further configured to determine an area center position of a scene area corresponding to the target injury range in the game scene, and determine the area center position as a throwing position of the first throwing object; and controlling the controlled virtual object to throw the first throwing object so as to control the first throwing object to move to the throwing position.
The device also comprises a fifth display module, which is used for responding to the sliding operation taking the throwing control as a starting point and displaying the throwing path identifier of the first throwing object in a game scene; the starting point of the throwing path identification is the position of the controlled virtual object, and the end point of the throwing path identification is determined based on the contact position of the sliding operation.
The device also comprises a cancellation display module used for responding to the sliding release operation acted in the partial scene graph and canceling the display of the partial scene graph.
The second display module is further configured to display a local scene graph of a game scene in the graphical user interface in response to a long-press operation applied to the throwing control; the method further comprises the following steps: and canceling the display of the local scene graph in response to the sliding operation with the throwing control as a starting point and the sliding contact of the sliding operation not entering the local scene graph within a preset time length.
The device also comprises a sixth display module, which is used for responding to the triggering operation of the throwing control and displaying a timing control in the graphical user interface; wherein the timing control is to indicate: the time interval between the current time and the time of the first projectile release skill described above.
The embodiment also provides an electronic device, which comprises a processor and a memory, wherein the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to realize the control method of the virtual throwing object. The electronic device may be a server or a terminal device.
Referring to fig. 5, the electronic device includes a processor 100 and a memory 101, the memory 101 stores machine executable instructions capable of being executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the above-mentioned control method of the virtual projectile.
Further, the electronic device shown in fig. 5 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103, and the memory 101 are connected through the bus 102. The Memory 101 may include a Random Access Memory (RAM) and a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like can be used. The bus 102 may be an ISA bus, PCI bus, EISA bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 5, but this does not indicate only one bus or one type of bus. Processor 100 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 100. The Processor 100 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the Integrated Circuit may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, discrete Gate or transistor logic device, or discrete hardware components. The various methods, steps and logic blocks disclosed in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the foregoing embodiment in combination with the hardware thereof.
The processor in the electronic device may implement the following operations of the control method for the virtual projectile by executing machine executable instructions: providing a graphical user interface through the terminal device; the graphical user interface comprises a first scene picture of a game scene, and the method comprises the following steps: in response to a selection operation of the first throwing object, displaying a throwing control of the first throwing object in a graphical user interface; responding to the triggering operation of the throwing control, and displaying a local scene graph of a game scene in a graphical user interface; wherein, the local scene graph includes: a scene graph corresponding to a throwable scene area of a first thrower; the tossable scene area is determined based on the position of the controlled virtual object in the game scene and/or the attribute of the first toss; in response to an injury range selection operation acting on the local scene graph, a throwing position of the first throwing object is determined in the game scene based on the selected target injury range, and the first throwing object is controlled to move to the throwing position, so that the first throwing object releases skill at the throwing position and generates skill injury in the target injury range.
In the mode, the scene graph corresponding to the throwable scene area of the throwable object and the injury range of the throwable object in the scene graph are displayed in the graphical user interface, so that accurate guiding information is provided for a player to throw the weapon, the probability of the player hitting the target is improved, accidental injury or invalid attack is avoided, and the game experience of the player is improved.
The graphical user interface also comprises a throwing object identifier of the alternative throwing object and a common attack control; the processor in the electronic device may implement the following operations of the control method for the virtual projectile by executing machine executable instructions: responding to the triggering operation of the throwing object identification of the first throwing object in the alternative throwing objects, and selecting the first throwing object; displaying a throwing mark of a first throwing object on a common attack control; wherein the throw flag is to indicate: the common attack control acts as a throw control for the first throw.
The processor in the electronic device may implement the following operations of the control method for the virtual projectile by executing machine executable instructions: in response to the triggering operation of the throwing control, determining the object position of the controlled virtual object in the game scene; determining a throwable scene area of the first thrower centering on the object position based on the attribute of the first thrower; wherein the attributes of the first projectile include at least: a maximum throw distance of the first projectile; and displaying a local scene graph corresponding to the throwable scene area in the graphical user interface.
The processor in the electronic device may implement the following operations of the method for controlling a virtual projectile by executing the machine-executable instructions: displaying an area map of the tossable scene area in a graphical user interface; the center position of the regional map displays the object identification of the controlled virtual object; or displaying a second scene picture obtained by the virtual camera looking down the throwable scene area in the graphical user interface.
The processor in the electronic device may implement the following operations of the control method for the virtual projectile by executing machine executable instructions: providing a pop-up window at a specified position relative to the throwing control in response to the triggering operation of the throwing control, and displaying a local scene graph of the game scene in the pop-up window; wherein the pop-up window is displayed over the first scene picture; the distance between the pop-up window and the throwing control is smaller than the preset distance.
The processor in the electronic device may implement the following operations of the control method for the virtual projectile by executing machine executable instructions: responding to the sliding operation with the throwing control as a starting point, and displaying an injury range identifier at a contact point position when the contact point position of the sliding operation enters the local scene graph; wherein the injury scope identification is for: indicating a range of injury to said first projectile; responding to a sliding release operation acted in the local scene graph, and determining an area indicated by the injury range identifier as a target injury range when the sliding release operation is triggered; and determining a throwing position of the first throwing object in the game scene based on the target injury range, and controlling the first throwing object to move to the throwing position.
The processor in the electronic device may implement the following operations of the control method for the virtual projectile by executing machine executable instructions: in response to the sliding operation with the throwing control as a starting point, controlling the throwing control to move along with the contact position of the sliding operation; responding to the movement of the contact point position to the local scene graph, and determining a throwing control as an injury range identifier; wherein, the throwing control has a preset display shape and a display area.
The processor in the electronic device may implement the following operations of the control method for the virtual projectile by executing machine executable instructions: determining the area center position of a scene area corresponding to the target injury range in a game scene, and determining the area center position as a throwing position of a first throwing object; and controlling the controlled virtual object to throw the first throwing object so as to control the first throwing object to move to the throwing position.
The processor in the electronic device may implement the following operations of the control method for the virtual projectile by executing machine executable instructions: responding to the sliding operation taking the throwing control as a starting point, and displaying the throwing path identification of the first throwing object in a game scene; the starting point of the throwing path identification is the position of the controlled virtual object, and the end point of the throwing path identification is determined based on the contact point position of the sliding operation.
The processor in the electronic device may implement the following operations of the method for controlling a virtual projectile by executing the machine-executable instructions: and canceling the display of the partial scene graph in response to a slide release operation applied to the partial scene graph.
The processor in the electronic device may implement the following operations of the control method for the virtual projectile by executing machine executable instructions: displaying a local scene graph of a game scene in a graphical user interface in response to a long press operation acting on a throwing control; the above operations further comprise: and canceling the display of the local scene graph in response to the sliding operation with the throwing control as a starting point and the sliding contact of the sliding operation not entering the local scene graph within a preset time length.
The processor in the electronic device may implement the following operations of the control method for the virtual projectile by executing machine executable instructions: responding to the triggering operation of the throwing control, and displaying a timing control in the graphical user interface; wherein the timing control is to indicate: the time interval between the current time and the time of the first projectile release skill described above.
The present embodiments also provide a machine-readable storage medium having stored thereon machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the above-described virtual projectile control method.
The machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: providing a graphical user interface through the terminal device; the graphical user interface comprises a first scene picture of a game scene, and the method comprises the following steps: in response to a selection operation of the first throwing object, displaying a throwing control of the first throwing object in a graphical user interface; responding to the triggering operation of the throwing control, and displaying a local scene graph of a game scene in a graphical user interface; wherein, the local scene graph includes: a scene graph corresponding to a throwable scene area of a first thrower; the throwable scene area is determined based on the position of the controlled virtual object in the game scene and/or the attribute of the first thrower; in response to an injury range selection operation acting on the local scene graph, a throwing position of the first throwing object is determined in the game scene based on the selected target injury range, and the first throwing object is controlled to move to the throwing position, so that the first throwing object releases skill at the throwing position and generates skill injury in the target injury range.
In the mode, the scene graph corresponding to the throwable scene area of the throwable object and the injury range of the throwable object in the scene graph are displayed in the graphical user interface, so that accurate guiding information is provided for a player to throw the weapon, the probability of the player hitting the target is improved, accidental injury or invalid attack is avoided, and the game experience of the player is improved.
The graphical user interface also comprises a throwing object identifier of the alternative throwing object and a common attack control; the machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: responding to the triggering operation of the throwing object identification of a first throwing object in the alternative throwing objects, and selecting the first throwing object; displaying a throwing mark of a first throwing object on a common attack control; wherein the throw flag is to indicate: the common attack control acts as a throw control for the first throw.
The machine-readable storage medium stores machine-executable instructions that, when executed, enable the following operations in the method for controlling a virtual projectile: in response to the triggering operation of the throwing control piece, determining the object position of the controlled virtual object in the game scene; determining a throwable scene area of the first thrower with the object position as a center based on the attribute of the first thrower; wherein the attributes of the first projectile include at least: a maximum throw distance of the first projectile; and displaying a local scene graph corresponding to the throwable scene area in the graphical user interface.
The machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: displaying an area map of the tossable scene area in a graphical user interface; the center position of the regional map displays the object identification of the controlled virtual object; or displaying a second scene picture obtained by the virtual camera looking down the throwable scene area in the graphical user interface.
The machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: providing a pop-up window at a specified position relative to the throwing control in response to the triggering operation of the throwing control, and displaying a local scene graph of the game scene in the pop-up window; wherein the pop-up window is displayed over the first scene picture; the distance between the pop-up window and the throwing control is smaller than the preset distance.
The machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: responding to the sliding operation with the throwing control as a starting point, and displaying an injury range identifier at a contact point position when the contact point position of the sliding operation enters the local scene graph; wherein the injury scope identification is for: indicating a range of injury to said first projectile; responding to a sliding release operation acted in the local scene graph, and determining an area indicated by the injury range identifier as a target injury range when the sliding release operation is triggered; and determining a throwing position of the first throwing object in the game scene based on the target injury range, and controlling the first throwing object to move to the throwing position.
The machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: in response to the sliding operation with the throwing control as a starting point, controlling the throwing control to move along with the contact position of the sliding operation; responding to the movement of the contact point position to the local scene graph, and determining a throwing control as an injury range identifier; wherein, the throwing control has a preset display shape and a display area.
The machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: determining the area center position of a scene area corresponding to the target injury range in a game scene, and determining the area center position as a throwing position of a first throwing object; and controlling the controlled virtual object to throw the first throwing object so as to control the first throwing object to move to the throwing position.
The machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: responding to the sliding operation taking the throwing control as a starting point, and displaying the throwing path identification of the first throwing object in a game scene; the starting point of the throwing path identification is the position of the controlled virtual object, and the end point of the throwing path identification is determined based on the contact position of the sliding operation.
The machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: and canceling the display of the partial scene graph in response to a slide release operation applied to the partial scene graph.
The machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: displaying a local scene graph of a game scene in a graphical user interface in response to a long press operation acting on a throwing control; the above operations further comprise: and canceling the display of the local scene graph in response to the sliding operation with the throwing control as a starting point and the sliding contact of the sliding operation not entering the local scene graph within a preset time length.
The machine-readable storage medium stores machine-executable instructions that, when executed, implement the following operations in the method for controlling a virtual projectile: responding to the triggering operation of the throwing control, and displaying a timing control in the graphical user interface; wherein the timing control is to indicate: the time interval between the current time and the time of the first projectile release skill described above.
The method, apparatus, electronic device, and computer program product for controlling a virtual projectile provided in the embodiments of the present invention include a computer-readable storage medium storing a program code, where instructions included in the program code may be used to execute the method described in the foregoing method embodiments, and specific implementation may refer to the method embodiments, and will not be described herein again.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the system and the apparatus described above may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In addition, in the description of the embodiments of the present invention, unless otherwise explicitly specified or limited, the terms "mounted," "connected," and "connected" are to be construed broadly, e.g., as meaning either a fixed connection, a removable connection, or an integral connection; can be mechanically or electrically connected; they may be connected directly or indirectly through intervening media, or they may be interconnected between two elements. The specific meaning of the above terms in the present invention can be understood in specific cases for those skilled in the art.
The functions may be stored in a computer-readable storage medium if they are implemented in the form of software functional units and sold or used as separate products. Based on such understanding, the technical solution of the present invention or a part thereof which substantially contributes to the prior art may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings, and are only for convenience of description and simplicity of description, but do not indicate or imply that the device or element being referred to must have a particular orientation, be constructed and operated in a particular orientation, and thus, should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art will understand that the following embodiments are merely illustrative of the present invention, and not restrictive, and the scope of the present invention is not limited thereto: those skilled in the art can still make modifications or changes to the embodiments described in the foregoing embodiments, or make equivalent substitutions for some features, within the scope of the disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the embodiments of the present invention, and they should be construed as being included therein. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (15)

1. A control method of virtual throwing thing is characterized in that a graphical user interface is provided through terminal equipment; the graphical user interface comprises a first scene picture of a game scene, and the method comprises the following steps:
in response to a selection operation of a first projectile, displaying a throwing control of the first projectile in the graphical user interface;
in response to a triggering operation of the throwing control, displaying a partial scene graph of the game scene in the graphical user interface; wherein the local scene graph comprises: a scene graph corresponding to a throwable scene area of the first thrower; the tossable scene area is determined based on a position of a controlled virtual object in the game scene and/or an attribute of the first toss;
in response to an injury range selection operation acting on the local scene graph, determining a throwing position of the first throwing object in the game scene based on a selected target injury range, and controlling the first throwing object to move to the throwing position so that the first throwing object releases skill at the throwing position and generates skill injury in the target injury range.
2. The method of claim 1 further including a throw identification of an alternative throw and a common attack control in the graphical user interface;
the step of displaying a throw control of a first throw in the graphical user interface in response to a selection of the first throw, comprising:
selecting a first throwing object in response to a triggering operation of a throwing object identification of the first throwing object in the alternative throwing objects;
displaying a throw identification of the first throw on the generic attack control; wherein the throw flag is to indicate: the common attack control acts as a throwing control for the first thrower.
3. The method of claim 1, wherein the step of displaying a partial scene graph of the game scene in the graphical user interface in response to the triggering operation of the throwing control comprises:
in response to a triggering operation of the throwing control, determining an object position of a controlled virtual object in the game scene;
determining a tossable scene area of the first toss centered around the object location based on attributes of the first toss; wherein the attributes of the first projectile include at least: a maximum throw distance of the first projectile;
displaying a local scene graph corresponding to the throwable scene area in the graphical user interface.
4. The method of claim 3, wherein the step of displaying in the graphical user interface a partial scene map containing the tossable scene area comprises:
displaying an area map of the tossable scene area in the graphical user interface; the central position of the regional map displays the object identification of the controlled virtual object;
or displaying a second scene picture which is obtained by overlooking the throwable scene area by the virtual camera in the graphical user interface.
5. The method of claim 1, wherein the step of displaying a partial scene graph of the game scene in the graphical user interface in response to the triggering operation of the throwing control comprises:
providing a pop-up window at a specified position relative to the throwing control in response to a triggering operation of the throwing control, and displaying a local scene graph of the game scene in the pop-up window; wherein the pop-up window is displayed over the first scene picture; and the distance between the pop-up window and the throwing control is less than a preset distance.
6. The method according to claim 1, wherein the step of determining a throwing location of the first throwing thing in the game scene based on a selected target damage range in response to a damage range selection operation applied to the partial scene graph, the step of controlling the first throwing thing to move to the throwing location includes:
responding to a sliding operation with the throwing control as a starting point, and enabling a contact point position of the sliding operation to enter the local scene graph, and displaying injury range identification at the contact point position; wherein the injury scope identification is to: indicating a range of injury for the first projectile;
responding to a sliding release operation acted in the local scene graph, and determining an area indicated by the injury range identifier as a target injury range when the sliding release operation is triggered;
determining a throwing position of the first throwing object in the game scene based on the target injury range, and controlling the first throwing object to move to the throwing position.
7. The method according to claim 6, wherein the step of displaying an injury range identification at a touch point position in response to a sliding operation starting from the throwing control and the touch point position of the sliding operation entering the local scene graph comprises:
in response to a sliding operation with the throwing control as a starting point, controlling the throwing control to move along with the contact position of the sliding operation;
determining the throwing control as an injury range identification in response to the contact position moving into the local scene graph; wherein, the throwing control piece is provided with a preset display shape and a preset display area.
8. The method of claim 6 wherein said step of determining a throwing location of said first projectile in said playing scene based on said target injury range, controlling said first projectile to move to said throwing location comprises:
determining the area center position of a scene area corresponding to the target injury range in the game scene, and determining the area center position as the throwing position of the first throwing object;
controlling a controlled virtual object to throw the first throwing object so as to control the first throwing object to move to the throwing position.
9. The method of claim 6, further comprising:
in response to a sliding operation with the throwing control as a starting point, displaying a throwing path identification of the first throwing object in the game scene; wherein the starting point of the throwing path identifier is the position of the controlled virtual object, and the end point of the throwing path identifier is determined based on the contact point position of the sliding operation.
10. The method of claim 6, further comprising: canceling the display of the partial scene graph in response to a slide release operation acting within the partial scene graph.
11. The method of claim 1, wherein the step of displaying a partial scene graph of the game scene in the graphical user interface in response to the triggering operation of the throwing control comprises: displaying a partial scene graph of the game scene in the graphical user interface in response to a long press operation acting on the throwing control;
the method further comprises the following steps: and canceling the display of the local scene graph in response to a sliding operation with the throwing control as a starting point and a sliding contact point of the sliding operation not entering the local scene graph within a preset time length.
12. The method of claim 1, further comprising:
displaying a timing control in the graphical user interface in response to a triggering operation of the throwing control; wherein the timing control is to indicate: a time interval between a current time and a time at which the first projectile releases skill.
13. A control device of a virtual throwing object is characterized in that a graphical user interface is provided through a terminal device; the graphical user interface comprises a first scene picture of a game scene, and the device comprises:
a first display module for displaying a throwing control of a first throwing object in the graphical user interface in response to a selection operation of the first throwing object;
the second display module is used for responding to the triggering operation of the throwing control and displaying a local scene graph of the game scene in the graphical user interface; wherein the local scene graph comprises: a scene graph corresponding to a throwable scene area of the first thrower; the tossable scene area is determined based on a position of a controlled virtual object in the game scene and/or an attribute of the first toss;
and the skill release module is used for responding to an injury range selection operation acted on the local scene graph, determining a throwing position of the first throwing object in the game scene based on a selected target injury range, controlling the first throwing object to move to the throwing position, enabling the first throwing object to release skill at the throwing position, and generating skill injury in the target injury range.
14. An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the method of controlling a virtual projectile of any one of claims 1 to 12.
15. A machine-readable storage medium having stored thereon machine-executable instructions which, when invoked and executed by a processor, cause the processor to implement the method of controlling a virtual projectile recited in any one of claims 1 to 12.
CN202210946219.5A 2022-08-08 2022-08-08 Virtual throwing object control method and device and electronic equipment Pending CN115487492A (en)

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CN202210946219.5A CN115487492A (en) 2022-08-08 2022-08-08 Virtual throwing object control method and device and electronic equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202210946219.5A CN115487492A (en) 2022-08-08 2022-08-08 Virtual throwing object control method and device and electronic equipment

Publications (1)

Publication Number Publication Date
CN115487492A true CN115487492A (en) 2022-12-20

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