CN116351063B - Skill release processing method and device, electronic equipment and storage medium - Google Patents

Skill release processing method and device, electronic equipment and storage medium Download PDF

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Publication number
CN116351063B
CN116351063B CN202310344110.9A CN202310344110A CN116351063B CN 116351063 B CN116351063 B CN 116351063B CN 202310344110 A CN202310344110 A CN 202310344110A CN 116351063 B CN116351063 B CN 116351063B
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game
character
scene
role
combat
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CN116351063A (en
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彭鸿锷
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Guangzhou Sanqi Jiyao Network Technology Co ltd
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Guangzhou Sanqi Jiyao Network Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The embodiment of the invention discloses a skill release processing method, a skill release processing device, electronic equipment and a storage medium. The method comprises the following steps: acquiring a preset skill release sequence of each virtual game role in a game combat scene, and determining a target game role of skill to be released in each virtual game role based on the preset skill release sequence; controlling character states of other game characters except the target game character in the game combat scene to be stationary states under the condition that the attack skill release condition of the target game character is detected; and controlling the target game character to release the attack skills under the condition that the character states of the other game characters are static. According to the technical scheme, the skill release of the game roles is processed, the smoothness and stability of the game combat are improved, the definition of the game picture is ensured, and the game experience of a user is improved.

Description

Skill release processing method and device, electronic equipment and storage medium
Technical Field
The embodiment of the invention relates to the technical field of computers, in particular to a skill release processing method and device, electronic equipment and a storage medium.
Background
With the development of the internet, the variety of games is increasing. In some combat type games, the game character often attacks the enemy character by releasing skills. In general, a plurality of game characters exist in a game combat scene, and a picture that the game characters release skills simultaneously to attack generally appears, so that not only is the smoothness and stability of the game combat poor, but also the situation that the game picture is disordered exists, thereby influencing the game experience of users.
Disclosure of Invention
The invention provides a skill release processing method, a skill release processing device, electronic equipment and a storage medium, which are used for realizing the skill release processing of game roles, so that the smoothness and stability of game combat are improved, the definition of game pictures is ensured, and the game experience of users is further improved.
According to an aspect of the present invention, there is provided a skill release processing method, the method comprising:
acquiring a preset skill release sequence of each virtual game role in a game combat scene, and determining a target game role of skill to be released in each virtual game role based on the preset skill release sequence;
controlling character states of other game characters except the target game character in the game combat scene to be stationary states under the condition that the attack skill release condition of the target game character is detected;
And controlling the target game character to release the attack skills under the condition that the character states of the other game characters are static.
According to another aspect of the present invention, a skill release processing apparatus is provided. The device comprises:
the game role determining module is used for acquiring a preset skill releasing sequence of each virtual game role in a game combat scene and determining a target game role of the to-be-released skill in each virtual game role based on the preset skill releasing sequence;
the character state adjusting module is used for controlling the character states of other game characters except the target game character in the game combat scene to be static states under the condition that the target game character releases the attack skills;
and the skill releasing module is used for controlling the target game role to release the attack skill under the condition that the role states of the other game roles are static.
According to another aspect of the present invention, there is provided an electronic apparatus including:
at least one processor; and
a memory communicatively coupled to the at least one processor; wherein,
the memory stores a computer program executable by the at least one processor to enable the at least one processor to perform the skill release processing method of any of the embodiments of the present invention.
According to another aspect of the present invention, there is provided a computer readable storage medium storing computer instructions for causing a processor to implement the skill release processing method according to any of the embodiments of the present invention when executed.
According to the technical scheme, the preset skill release sequence of each virtual game role in a game combat scene is obtained, and a target game role of skill to be released in each virtual game role is determined based on the preset skill release sequence; controlling character states of other game characters except the target game character in the game combat scene to be stationary states under the condition that the attack skill release condition of the target game character is detected; and controlling the target game character to release the attack skills under the condition that the character states of the other game characters are static. According to the technical scheme, the skill release of the game roles is processed, the smoothness and stability of the game combat are improved, the definition of the game picture is ensured, and the game experience of a user is improved.
It should be understood that the description in this section is not intended to identify key or critical features of the embodiments of the invention or to delineate the scope of the invention. Other features of the present invention will become apparent from the description that follows.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings required for the description of the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments of the present invention, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a flowchart of a skill release processing method according to a first embodiment of the present invention;
fig. 2 is a flow chart of a skill release processing method according to a second embodiment of the present invention;
fig. 3 is a flow chart of a skill release processing method according to a third embodiment of the present invention;
fig. 4 is a flowchart of a skill release processing method according to a fourth embodiment of the present invention
Fig. 5 is a schematic structural diagram of a skill release processing apparatus according to a fifth embodiment of the present invention;
fig. 6 is a schematic structural diagram of an electronic device according to a sixth embodiment of the present invention.
Detailed Description
In order that those skilled in the art will better understand the present invention, a technical solution in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in which it is apparent that the described embodiments are only some embodiments of the present invention, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the present invention without making any inventive effort, shall fall within the scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and the claims of the present invention and the above figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the invention described herein may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
It will be appreciated that the data (including but not limited to the data itself, the acquisition or use of the data) involved in the present technical solution should comply with the corresponding legal regulations and the requirements of the relevant regulations.
Example 1
Fig. 1 is a schematic flow chart of a skill release processing method according to an embodiment of the present invention, where the method may be implemented by a skill release processing device, and the skill release processing device may be implemented in hardware and/or software, and the skill release processing device may be configured in an electronic device such as a computer or a server.
As shown in fig. 1, the method of the present embodiment includes:
s110, acquiring a preset skill release sequence of each virtual game role in a game combat scene, and determining a target game role of the to-be-released skill in each virtual game role based on the preset skill release sequence.
Among them, a game combat scene can be understood as a scene for playing a game combat. In an embodiment of the invention, a game combat scene comprises a my area and an enemy area, wherein the my area comprises at least one virtual game character, and the enemy area comprises at least one virtual game character. Virtual game characters may be understood as characters that are required to participate in a game combat scene. In practice, the number of virtual game characters required to participate in a game combat is usually plural. The preset skill release order may be understood as an order of releasing attack skills set in advance for each virtual game character. The target game character may be understood as a game character of each virtual game character that is about to be required to perform a game skill release.
Specifically, a preset skill release sequence of each virtual game role in a game combat scene is obtained. And then, according to the preset skill release sequence, determining the game role of which the game skill is about to be released in each virtual game role, namely determining the target game role of which the skill is to be released in each virtual game role.
In one embodiment, the obtaining the preset skill release sequence of each virtual game role in the game combat scene may include: the attack capacity of each virtual game role in the game fight scene is determined, and then the sequence of skill release of each virtual game role can be ordered based on each attack capacity, so that the preset skill release sequence of each virtual game role in the game fight scene can be obtained. In the embodiment of the present invention, the ranking of the order of skill release of each virtual game character based on each attack capability may be: the stronger the attack ability of the virtual game character, the more advanced the skill release ranking of the virtual game character, that is, the stronger the attack ability of the virtual game character is in proportion to the skill release ranking.
In another embodiment, the acquiring the preset skill release sequence of each virtual game character in the game combat scene may include: and receiving a configuration operation of a user aiming at the skill release sequence of each virtual game role in a game combat scene, and obtaining a preset skill release sequence of each virtual game role in the game combat scene based on the configuration operation.
And S120, controlling the character states of other game characters except the target game character in the game combat scene to be static states when the attack skill release condition of the target game character is detected.
The attack skill release condition may be set according to actual requirements, and is not specifically limited herein. Illustratively, the skill release condition may be a release skill time of the target game character, which may be a time when the target game character is determined; alternatively, the time of the preset delay period may be preset when the target game is determined, wherein the preset delay period may be set according to the actual requirement (for example, 0.3 seconds). Character states may include a resting state and a combat state. In addition, the skill release condition may be loading a preset special effect (e.g., energy-gathering special effect) at the position of the target game character in the game combat scene, and controlling the preset special effect to display for a preset duration (e.g., 0.3 seconds).
Specifically, in the case where an attack-skill-release condition that reaches the target game character is detected, other game characters in the game combat scene than the target game character may be determined. And further can control the character states of the other game characters to be stationary states. It will be appreciated that in the event that an attack-skills-release condition is detected that reaches the target game character, the character status of the target game character is a combat status.
And S130, controlling the target game role to release the attack skills when the role state of the other game roles is in a static state.
In the embodiment of the invention, the target game role can be controlled to release the attack skills under the condition that the role states of the other game roles are static. Optionally, controlling the target game character to release attack skills may include: and controlling the target game role to release the attack skills by calling a predefined attack skill release method. Among them, the attack-skills-releasing method can be understood as a method for performing attack-skills-releasing.
Specifically, the character identification of the target game character is obtained, and the character identification is used as an actual parameter to be transmitted to the form parameter of the attack skill releasing method. And after the parameter transmission is completed, controlling the target game role to release the attack skills by executing the attack skill release method. Wherein character identification may be used to distinguish between different virtual game characters.
According to the technical scheme, the preset skill release sequence of each virtual game role in a game combat scene is obtained, and a target game role of skill to be released in each virtual game role is determined based on the preset skill release sequence; controlling character states of other game characters except the target game character in the game combat scene to be stationary states under the condition that the attack skill release condition of the target game character is detected; and controlling the target game character to release the attack skills under the condition that the character states of the other game characters are static. According to the technical scheme provided by the embodiment of the invention, two mechanisms of round making and instant making are effectively integrated, the skill release of the game roles is processed, the smoothness and stability of the game combat are improved, the definition of the game picture is ensured, and the game experience of a user is improved.
Example two
Fig. 2 is a flow chart of a skill release processing method according to a second embodiment of the present invention, and on the basis of the foregoing embodiment, optionally, the controlling the character states of the other game characters in the game combat scene except the target game character to be a static state includes: and determining a first clock object bound by other game roles except the target game role in the game combat scene, and carrying out pause processing on the clock of the first clock object. Wherein, the technical terms identical to or corresponding to the above embodiments are not repeated herein.
As shown in fig. 2, the method in this embodiment specifically includes:
s210, acquiring a preset skill release sequence of each virtual game role in a game combat scene, and determining a target game role of the to-be-released skill in each virtual game role based on the preset skill release sequence.
And S220, under the condition that the attack skill release condition of the target game role is detected to be reached, determining a first clock object bound by other game roles except the target game role in the game combat scene, and carrying out pause processing on the clock of the first clock object.
The first clock object may be understood as an object for controlling character states of other game characters except the target game character in the game combat scene. The first clock object is used to record time.
Specifically, in the case where an attack-skill-release condition that reaches the target game character is detected, a first clock object to which other game characters than the target game character are bound in the game combat scene may be determined. And then the clock of the first clock object can be time-shifted to carry out pause processing.
In practical applications, the number of game characters other than the target game character in the game combat scene is usually plural, and in this case, the number of first clock objects is also plural. Correspondingly, the step of performing the pause processing on the clock running time of the first clock object may include: and carrying out pause processing on the clock running time of each first clock object. Optionally, the step of performing a pause process on the clock running time of each first clock object includes: for each first clock object, the clock of the first clock object can be time-out to carry out pause processing so as to enable the virtual game role corresponding to the first clock object to enter a static state.
And S230, controlling the target game role to release the attack skills when the role state of the other game roles is in a static state.
According to the technical scheme provided by the embodiment of the invention, the first clock object bound by the other game roles except the target game role in the game combat scene is determined, and the clock of the first clock object is timed out to be paused, so that the technical effect of effectively and conveniently controlling the role states of the other game roles except the target game role in the game combat scene to be in a static state can be realized.
Example III
Fig. 3 is a schematic flow chart of a skill release processing method according to a third embodiment of the present invention, and on the basis of the foregoing embodiment, optionally, the skill release processing method according to the present invention further includes: acquiring a preset brightness adjustment color value of the game combat scene before the character states of other game characters except the target game character in the game combat scene are controlled to be in a static state; and rendering the preset brightness adjustment color value onto a first blank canvas to obtain a scene brightness adjustment image, and rendering the scene brightness adjustment image in a display canvas of the game combat scene. Wherein, the technical terms identical to or corresponding to the above embodiments are not repeated herein.
As shown in fig. 3, the method in this embodiment specifically includes:
s310, acquiring a preset skill release sequence of each virtual game role in a game combat scene, and determining a target game role of the to-be-released skill in each virtual game role based on the preset skill release sequence.
S320, acquiring a preset brightness adjustment color value of the game combat scene under the condition that the attack skill release condition of the target game role is detected.
The preset brightness adjustment color value may be a color value set according to actual requirements and used for adjusting the brightness of the game combat scene, which is not limited herein specifically. In the embodiment of the invention, the preset brightness adjustment color value can be lower than the initial scene brightness of the game combat scene.
Specifically, under the condition that the attack skill release condition of the target game role is detected, a preset brightness adjustment color value of the game combat scene can be obtained. Wherein, the obtaining the preset brightness adjustment color value of the game combat scene may include: and reading scene color configuration information configured for the game combat scene from a preset configuration file, and further determining a preset brightness adjustment color value of the game combat scene based on the scene color configuration information.
And S330, rendering the preset brightness adjustment color value onto a first blank canvas to obtain a scene brightness adjustment image, and rendering the scene brightness adjustment image in a display canvas of the game fight scene to adjust the brightness of the fight scene in the game.
The first blank canvas may be understood as a rendered blank canvas for carrying a preset brightness adjustment color value. The scene brightness adjustment image may be an image generated by rendering the preset brightness adjustment color value onto a first blank canvas, and may be used to adjust the brightness of a combat scene in a game. The display canvas of the game combat scene may be understood as a canvas for displaying the game combat scene.
Specifically, after the preset brightness adjustment color value is determined, a first blank canvas may be created or loaded, so as to obtain the first blank canvas. After the first blank canvas is obtained, the preset brightness adjustment color value can be rendered to the first blank canvas. So that a scene brightness adjustment image can be obtained. After the scene brightness adjustment image is obtained, the scene brightness adjustment image can be rendered in a display canvas of the game fight scene so as to adjust the brightness of the fight scene in the game. In practical applications, adjusting the brightness of the in-game combat scene may be reducing the brightness of the in-game combat scene.
And S340, after the brightness of the game combat scene is reduced, controlling the character states of other game characters except the target game character in the game combat scene to be in a static state.
And S350, controlling the target game role to release the attack skills when the role state of the other game roles is in a static state.
On the basis of the above embodiment, after the target game character release attack skills are completed, the method may further include: and canceling the display of the scene brightness adjustment image in the display canvas of the game combat scene, and adjusting the character states of the other game characters from the static state to the combat state.
The purpose of canceling the display of the scene brightness adjustment image in the display canvas of the game combat scene is to restore the initial brightness of the game combat scene so as to prompt the user that the target game character attack skill release is completed. In the embodiment of the invention, after the attack skills of the target game roles are released, the role states of the other game roles are adjusted from the static state to the fight state so as to determine the target game role of the next attack skill to be released from the virtual game roles.
Optionally, the adjusting the character status of the other game characters from the static status to the fight status may include: determining a second clock object to which the target game character is bound; and according to the first time information recorded by the second clock object, adjusting the second time information recorded by the first clock object into the first time information.
The first clock object may be understood as an object for controlling a character state of a target game character. The first time information may be time information recorded by the second clock object. The second time information may be understood as time information recorded by the first clock object.
Specifically, a second clock object to which the target game character is bound is determined. And reading the time information recorded by the second clock object to obtain the first time information. When the first time information is obtained, the second time information recorded by the first clock object can be adjusted to be the first time information, so that the second time information in the first clock object is identical to the first time information in the second clock object, and the clock running time of the first clock object is consistent with the clock running time of the second clock object.
On the basis of the above embodiment, the method may further include: and in the process of releasing the attack skills by the target game role, if a derivative role bound with the target game role exists, loading a third clock object of the derivative role, and setting third time information of the third clock object as the first time information.
In the embodiment of the invention, the derivative character can be a character bound with the target game character, and the derivative character can be a virtual summons character by way of example. The third clock object may be understood as a role state for controlling the derived roles. The third time information may be understood as time information recorded in the third clock object.
Specifically, in the process of releasing the attack skills by the target game character, if a derivative character bound with the target game character exists, determining a third clock object bound with the derivative character. And may load a third clock object for the derived role. When the third clock object is loaded, the first time information recorded by the second clock object can be read, and the third time information of the third clock object is set as the first time information.
According to the technical scheme, the preset brightness adjustment color value of the game combat scene is obtained before the character states of other game characters except the target game character in the game combat scene are controlled to be in a static state; and rendering the preset brightness adjustment color value onto a first blank canvas to obtain a scene brightness adjustment image, and rendering the scene brightness adjustment image in a display canvas of the game fight scene, so that the brightness of the game fight scene can be changed before the target game role releases the skill, the user is prompted that the target game role is about to release the attack skill, and the user game experience is improved.
Example IV
Fig. 4 is a flow chart of a skill release processing method according to a fourth embodiment of the present invention, and on the basis of the foregoing embodiment, optionally, the skill release processing method according to the present invention further includes: after the scene brightness adjustment image is rendered in the display canvas of the game combat scene, acquiring an avatar of the target game character before the character states of other game characters except the target game character in the game combat scene are controlled to be in a static state, and rendering the avatar onto a second blank canvas to obtain a skill release prompt image of the target game character; and rendering the skill release prompt image to a display canvas of the game combat scene, and controlling the skill release prompt image to display a preset display duration. Wherein, the technical terms identical to or corresponding to the above embodiments are not repeated herein.
As shown in fig. 4, the method in this embodiment specifically includes:
s410, acquiring a preset skill release sequence of each virtual game role in a game combat scene, and determining a target game role of the to-be-released skill in each virtual game role based on the preset skill release sequence.
S420, under the condition that the attack skill release condition of the target game role is detected, acquiring a preset brightness adjustment color value of the game combat scene.
And S430, rendering the preset brightness adjustment color value onto a first blank canvas to obtain a scene brightness adjustment image, and rendering the scene brightness adjustment image in a display canvas of the game combat scene to adjust the brightness of the game combat scene.
S440, obtaining the virtual image of the target game character, and rendering the virtual image onto a second blank canvas to obtain a skill release prompt image of the target game character.
Wherein the second blank canvas may be understood as a blank canvas for carrying the rendering of the avatar of the target game character. The skill release prompt image may be an image obtained after rendering the avatar to a second blank canvas.
Specifically, when the brightness adjustment of the game combat scene is completed, the avatar of the target game character may be acquired, a second blank canvas may be created or a second blank canvas may be loaded. When the avatar and the second blank canvas are obtained, the avatar may be rendered onto the second blank canvas. Thereby, the skill release prompt image of the target game role can be obtained.
Alternatively, acquiring the avatar of the target game character may include: a storage space for storing an avatar of the target game character is determined. After determining the storage space, the avatar of the target game character may be acquired from the storage space.
And S450, rendering the skill release prompt image onto a display canvas of the game combat scene, and controlling the skill release prompt image to display preset display time.
The preset display duration may be a display duration set for the skill release prompt image according to actual requirements, which is not specifically limited herein, for example, 0.3 seconds, 0.5 seconds, or 0.6 seconds.
Specifically, the skill release prompt image is rendered to a display canvas of the game combat scene, and the skill release prompt image is controlled to be displayed for a preset display time. For example, the preset display duration is 0.5 seconds, and the skill release prompt image is controlled to display the preset display duration, which may be 0.5 seconds.
Optionally, the preset display duration may include a plurality of preset display time points; the display time point can be obtained based on preset display time length and display time interval. For example, the display duration is 0.5 seconds, and the preset display time interval is 0.1 seconds, then the preset display time point may be a time point corresponding to every 0.1 seconds within 0.5 seconds. The controlling the skill release prompt image to display a preset display duration may include: and when the preset display time point is reached, controlling the skill release prompt image to be displayed on a display canvas of the game combat scene.
And S460, controlling the character states of other game characters except the target game character in the game combat scene to be in a static state in the process of displaying the skill release prompt image for a preset display time.
And S470, controlling the target game role to release the attack skills when the role state of the other game roles is in a static state.
According to the technical scheme, after the scene brightness adjustment image is rendered in the display canvas of the game combat scene, the virtual image of the target game character is obtained before the character states of other game characters except the target game character in the game combat scene are controlled to be in a static state, and the virtual image is rendered on a second blank canvas to obtain a skill release prompt image of the target game character; and rendering the skill release prompt image to a display canvas of the game combat scene, and controlling the skill release prompt image to display preset display time length, so as to realize the technical effect of visually prompting the virtual game angle to be participated in combat.
Example five
Fig. 5 is a schematic structural diagram of a skill release processing device according to a fifth embodiment of the present invention. As shown in fig. 5, the apparatus includes: a game character determination module 510, a character status adjustment module 520, and a skill release module 530.
The game role determining module 510 is configured to obtain a preset skill release sequence of each virtual game role in a game combat scene, and determine a target game role of the virtual game roles to be released of the skills based on the preset skill release sequence;
a character state adjustment module 520, configured to control character states of other game characters in the game combat scene except the target game character to be stationary states when the target game character releases an attack skill;
and a skill releasing module 530, configured to control the target game character to release the attack skill when the character states of the other game characters are stationary.
According to the technical scheme, the preset skill release sequence of each virtual game role in a game combat scene is obtained, and a target game role of skill to be released in each virtual game role is determined based on the preset skill release sequence; controlling character states of other game characters except the target game character in the game combat scene to be stationary states under the condition that the attack skill release condition of the target game character is detected; and controlling the target game character to release the attack skills under the condition that the character states of the other game characters are static. According to the technical scheme provided by the embodiment of the invention, two mechanisms of round making and instant making are effectively integrated, the skill release of the game roles is processed, the smoothness and stability of the game combat are improved, the definition of the game picture is ensured, and the game experience of a user is improved.
Optionally, the role state adjustment module 520 is configured to:
and determining a first clock object bound by other game roles except the target game role in the game combat scene, and carrying out pause processing on the clock of the first clock object.
Optionally, the apparatus further comprises a scene brightness adjustment module for:
acquiring a preset brightness adjustment color value of the game combat scene before the character states of other game characters except the target game character in the game combat scene are controlled to be in a static state;
and rendering the preset brightness adjustment color value onto a first blank canvas to obtain a scene brightness adjustment image, and rendering the scene brightness adjustment image in a display canvas of the game combat scene.
Optionally, the apparatus further comprises: the fight prompt module is used for:
after the scene brightness adjustment image is rendered in the display canvas of the game combat scene, acquiring an avatar of the target game character before the character states of other game characters except the target game character in the game combat scene are controlled to be in a static state, and rendering the avatar onto a second blank canvas to obtain a skill release prompt image of the target game character;
And rendering the skill release prompt image to a display canvas of the game combat scene, and controlling the skill release prompt image to display a preset display duration.
Optionally, the apparatus further comprises a role state recovery module for:
and after the target game role releases the attack skills, canceling the rendering of the scene brightness adjustment image in the display canvas of the game combat scene, and adjusting the role states of the other game roles from the static state to the combat state.
Optionally, the role state recovery module is specifically configured to:
determining a second clock object to which the target game character is bound;
and according to the first time information recorded by the second clock object, adjusting the second time information recorded by the first clock object into the first time information.
The device also comprises a time setting module for:
and in the process of releasing the attack skills by the target game role, if a derivative role bound with the target game role exists, loading a third clock object of the derivative role, and setting third time information of the third clock object as the first time information.
The skill release processing device provided by the embodiment of the invention can execute the skill release processing method provided by any embodiment of the invention, and has the corresponding functional modules and beneficial effects of the execution method.
It should be noted that, each unit and module included in the skill release processing apparatus are only divided according to the functional logic, but not limited to the above division, so long as the corresponding functions can be implemented; in addition, the specific names of the functional units are also only for distinguishing from each other, and are not used to limit the protection scope of the embodiments of the present invention.
Example six
Fig. 6 shows a schematic diagram of the structure of an electronic device 10 that may be used to implement an embodiment of the invention. Electronic devices are intended to represent various forms of digital computers, such as laptops, desktops, workstations, personal digital assistants, servers, blade servers, mainframes, and other appropriate computers. Electronic equipment may also represent various forms of mobile devices, such as personal digital processing, cellular telephones, smartphones, wearable devices (e.g., helmets, glasses, watches, etc.), and other similar computing devices. The components shown herein, their connections and relationships, and their functions, are meant to be exemplary only, and are not meant to limit implementations of the inventions described and/or claimed herein.
As shown in fig. 6, the electronic device 10 includes at least one processor 11, and a memory, such as a Read Only Memory (ROM) 12, a Random Access Memory (RAM) 13, etc., communicatively connected to the at least one processor 11, in which the memory stores a computer program executable by the at least one processor, and the processor 11 may perform various appropriate actions and processes according to the computer program stored in the Read Only Memory (ROM) 12 or the computer program loaded from the storage unit 18 into the Random Access Memory (RAM) 13. In the RAM 13, various programs and data required for the operation of the electronic device 10 may also be stored. The processor 11, the ROM 12 and the RAM 13 are connected to each other via a bus 14. An input/output (I/O) interface 15 is also connected to bus 14.
Various components in the electronic device 10 are connected to the I/O interface 15, including: an input unit 16 such as a keyboard, a mouse, etc.; an output unit 17 such as various types of displays, speakers, and the like; a storage unit 18 such as a magnetic disk, an optical disk, or the like; and a communication unit 19 such as a network card, modem, wireless communication transceiver, etc. The communication unit 19 allows the electronic device 10 to exchange information/data with other devices via a computer network, such as the internet, and/or various telecommunication networks.
The processor 11 may be a variety of general and/or special purpose processing components having processing and computing capabilities. Some examples of processor 11 include, but are not limited to, a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), various specialized Artificial Intelligence (AI) computing chips, various processors running machine learning model algorithms, digital Signal Processors (DSPs), and any suitable processor, controller, microcontroller, etc. The processor 11 performs the various methods and processes described above, such as a skill release processing method.
In some embodiments, the skill release processing method may be implemented as a computer program tangibly embodied on a computer-readable storage medium, such as the storage unit 18. In some embodiments, part or all of the computer program may be loaded and/or installed onto the electronic device 10 via the ROM 12 and/or the communication unit 19. When the computer program is loaded into RAM 13 and executed by processor 11, one or more steps of the skill release processing method described above may be performed. Alternatively, in other embodiments, the processor 11 may be configured to perform the skill release processing method in any other suitable manner (e.g., by means of firmware).
Various implementations of the systems and techniques described here above may be implemented in digital electronic circuitry, integrated circuit systems, field Programmable Gate Arrays (FPGAs), application Specific Integrated Circuits (ASICs), application Specific Standard Products (ASSPs), systems On Chip (SOCs), load programmable logic devices (CPLDs), computer hardware, firmware, software, and/or combinations thereof. These various embodiments may include: implemented in one or more computer programs, the one or more computer programs may be executed and/or interpreted on a programmable system including at least one programmable processor, which may be a special purpose or general-purpose programmable processor, that may receive data and instructions from, and transmit data and instructions to, a storage system, at least one input device, and at least one output device.
A computer program for carrying out methods of the present invention may be written in any combination of one or more programming languages. These computer programs may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus, such that the computer programs, when executed by the processor, cause the functions/acts specified in the flowchart and/or block diagram block or blocks to be implemented. The computer program may execute entirely on the machine, partly on the machine, as a stand-alone software package, partly on the machine and partly on a remote machine or entirely on the remote machine or server.
In the context of the present invention, a computer-readable storage medium may be a tangible medium that can contain, or store a computer program for use by or in connection with an instruction execution system, apparatus, or device. The computer readable storage medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. Alternatively, the computer readable storage medium may be a machine readable signal medium. More specific examples of a machine-readable storage medium would include an electrical connection based on one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
To provide for interaction with a user, the systems and techniques described here can be implemented on an electronic device having: a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to a user; and a keyboard and a pointing device (e.g., a mouse or a trackball) through which a user can provide input to the electronic device. Other kinds of devices may also be used to provide for interaction with a user; for example, feedback provided to the user may be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user may be received in any form, including acoustic input, speech input, or tactile input.
The systems and techniques described here can be implemented in a computing system that includes a background component (e.g., as a data server), or that includes a middleware component (e.g., an application server), or that includes a front-end component (e.g., a user computer having a graphical user interface or a web browser through which a user can interact with an implementation of the systems and techniques described here), or any combination of such background, middleware, or front-end components. The components of the system can be interconnected by any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include: local Area Networks (LANs), wide Area Networks (WANs), blockchain networks, and the internet.
The computing system may include clients and servers. The client and server are typically remote from each other and typically interact through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other. The server can be a cloud server, also called a cloud computing server or a cloud host, and is a host product in a cloud computing service system, so that the defects of high management difficulty and weak service expansibility in the traditional physical hosts and VPS service are overcome.
It should be appreciated that various forms of the flows shown above may be used to reorder, add, or delete steps. For example, the steps described in the present invention may be performed in parallel, sequentially, or in a different order, so long as the desired results of the technical solution of the present invention are achieved, and the present invention is not limited herein.
The above embodiments do not limit the scope of the present invention. It will be apparent to those skilled in the art that various modifications, combinations, sub-combinations and alternatives are possible, depending on design requirements and other factors. Any modifications, equivalent substitutions and improvements made within the spirit and principles of the present invention should be included in the scope of the present invention.

Claims (7)

1. A skill release processing method, comprising:
acquiring a preset skill release sequence of each virtual game role in a game combat scene, and determining a target game role of skill to be released in each virtual game role based on the preset skill release sequence;
controlling character states of other game characters in the game combat scene except the target game character to be stationary under the condition that the attack skill release condition of the target game character is detected, wherein the method comprises the following steps: determining a first clock object bound by other game roles except the target game role in the game combat scene, and carrying out pause processing on the clock of the first clock object;
Controlling the target game character to release attack skills under the condition that the character states of the other game characters are static;
before the controlling the character states of the other game characters in the game combat scene than the target game character to be stationary, the method further includes: acquiring a preset brightness adjustment color value of the game combat scene; rendering the preset brightness adjustment color value onto a first blank canvas to obtain a scene brightness adjustment image, and rendering the scene brightness adjustment image in a display canvas of the game combat scene; the preset brightness adjustment color value is lower than the initial scene brightness of the game combat scene;
after the target game character release attack skills are completed, the method further comprises: and canceling the display of the scene brightness adjustment image in the display canvas of the game combat scene, and adjusting the character states of the other game characters from the static state to the combat state.
2. The method of claim 1, wherein after rendering the scene brightness adjustment image in the display canvas of the game combat scene, before the controlling the character states of other game characters in the game combat scene than the target game character to be stationary, the method further comprises:
Acquiring an avatar of the target game character, and rendering the avatar to a second blank canvas to obtain a skill release prompt image of the target game character;
and rendering the skill release prompt image to a display canvas of the game combat scene, and controlling the skill release prompt image to display a preset display duration.
3. The method of claim 1, wherein said adjusting the character status of the other game character from the stationary status to the combat status comprises:
determining a second clock object to which the target game character is bound;
and according to the first time information recorded by the second clock object, adjusting the second time information recorded by the first clock object into the first time information.
4. A method according to claim 3, characterized in that the method further comprises:
and in the process of releasing the attack skills by the target game role, if a derivative role bound with the target game role exists, loading a third clock object of the derivative role, and setting third time information of the third clock object as the first time information.
5. A skill release processing apparatus, comprising:
the game role determining module is used for acquiring a preset skill releasing sequence of each virtual game role in a game combat scene and determining a target game role of the to-be-released skill in each virtual game role based on the preset skill releasing sequence;
the character state adjustment module is configured to control character states of other game characters except the target game character in the game combat scene to be stationary under the condition that the target game character releases an attack skill, and includes: determining a first clock object bound by other game roles except the target game role in the game combat scene, and carrying out pause processing on the clock of the first clock object;
the skill releasing module is used for controlling the target game role to release attack skills under the condition that the role states of the other game roles are static;
the device also comprises a scene brightness adjustment module for: acquiring a preset brightness adjustment color value of the game combat scene before the character states of other game characters except the target game character in the game combat scene are controlled to be in a static state; rendering the preset brightness adjustment color value onto a first blank canvas to obtain a scene brightness adjustment image, and rendering the scene brightness adjustment image in a display canvas of the game combat scene; the preset brightness adjustment color value is lower than the initial scene brightness of the game combat scene;
The device also comprises a role state recovery module, which is used for canceling the rendering of the scene brightness adjustment image in the display canvas of the game combat scene after the target game role releases the attack skills, and adjusting the role states of other game roles from the static state to the combat state.
6. An electronic device, the electronic device comprising:
at least one processor; and
a memory communicatively coupled to the at least one processor; wherein,
the memory stores a computer program executable by the at least one processor to enable the at least one processor to perform the skill release processing method of any of claims 1-4.
7. A computer readable storage medium storing computer instructions for causing a processor to implement the skill release processing method of any of claims 1-4 when executed.
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