CN116747519A - Game skill processing method and device, electronic equipment and storage medium - Google Patents

Game skill processing method and device, electronic equipment and storage medium Download PDF

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Publication number
CN116747519A
CN116747519A CN202310750185.7A CN202310750185A CN116747519A CN 116747519 A CN116747519 A CN 116747519A CN 202310750185 A CN202310750185 A CN 202310750185A CN 116747519 A CN116747519 A CN 116747519A
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CN
China
Prior art keywords
skill
animation
character
game
cooling progress
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202310750185.7A
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Chinese (zh)
Inventor
杨永渠
马惠宝
许培涛
林盛烁
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Guangzhou Sanqi Jimeng Network Technology Co ltd
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Guangzhou Sanqi Jimeng Network Technology Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Application filed by Guangzhou Sanqi Jimeng Network Technology Co ltd filed Critical Guangzhou Sanqi Jimeng Network Technology Co ltd
Priority to CN202310750185.7A priority Critical patent/CN116747519A/en
Publication of CN116747519A publication Critical patent/CN116747519A/en
Pending legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F13/50Controlling 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
    • A63F13/537Controlling 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 using indicators, e.g. showing the condition of a game character on 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
    • 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
    • A63F2300/303Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a game skill processing method, a game skill processing device, electronic equipment and a storage medium. The method comprises the following steps: responding to the execution operation aiming at the current game task, and starting an automatic combat function under the condition of entering a game scene corresponding to the current game task; displaying skill cooling progress animation of a plurality of roles in an automatic combat process in a graphical user interface, wherein a skill cooling progress bar in the skill cooling progress animation moves according to skill cooling time; in the event that the skill cool down time of any character ends, a skill release animation of the character is displayed in the graphical user interface. According to the technical scheme, the real-time display of the skill cooling progress and the automatic release of the skill in the fight process are realized, compared with the prior art, the user operation is reduced, the execution efficiency of the fight is improved, the skill cooling progress in the fight process is displayed in real time, the diversity of game skill display is increased, and therefore the game experience of the user is improved.

Description

Game skill processing method and device, electronic equipment and storage medium
Technical Field
The present invention relates to the field of data processing technologies, and in particular, to a method and apparatus for processing game skills, an electronic device, and a storage medium.
Background
In a Role-playing game (RPG), various tasks may be performed by a team, and after a task scenario is performed, a user may control each Role in the team to release skills to implement an attack on a target object, thereby completing the task.
In the process of implementing the present invention, the inventor finds that at least the following technical problems exist in the prior art: the team fight execution efficiency is low, the skill display mode in the team fight is single, and the user game experience is poor.
Disclosure of Invention
The invention provides a game skill processing method, a game skill processing device, an electronic device and a storage medium, which are used for reducing user operation, improving the execution efficiency of combat, displaying skill cooling progress in the combat process in real time, and increasing the diversity of game skill display, so that the game experience of users is improved.
According to an aspect of the present invention, there is provided a game skill processing method, including:
responding to the execution operation aiming at the current game task, and starting an automatic combat function under the condition of entering a game scene corresponding to the current game task;
displaying skill cooling progress animation of a plurality of roles in an automatic combat process in a graphical user interface, wherein a skill cooling progress bar in the skill cooling progress animation moves according to skill cooling time;
in the event that the skill cool down time of any character ends, a skill release animation of the character is displayed in the graphical user interface.
According to another aspect of the present invention, there is provided a game skill processing apparatus including:
the automatic combat function starting module is used for responding to the execution operation aiming at the current game task and starting the automatic combat function under the condition of entering a game scene corresponding to the current game task;
the skill cooling progress display module is used for displaying skill cooling progress animation of a plurality of roles in an automatic combat process in a graphical user interface, wherein a skill cooling progress bar in the skill cooling progress animation moves according to skill cooling time;
and the skill release animation display module is used for displaying the skill release animation of any character in the graphical user interface under the condition that the skill cooling time of the character is finished.
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, the computer program being executable by the at least one processor to enable the at least one processor to perform the method of handling game skills according to 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 execute a method of processing a game skill according to any one of the embodiments of the present invention.
According to the technical scheme, the automatic fight function is started under the condition of entering a game scene corresponding to the current game task by responding to the execution operation aiming at the current game task; in addition, the skill cooling progress animation of the multiple roles in the automatic combat process is displayed in the graphical user interface, so that a user can know the skill cooling progress of each role in real time, the diversity of game skill display is increased, and the game experience of the 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 flow chart of a method for processing game skills according to an embodiment of the present invention;
FIG. 2 is a schematic illustration of a skill cooling schedule animation according to a first embodiment of the invention;
FIG. 3 is a flow chart of a method for processing game skills according to a second embodiment of the present invention;
fig. 4 is a schematic structural view of a game skill processing device according to a third embodiment of the present invention;
fig. 5 is a schematic structural diagram of an electronic device implementing a game skill processing method according to an 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.
Example 1
Fig. 1 is a flowchart of a game skill processing method provided in an embodiment of the present invention, where the method may be applied to a situation where skills in a team fight are automatically released, and the method may be performed by a game skill processing device, where the game skill processing device may be implemented in hardware and/or software, where the game skill processing device may be configured in a mobile terminal, where the mobile terminal may include a display screen and a processor, where the display screen is used to present a graphical user interface, where the graphical user interface includes a game screen, and where the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen, where the mobile terminal may be, for example, a mobile phone, a tablet computer, and so on. As shown in fig. 1, the method includes:
s110, responding to the execution operation aiming at the current game task, and starting an automatic combat function under the condition of entering a game scene corresponding to the current game task.
Specifically, the user may click on a game task in the graphical user interface, and the processor responds to the execution operation of the game task, triggers to enter a game scene corresponding to the current game task, and starts an automatic fight function, so that each role in the team attacks on a target object, the target object may also attack a role in the team, and the target object may be a target capable of fight such as a strange role, other team roles, and the like, which is not limited herein.
And S120, displaying skill cooling progress animation of the multiple roles in the automatic combat process in a graphical user interface, wherein a skill cooling progress bar in the skill cooling progress animation moves according to the skill cooling time.
In this embodiment, the skill cooling progress animation refers to an animation for displaying a skill cooling progress, and a skill cooling progress bar that follows a skill cooling time change may be included in the skill cooling progress animation to characterize the skill cooling progress. The skill cooling progress bar may have effects of waves, flickering, shaking, etc. during movement, and is not limited herein.
Illustratively, FIG. 2 is a schematic illustration of a skill cooling progress animation provided in accordance with a first embodiment of the present invention; 1, 2 and 3 in fig. 2 respectively represent a role 1, a role 2 and a role 3 in a team, a represents a skill cooling progress animation corresponding to the role 1, B represents a skill cooling progress animation corresponding to the role 2, and C represents a skill cooling progress animation corresponding to the role 3, wherein the height of a wave can represent the skill cooling degree.
Optionally, the skill cooling progress bar in the skill cooling progress animation moves according to the skill cooling time, including: in the case of decreasing skill cooling time, the position of the skill cooling progress bar in the skill cooling progress animation rises with it. It will be appreciated that the skill cooling time is characterized as ending when the position of the skill cooling progress bar reaches the top.
And S130, displaying a skill release animation of any character in a graphical user interface when the skill cooling time of the character is over.
Specifically, when the skill cooling time of any character is finished, a skill release animation of the character can be displayed in a combat area in the graphical user interface, so that the release of the skill of the character is realized.
Optionally, after displaying the skill release animation of the character in the graphical user interface, the method further comprises: at the skill cooling progress animation position of the character, the skill remaining cooling time and/or the semitransparent mask image are displayed.
It will be appreciated that after skill release, the user may be made aware of the skill cooling remaining time in real time by displaying the skill cooling remaining time; the skill icon may be grayed out by displaying the translucent mask image to characterize the skill in cooling.
Optionally, displaying a skill release animation of the character in a graphical user interface, including: under the condition that the role is a main angle, pausing a fight animation of a current game scene played by a first player, switching the player into a second player, and playing a skill animation of the main angle by the second player; after the skill animation of the principal angle is played, the player is switched to a first player, and the first player continues playing the fight animation of the current game scene.
The first player is used for loading and playing a combat picture of a game scene, and the second player is used for loading and playing a skill picture of a principal angle in advance. It should be noted that, through switching the player from the first player to the second player, the outstanding display of the main angle skill animation is realized, and the game experience of the user is improved.
According to the technical scheme, the automatic fight function is started under the condition of entering a game scene corresponding to the current game task by responding to the execution operation aiming at the current game task; in addition, the skill cooling progress animation of the multiple roles in the automatic combat process is displayed in the graphical user interface, so that a user can know the skill cooling progress of each role in real time, the diversity of game skill display is increased, and the game experience of the user is improved.
Example two
Fig. 3 is a flowchart of a game skill processing method according to a second embodiment of the present invention, where the method according to the present embodiment may be combined with each of the alternatives in the game skill processing method according to the foregoing embodiment. The game skill processing method provided by the embodiment is further optimized. Optionally, after the displaying the skill release animation of the character in the graphical user interface, the method further comprises: acquiring head portrait display animation of the role; and overlaying the head portrait display animation of the character on the skill cooling progress animation of the character at the skill cooling progress animation position of the character.
As shown in fig. 3, the method includes:
s210, responding to the execution operation aiming at the current game task, and starting an automatic combat function under the condition of entering a game scene corresponding to the current game task.
S220, displaying skill cooling progress animation of the multiple roles in the automatic combat process in a graphical user interface, wherein a skill cooling progress bar in the skill cooling progress animation moves according to skill cooling time.
And S230, displaying a skill release animation of any character in a graphical user interface when the skill cooling time of the character is over.
S240, acquiring the head portrait of the character to display animation.
Wherein, the avatar display animation refers to the avatar display animation of the character currently releasing the skill. Specifically, path information corresponding to the icon field of the role is determined, and the head portrait of the role is acquired to display animation according to the path information corresponding to the icon field of the role.
For example, the icon field of the character may be hereo_001, and the avatar presentation animation of the character corresponding to hereo_001 may be acquired from the storage path corresponding to hereo_001.
S250, covering the head portrait display animation of the character on the skill cooling progress animation of the character at the skill cooling progress animation position of the character.
It can be understood that by overlaying the avatar display animation of the character over the skill cooling progress animation of the character, the avatar of the character currently releasing the skill is highlighted, so that the user knows which character is currently releasing the skill, knows the fight process, and improves the game participation feeling of the user.
Specifically, the method comprises the steps of obtaining rendering level information of a head portrait showing animation of a character and rendering level information of a skill cooling progress animation of the character, wherein the rendering level information of the head portrait showing animation of the character is larger than the rendering level information of the skill cooling progress animation of the character; and overlaying the avatar presentation animation of the character on the skill cooling progress animation of the character based on the rendering level information of the avatar presentation animation of the character.
Wherein the rendering level information refers to the rendering level of the animation. It will be appreciated that the animation at the rendering level may be overlaid on top of the animation at the rendering level, enabling an overlaid display.
In some embodiments, under the condition that the mobile terminal requests to release skills, the server side can generate an attack object list according to configuration information of the request to release skills, and send the attack object list to the mobile terminal, so that the mobile terminal generates an arrow special effect for prompting the attack object according to the attack object list, binds the arrow special effect for prompting the attack object with a role, and plays the attack animation effect. The configuration information of the request release skill includes, but is not limited to, information such as a selected enemy distance, a selected enemy range, a selected enemy number, a selected enemy condition and the like.
According to the technical scheme, the head portrait display animation of the character is obtained, and then the head portrait display animation of the character is covered on the skill cooling progress animation of the character at the skill cooling progress animation position of the character, so that the head portrait of the character with the current release skill is highlighted, a user knows which character is currently releasing the skill, the fight process is known, and the game participation feeling of the user is improved.
Example III
Fig. 4 is a schematic structural diagram of a game skill processing device according to a third embodiment of the present invention. As shown in fig. 4, the apparatus includes:
an automatic combat function opening module 310, configured to, in response to an execution operation for a current game task, open an automatic combat function when entering a game scenario corresponding to the current game task;
a skill cooling progress display module 320, configured to display skill cooling progress animations of multiple roles in an automatic combat process in a graphical user interface, where a skill cooling progress bar in the skill cooling progress animation moves according to skill cooling time;
a skill release animation display module 330 for displaying a skill release animation of any character in the graphical user interface in the event that the skill cool down time of the character is over.
According to the technical scheme, the automatic fight function is started under the condition of entering a game scene corresponding to the current game task by responding to the execution operation aiming at the current game task; in addition, the skill cooling progress animation of the multiple roles in the automatic combat process is displayed in the graphical user interface, so that a user can know the skill cooling progress of each role in real time, the diversity of game skill display is increased, and the game experience of the user is improved.
In some alternative embodiments, the skill cooling progress bar in the skill cooling progress animation moves according to skill cooling time, comprising:
in the case of decreasing skill cooling time, the position of the skill cooling progress bar in the skill cooling progress animation rises with it.
In some alternative embodiments, the game skill processing device further comprises:
the head portrait display animation acquisition module is used for acquiring head portrait display animation of the role;
and the head portrait display animation covering module is used for covering the head portrait display animation of the character on the skill cooling progress animation of the character at the skill cooling progress animation position of the character.
In some alternative embodiments, the avatar presentation animation acquisition module is specifically configured to:
determining path information corresponding to the icon field of the role;
and acquiring the head portrait display animation of the role according to the path information corresponding to the icon field of the role.
In some alternative embodiments, the avatar presentation animation overlay module is specifically configured to:
acquiring rendering level information of the head portrait showing animation of the character and rendering level information of the skill cooling progress animation of the character, wherein the rendering level information of the head portrait showing animation of the character is larger than the rendering level information of the skill cooling progress animation of the character;
and overlaying the head portrait display animation of the character on the skill cooling progress animation of the character based on the rendering level information of the head portrait display animation of the character and the rendering level information of the skill cooling progress animation of the character.
In some alternative embodiments, the game skill processing device further comprises:
and the skill cooling animation display module is used for displaying the skill residual cooling time and/or the semitransparent mask image at the skill cooling progress animation position of the character.
In some alternative embodiments, skill release animation display module 330 is further configured to:
under the condition that the role is a main angle, pausing a fight animation of a current game scene played by a first player, switching the player into a second player, and playing a skill animation of the main angle by the second player;
after the playing of the skill animation of the principal angle is finished, the player is switched to a first player, and the first player continues to play the fight animation of the current game scene.
The game skill processing device provided by the embodiment of the invention can execute the game skill processing method provided by any embodiment of the invention, and has the corresponding functional modules and beneficial effects of the execution method.
Example IV
Fig. 5 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 assistants, cellular telephones, smartphones, wearable devices (e.g., helmets, eyeglasses, 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. 5, 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 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 game skill processing method, including:
the automatic combat function starting module is used for responding to the execution operation aiming at the current game task and starting the automatic combat function under the condition of entering a game scene corresponding to the current game task;
the skill cooling progress display module is used for displaying skill cooling progress animation of a plurality of roles in an automatic combat process in a graphical user interface, wherein a skill cooling progress bar in the skill cooling progress animation moves according to skill cooling time;
and the skill release animation display module is used for displaying the skill release animation of any character in the graphical user interface under the condition that the skill cooling time of the character is finished.
In some embodiments, the method of game skill processing may be implemented as a computer program tangibly embodied on a computer-readable storage medium, such as 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 above-described game skill processing method may be performed. Alternatively, in other embodiments, the processor 11 may be configured to perform the processing of game skills 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), complex 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 (10)

1. A method of processing game skills, the method comprising:
responding to the execution operation aiming at the current game task, and starting an automatic combat function under the condition of entering a game scene corresponding to the current game task;
displaying skill cooling progress animation of a plurality of roles in an automatic combat process in a graphical user interface, wherein a skill cooling progress bar in the skill cooling progress animation moves according to skill cooling time;
in the event that the skill cool down time of any character ends, a skill release animation of the character is displayed in the graphical user interface.
2. The method of claim 1, wherein the skill cooling progress bar in the skill cooling progress animation moves according to skill cooling time, comprising:
in the case of decreasing skill cooling time, the position of the skill cooling progress bar in the skill cooling progress animation rises with it.
3. The method of claim 1, wherein after displaying the skill release animation of the character in a graphical user interface, the method further comprises:
acquiring head portrait display animation of the role;
and overlaying the head portrait display animation of the character on the skill cooling progress animation of the character at the skill cooling progress animation position of the character.
4. A method according to claim 3, wherein said obtaining an avatar presentation animation of said character comprises:
determining path information corresponding to the icon field of the role;
and acquiring the head portrait display animation of the role according to the path information corresponding to the icon field of the role.
5. A method according to claim 3, wherein overlaying the avatar presentation animation of the character over the skill cool-down progress animation of the character comprises:
acquiring rendering level information of the head portrait showing animation of the character and rendering level information of the skill cooling progress animation of the character, wherein the rendering level information of the head portrait showing animation of the character is larger than the rendering level information of the skill cooling progress animation of the character;
and overlaying the avatar presentation animation of the character on the skill cooling progress animation of the character based on the rendering level information of the avatar presentation animation of the character and the rendering level information of the skill cooling progress animation of the character.
6. The method of claim 1, wherein after displaying the skill release animation of the character in a graphical user interface, the method further comprises:
and displaying the skill remaining cooling time and/or the semitransparent mask image at the skill cooling progress animation position of the character.
7. The method of claim 1, wherein displaying a skill release animation of the character in a graphical user interface comprises:
under the condition that the role is a main angle, pausing a fight animation of a current game scene played by a first player, switching the player into a second player, and playing a skill animation of the main angle by the second player;
after the playing of the skill animation of the principal angle is finished, the player is switched to a first player, and the first player continues to play the fight animation of the current game scene.
8. A game skill processing device, comprising:
the automatic combat function starting module is used for responding to the execution operation aiming at the current game task and starting the automatic combat function under the condition of entering a game scene corresponding to the current game task;
the skill cooling progress display module is used for displaying skill cooling progress animation of a plurality of roles in an automatic combat process in a graphical user interface, wherein a skill cooling progress bar in the skill cooling progress animation moves according to skill cooling time;
and the skill release animation display module is used for displaying the skill release animation of any character in the graphical user interface under the condition that the skill cooling time of the character is finished.
9. 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 method of processing a game skill of any one of claims 1-7.
10. A computer readable storage medium storing computer instructions for causing a processor to execute the method of processing a game skill in any one of claims 1-7.
CN202310750185.7A 2023-06-21 2023-06-21 Game skill processing method and device, electronic equipment and storage medium Pending CN116747519A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202310750185.7A CN116747519A (en) 2023-06-21 2023-06-21 Game skill processing method and device, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310750185.7A CN116747519A (en) 2023-06-21 2023-06-21 Game skill processing method and device, electronic equipment and storage medium

Publications (1)

Publication Number Publication Date
CN116747519A true CN116747519A (en) 2023-09-15

Family

ID=87949330

Family Applications (1)

Application Number Title Priority Date Filing Date
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Country Status (1)

Country Link
CN (1) CN116747519A (en)

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