CN116920399A - Event processing method and device in game and terminal equipment - Google Patents

Event processing method and device in game and terminal equipment Download PDF

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Publication number
CN116920399A
CN116920399A CN202210359912.2A CN202210359912A CN116920399A CN 116920399 A CN116920399 A CN 116920399A CN 202210359912 A CN202210359912 A CN 202210359912A CN 116920399 A CN116920399 A CN 116920399A
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CN
China
Prior art keywords
skill
control
controlling
virtual character
effect
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Pending
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CN202210359912.2A
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Chinese (zh)
Inventor
王泽�
刘勇成
胡志鹏
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202210359912.2A priority Critical patent/CN116920399A/en
Publication of CN116920399A publication Critical patent/CN116920399A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/0486Drag-and-drop

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

Abstract

The invention provides an event processing method, a device and terminal equipment in a game, comprising the following steps: providing a skill control through a graphical user interface; wherein the skill control is configured to control the virtual character to execute corresponding skill animation in the game scene in response to triggering operation and generate skill effect in the game scene; controlling the virtual character to execute a skill animation corresponding to the skill control in response to the first operation aiming at the skill control, and generating a skill effect in the game scene; and in response to the second operation aiming at the skill control, controlling the virtual role to execute the skill animation corresponding to the skill control and prohibiting the skill effect from being generated in the game scene. The invention can not only remarkably increase the convenience of the interaction of the graphical user interface, thereby being convenient for the operation of the player, but also effectively increase the game strategic and improve the game experience of the player.

Description

Event processing method and device in game and terminal equipment
Technical Field
The present invention relates to the field of game technologies, and in particular, to a method and an apparatus for processing an event in a game, and a terminal device.
Background
In the production of games, various art elements are often used in combination with program-like resources to accomplish the achievement of a certain game effect, such as skill actions and skill effects when a player character releases a skill. At present, in game fight, a player can select a certain skill and cancel the skill, so that a player character releases a skill action corresponding to the skill and does not release a skill effect corresponding to the skill, thereby achieving the purpose of confusing judgment of a hostile player, however, the operation is complex, and the game experience of the player is affected.
Disclosure of Invention
Accordingly, the present invention aims to provide a method, an apparatus and a terminal device for processing events in a game, which not only can remarkably increase the convenience of graphical user interface interaction, thereby facilitating player operation, but also can effectively increase game strategic performance and improve game experience of players.
In a first aspect, an embodiment of the present invention provides a method for processing an event in a game, where a graphical user interface is provided by a terminal, where the graphical user interface includes a game scene and a virtual character located in the game scene, and the method includes: providing a skill control through the graphical user interface; wherein the skill control is configured to control the virtual character to execute corresponding skill animation in the game scene in response to triggering operation and generate skill effect in the game scene; controlling the virtual character to execute a skill animation corresponding to the skill control in response to a first operation aiming at the skill control, and generating a skill effect in the game scene; and responding to a second operation aiming at the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene.
In one embodiment, the method further comprises: and in the process of responding to the second operation aiming at the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control, responding to the third operation, and controlling the virtual character to switch from executing the skill animation to executing the game operation corresponding to the third operation.
In one embodiment, the method further comprises: and in the process of controlling the virtual character to execute the skill animation corresponding to the skill control in response to the first operation aiming at the skill control, disabling the generation of the skill effect in the game scene in response to the first dragging operation aiming at the skill control.
In one embodiment, the step of controlling the virtual character to execute a skill animation corresponding to the skill control and prohibiting the generation of a skill effect in the game scene in response to the second operation for the skill control includes: providing a function control through the graphical user interface; responding to a second drag operation aiming at the functional control, and controlling the functional control to move according to the second drag operation; judging whether to prohibit the skill effect corresponding to the skill control according to the position relation between the function control and the skill control; and if so, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene.
In one embodiment, the step of determining whether to prohibit the skill effect corresponding to the skill control according to the position relationship between the functional control and the skill control includes: judging whether the skill control meets a first preset condition according to the position relation between the functional control and the skill control; the first preset condition includes: the overlapping proportion between the functional control and the skill control is larger than a preset proportion threshold; and if so, prohibiting the skill effect corresponding to the skill control.
In one embodiment, the method further comprises: and responding to the end of the second drag operation, and controlling the functional control to recover from the first end position to the first initial position.
In one embodiment, the method further comprises: and providing the residual cooling time corresponding to the functional control through the graphical user interface.
In one embodiment, the step of controlling the virtual character to execute a skill animation corresponding to the skill control and prohibiting the generation of a skill effect in the game scene in response to the second operation for the skill control includes: responding to a third drag operation aiming at the skill control, and controlling the skill control to move according to the third drag operation; responding to the end of the third drag operation, and judging whether a second end position of the skill control meets a second preset condition or not; and if so, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene.
In one embodiment, the step of determining whether the second end position of the skill control meets a second preset condition includes: judging whether the second end position of the skill control is positioned in a designated area in the graphical user interface; and if so, determining that the second ending position of the skill control meets a second preset condition.
In one embodiment, the designated area includes: a region centered on the virtual object.
In one embodiment, the method further comprises: and responding to the end of the third drag operation, and controlling the skill control to recover from the second end position to the second initial position.
In one embodiment, the skill animation includes at least skill actions, skill effects, and skill sound effects; the step of controlling the virtual character to execute the skill animation corresponding to the skill control comprises the following steps: controlling the virtual character to perform skill actions corresponding to the skill controls; and/or providing a skill special effect corresponding to the skill control through the graphical user interface; and/or playing the skill sound effect corresponding to the skill control.
In a second aspect, an embodiment of the present invention further provides an event processing apparatus in a game, where a graphical user interface is provided by a terminal, the graphical user interface including a game scene and a virtual character located in the game scene, the apparatus including: the control providing module is used for providing skill controls through the graphical user interface; wherein the skill control is configured to control the virtual character to execute corresponding skill animation in the game scene in response to triggering operation and generate skill effect in the game scene; the first control module is used for responding to the first operation aiming at the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control and generating the skill effect in the game scene; and the second control module is used for responding to the second operation aiming at the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control and prohibiting the skill effect from being generated in the game scene.
In a third aspect, an embodiment of the present invention further provides a terminal device, including a processor and a memory, the memory storing computer executable instructions executable by the processor, the processor executing the computer executable instructions to implement the method according to any one of the first aspects.
In a fourth aspect, embodiments of the present invention also provide a computer-readable storage medium storing computer-executable instructions which, when invoked and executed by a processor, cause the processor to implement the method of any one of the first aspects.
According to the event processing method, the event processing device and the terminal equipment in the game, a graphical user interface is provided through the terminal, the graphical user interface comprises a game scene and virtual characters positioned in the game scene, and a skill control is provided through the graphical user interface, wherein the skill control is configured to control the virtual characters to execute corresponding skill animation in the game scene in response to triggering operation and generate skill effects in the game scene, to control the virtual characters to execute the skill animation corresponding to the skill control in response to first operation aiming at the skill control and generate skill effects in the game scene, and to control the virtual characters to execute the skill animation corresponding to the skill control in response to second operation aiming at the skill control and inhibit skill effects in the game scene. According to the method, the skill animation and the skill effect of the skill control can be triggered simultaneously when the first operation is monitored, the skill animation of the skill control can be triggered only when the second operation is monitored, and the skill effect of the skill control is forbidden, so that the purpose that the skill animation is provided only and the skill effect is not released is achieved.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
In order to make the above objects, features and advantages of the present invention more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described, and it is obvious that the drawings in the description below are some embodiments of the present invention, and other drawings can be obtained according to the drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic flow chart of a method for processing events in a game according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of a graphical user interface according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of another graphical user interface provided by an embodiment of the present invention;
FIG. 4 is a schematic diagram of another graphical user interface provided by an embodiment of the present invention;
FIG. 5 is a schematic diagram of an event handling device in a game according to an embodiment of the present invention;
fig. 6 is a schematic structural diagram of a terminal device according to an embodiment of the present invention.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the present invention will be clearly and completely described in conjunction with the embodiments, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
Currently, in a game play, a player may select a skill and cancel it, so that the player character releases the skill action corresponding to the skill without releasing the skill effect corresponding to the skill. For example, a player presses a control corresponding to a certain power accumulating skill for a long time, so that a player character enters a power accumulating state and performs power accumulating action at the same time, and when the player triggers the control for canceling the releasing skill, a false action effect is achieved; or, the player selects a skill control with a certain reading bar type, and the player can cancel the skill reading bar by controlling the player character to move, so that the fake action effect is achieved, however, the operation is complex, and the game experience of the player is affected. Based on the above, the implementation of the invention provides an event processing method, an event processing device and terminal equipment in a game, which not only can remarkably increase the convenience of interaction of a graphical user interface, thereby facilitating the operation of a player, but also can effectively increase the strategic performance of the game and improve the game experience of the player.
The method for processing events in a game in one embodiment of the present disclosure may be executed on a local terminal device or a server. When the event processing method in the game runs on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the information display method in the game are completed on the cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the application provides an event processing method in a game, and a graphical user interface is provided through terminal equipment, wherein the terminal equipment can be the aforementioned local terminal equipment or the aforementioned client equipment in the cloud interaction system.
The technical scheme of the application is described in detail below by specific examples. The following embodiments may be combined with each other, and some embodiments may not be repeated for the same or similar concepts or processes.
For the understanding of the present embodiment, first, a detailed description will be given of a method for processing an event in a game disclosed in the present embodiment, and a graphical user interface is provided through a terminal, where the graphical user interface includes a game scene and a virtual character located in the game scene, and referring to a flow chart of the method for processing an event in a game shown in fig. 1, the method mainly includes steps S102 to S106 below:
step S102, providing a skill control through a graphical user interface. The skill control is configured to control the virtual character to execute a corresponding skill animation in the game scene in response to the triggering operation, and generate a skill effect in the game scene, wherein the skill animation can comprise a skill action, a skill special effect, a skill sound effect and the like, the skill effect can be understood as an effect of the virtual character applied to a target object, the skill effect can comprise an attack effect, a defense effect, a control effect (such as dizziness, knockdown, feet locking, paying and the like), a treatment effect, a displacement effect and a combination of various effects, and the target object can be the virtual character itself, other virtual characters, virtual objects or virtual buildings in the game scene and the like.
Step S104, responding to the first operation of the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control, and generating the skill effect in the game scene. The first operation may include a click operation, a slide operation, a gesture operation, or the like. In practical application, when the first operation aiming at the skill control is monitored, the virtual character can be normally triggered to execute the skill animation, and meanwhile, the corresponding skill effect is applied to the target object. Taking an attack effect as an example, responding to a first operation of a skill control corresponding to the attack skill, controlling the virtual character to execute the corresponding skill animation, and simultaneously applying the corresponding attack effect on the target object.
And step S106, responding to the second operation of the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene. In one embodiment, if a second operation is heard for the skill control, only the skill animation may be released without releasing the skill effect. The second operation may be a drag operation acting on the skill control, and when the drag operation is ended, an ending position corresponding to the skill control is located in a designated area in the graphical user interface; the drag operation can also be a drag operation acting on the functional control, and the end position corresponding to the functional control in the drag operation is located in the action area of the skill control, wherein the functional control can also be called as a "false action" control. In practical application, a skill animation corresponding to the skill control can be provided, and a skill effect corresponding to the skill control is forbidden to be released, such as controlling only the virtual object to perform a skill action corresponding to the skill control, so as to achieve a false action effect.
When the method is concretely implemented, if the second operation aiming at the skill control is monitored, the virtual character can be controlled to execute the skill animation corresponding to the skill control, and then the instruction for canceling the skill effect is added, so that the skill effect is forbidden to be generated in the game scene, and the aim of releasing the skill animation only and not releasing the skill effect can be achieved.
According to the event processing method in the game, the skill animation and the skill effect of the skill control can be triggered simultaneously when the first operation is monitored, the skill animation of the skill control can be triggered only when the second operation is monitored, and the skill effect of the skill control is forbidden, so that the purpose that the skill animation is provided only and the skill effect is not released is achieved.
In addition, the embodiment of the invention also provides another implementation mode for prohibiting the generation of the skill effect in the game scene, and the skill effect in the game scene can be prohibited in response to the first dragging operation aiming at the skill control in the process of controlling the virtual character to execute the skill animation corresponding to the skill control in response to the first operation aiming at the skill control. For example, assuming that the skill control corresponds to the bar reading skill, that is, the skill effect corresponding to the skill control can be released after the bar reading is finished, at this time, the bar reading can be interrupted by dragging the skill control in the process of controlling the virtual character to execute the skill animation corresponding to the skill control, so that the skill effect is forbidden to be generated in the game scene.
In practical application, in the process of responding to the second operation aiming at the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control, the virtual character can also be controlled to be switched from executing the skill animation to executing the game operation corresponding to the third operation in response to the third operation. For example, if the user sliding movement control is monitored in the process of controlling the virtual character to execute the skill animation, the virtual character can be controlled to switch from executing the skill animation to moving, or if the first operation aiming at other skill controls is monitored, the virtual character can be controlled to switch to executing the skill animation corresponding to the other skill controls and generating the skill effect.
For the convenience of understanding the above step S106, embodiments of the present invention provide some implementations of controlling the virtual character to perform the skill animation corresponding to the skill control and prohibiting the skill effect in the game scene in response to the second operation for the skill control, see the following modes one to two:
mode one: and adding a functional control, dragging the functional control to the skill control, and controlling the virtual character to execute the skill animation corresponding to the skill control and prohibiting the skill effect in the game scene. Specifically, see the following steps 1 to 4:
And step 1, providing a function control through a graphical user interface. Wherein the functionality control may be referred to as a "false action" control. For ease of understanding, referring to the schematic view of one graphical user interface shown in FIG. 2, the graphical user interface is shown in FIG. 2 as being provided with functionality controls.
And 2, responding to a second dragging operation aiming at the functional control, and controlling the functional control to move according to the second dragging operation. Wherein the second drag operation may be a sliding operation for the functionality control in the graphical user interface. In one embodiment, the functionality control is located at a first initial position of the graphical user interface before responding to a second drag operation for the functionality control, and the functionality control will move along a drag trajectory when a player performs a drag operation on the functionality control.
And step 3, judging whether to prohibit the skill effect corresponding to the skill control according to the position relation between the function control and each skill control. In one embodiment, whether the effect prohibition skill control meets a first preset condition can be judged according to the position relation between the function control and the skill control, and when the skill control meets the first preset condition, the skill effect corresponding to the skill prohibition control is determined. Optionally, the first preset condition includes: the overlapping ratio between the functional control and the skill control is greater than a preset ratio threshold. By way of example, another graphical user interface, such as that shown in fig. 3, may be configured to determine a skill effect corresponding to a prohibited skill control when the functionality control overlaps the skill control with an overlap ratio greater than a preset ratio threshold (e.g., 50%).
And 4, if so, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene. In an alternative embodiment, in the process of dragging the functional control, once the overlapping proportion of the functional control and the skill control is greater than 50%, determining to control the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene, for example, the player drags the functional control, when the functional control moves to the skill control 1 and the overlapping proportion is greater than 50%, triggering the skill animation of the skill control 1, and when the functional control moves to the skill control 2 and the overlapping proportion is greater than 50%, triggering the skill animation of the skill control 2; in another alternative embodiment, when the functionality control is released (i.e., at the end of the first drag operation), if the overlapping proportion of the functionality control and the skill control is greater than 50%, it is determined that the virtual character is controlled to execute the skill animation corresponding to the skill control, and the skill effect is prohibited from being generated in the game scene.
In practical application, the control function control can be controlled to be restored to the first initial position from the first end position in response to the end of the first drag operation. For example, when the second drag operation of the player acting on the function control is finished, the virtual character is controlled to execute the skill animation, the skill effect is forbidden to be generated, and meanwhile, the function control is bounced back to the first initial position, so that the player can drag the function control again.
In another alternative embodiment, a cooling time may be set for the functionality control. Specifically, when the functional control rebounds to the first initial position, the residual cooling time corresponding to the functional control can be provided through the graphical user interface, the functional control is set to be in a non-draggable state in the cooling time, or the functional control is set to be in a draggable state but cannot trigger the skill animation corresponding to the skill control, and when the cooling time is over, the player can trigger the corresponding skill animation by dragging the functional control again.
And secondly, dragging the skill control to a designated area of the graphical user interface, and controlling the virtual character to execute the skill animation corresponding to the skill control and prohibiting the skill effect from being generated in the game scene. Specifically, see the following steps a to c:
and a step a, responding to a third dragging operation aiming at the skill control, and controlling the skill control to move according to the third dragging operation. Wherein the third drag operation may be a sliding operation for the skill control in the graphical user interface. In one embodiment, the skill control is in a second initial position of the graphical user interface prior to responding to a third drag operation directed to the skill control, and the player will move along a drag trajectory as the skill control is dragged, such as the schematic diagram of another graphical user interface shown in FIG. 4.
And b, responding to the end of the third dragging operation, and judging whether the second end position of the skill control meets a second preset condition. In one embodiment, when the third drag operation acting on the skill control is monitored to end, whether the second end position of the skill control is located in a designated area in the graphical user interface is judged, and if so, it is determined that the second end position of the skill control meets a second preset condition. Wherein the designated area may be any area in the graphical user interface. Alternatively, the designated area may include an area centered on the virtual object, where the area may be circular or rectangular, and may be specifically configured based on actual requirements.
And c, if so, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene.
In one embodiment, the skill control may also be controlled to resume from the second end position to the second initial position in response to an end of the third drag operation. For example, when the third drag operation of the player acting on the skill control is finished, the virtual character is controlled to execute the skill animation corresponding to the skill control, the skill effect in the game scene is forbidden, and meanwhile, the target skill control is bounced back to the second initial position, so that the player can drag the skill control again.
In addition, the skill animation includes at least skill actions, skill effects, and skill sound effects. Based on this, the embodiment of the invention also provides an implementation method for controlling the virtual character to execute the skill animation corresponding to the skill control, which comprises the following steps: (1) Controlling the virtual character to perform skill actions corresponding to the skill controls; (2) Providing skill special effects corresponding to the skill controls through a graphical user interface; and (3) playing the skill sound effect corresponding to the skill control. According to the embodiment of the invention, the fake action effect can be achieved by triggering the skill animation corresponding to the skill control and prohibiting the skill effect corresponding to the skill control, so that the judgment of the hostile player is better confused, and the game strategic is obviously increased.
In addition, the prompting action corresponding to the skill control can be provided through the graphical user interface, wherein the prompting special effect can comprise highlighting, amplifying and the like, so that the player can be prompted to release the function control or release the skill control through the prompting action.
In summary, the event processing method in the game provided by the embodiment of the invention can trigger the fake action corresponding to the skill control more conveniently and intuitively, increase the game strategic performance and effectively improve the game experience of the player.
For the event processing method in the game provided by the foregoing embodiment, the embodiment of the present invention provides an event processing device in the game, where a graphical user interface is provided by a terminal, where the graphical user interface includes a game scene and a virtual character located in the game scene, and referring to a schematic structural diagram of the event processing device in the game shown in fig. 5, the device mainly includes the following parts:
a control providing module 502 for providing skill controls through a graphical user interface; wherein the skill control is configured to control the virtual character to execute corresponding skill animation in the game scene in response to triggering operation and generate skill effect in the game scene;
a first control module 504, configured to control the virtual character to perform a skill animation corresponding to the skill control and generate a skill effect in the game scene in response to a first operation for the skill control;
a second control module 506, configured to control the virtual character to perform a skill animation corresponding to the skill control and prohibit the skill effect from being generated in the game scene in response to the second operation for the skill control.
According to the event processing device in the game, provided by the embodiment of the invention, the skill animation and the skill effect of the skill control can be triggered simultaneously when the first operation is monitored, the skill animation of the skill control can be triggered only when the second operation is monitored, and the skill effect of the skill control is forbidden, so that the purpose of providing the skill animation only without releasing the skill effect is achieved.
In one embodiment, the apparatus further includes a switching module configured to: and in the process of responding to the second operation aiming at the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control, responding to the third operation, and controlling the virtual character to switch from executing the skill animation to executing the game operation corresponding to the third operation.
In one embodiment, the apparatus further includes a third control module configured to: in response to a first operation aiming at the skill control, the virtual role is controlled to execute the skill animation corresponding to the skill control, and in response to a first dragging operation aiming at the skill control, the skill effect is forbidden to be generated in the game scene.
In one embodiment, the second control module 506 is further configured to: providing a function control through a graphical user interface; responding to a second drag operation aiming at the functional control, and controlling the functional control to move according to the second drag operation; judging whether to prohibit the skill effect corresponding to the skill control according to the position relation between the function control and the skill control; if so, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene.
In one embodiment, the second control module 506 is further configured to: judging whether the skill control meets a first preset condition according to the position relation between the functional control and the skill control; the first preset condition includes: the overlapping proportion between the functional control and the skill control is larger than a preset proportion threshold value; and if so, prohibiting the skill effect corresponding to the skill control.
In one embodiment, the apparatus further includes a first recovery module configured to: and responding to the end of the second drag operation, and controlling the functional control to recover to the first initial position from the first end position.
In one embodiment, the apparatus further comprises a cooling providing module for: and providing the residual cooling time corresponding to the functional control through a graphical user interface.
In one embodiment, the second control module 506 is further configured to: responding to a third drag operation aiming at the skill control, and controlling the skill control to move according to the third drag operation; responding to the end of the third dragging operation, and judging whether a second end position of the skill control meets a second preset condition or not; if so, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene.
In one embodiment, the second control module 506 is further configured to: judging whether the second end position of the skill control is positioned in a designated area in the graphical user interface; if so, determining that the second end position of the skill control meets a second preset condition.
In one embodiment, the designated area includes: a region centered on the virtual object.
In one embodiment, the apparatus further includes a second recovery module configured to: in response to ending the third drag operation, the control target skill control is restored from the second ending position to the second initial position.
In one embodiment, the skill animation includes at least skill actions, skill effects, and skill sound effects; the second control module 506 is further configured to: controlling the virtual object to perform skill actions corresponding to the skill controls; and/or providing a skill special effect corresponding to the skill control through a graphical user interface; and/or playing the skill sound effect corresponding to the skill control.
The device provided by the embodiment of the present invention has the same implementation principle and technical effects as those of the foregoing method embodiment, and for the sake of brevity, reference may be made to the corresponding content in the foregoing method embodiment where the device embodiment is not mentioned.
The embodiment of the invention provides terminal equipment, which specifically comprises a processor and a memory; a computer program is stored on a memory, which when executed by the processor performs the method of any of the embodiments described above.
Fig. 6 is a schematic structural diagram of a terminal device according to an embodiment of the present invention, where the terminal device 100 includes: a processor 60, a memory 61, a bus 62 and a communication interface 63, the processor 60, the communication interface 63 and the memory 61 being connected by the bus 62; the processor 60 is arranged to execute executable modules, such as computer programs, stored in the memory 61.
The memory 61 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is achieved via at least one communication interface 63 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc.
Bus 62 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in FIG. 6, but not only one bus or type of bus.
The memory 61 is configured to store a program, and the processor 60 executes the program after receiving an execution instruction, and the method executed by the apparatus for flow defining disclosed in any of the foregoing embodiments of the present invention may be applied to the processor 60 or implemented by the processor 60.
The processor 60 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuitry in hardware or instructions in software in the processor 60. The processor 60 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU), a network processor (Network Processor, NP), etc.; but may also be a digital signal processor (Digital Signal Processing, DSP for short), application specific integrated circuit (Application Specific Integrated Circuit, ASIC for short), off-the-shelf programmable gate array (Field-Programmable Gate Array, FPGA for short), or other programmable logic device, discrete gate or transistor logic device, discrete hardware components. The disclosed methods, steps, and logic blocks in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in a memory 61 and the processor 60 reads the information in the memory 61 and in combination with its hardware performs the steps of the method described above.
The computer program product of the readable storage medium provided by the embodiment of the present invention includes a computer readable storage medium storing a program code, where the program code includes instructions for executing the method described in the foregoing method embodiment, and the specific implementation may refer to the foregoing method embodiment and will not be described herein.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Finally, it should be noted that: the above examples are only specific embodiments of the present invention, and are not intended to limit the scope of the present invention, but it should be understood by those skilled in the art that the present invention is not limited thereto, and that the present invention is described in detail with reference to the foregoing examples: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (15)

1. A method of event processing in a game, characterized in that a graphical user interface is provided by a terminal, the graphical user interface comprising a game scene and a virtual character located in the game scene, the method comprising:
providing a skill control through the graphical user interface; wherein the skill control is configured to control the virtual character to execute corresponding skill animation in the game scene in response to triggering operation and generate skill effect in the game scene;
Controlling the virtual character to execute a skill animation corresponding to the skill control in response to a first operation aiming at the skill control, and generating a skill effect in the game scene;
and responding to a second operation aiming at the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene.
2. The method according to claim 1, wherein the method further comprises:
and in the process of responding to the second operation aiming at the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control, responding to the third operation, and controlling the virtual character to switch from executing the skill animation to executing the game operation corresponding to the third operation.
3. The method according to claim 1, wherein the method further comprises:
and in the process of controlling the virtual character to execute the skill animation corresponding to the skill control in response to the first operation aiming at the skill control, disabling the generation of the skill effect in the game scene in response to the first dragging operation aiming at the skill control.
4. The method of claim 1, wherein the step of controlling the virtual character to perform a skill animation corresponding to the skill control and prohibiting the creation of a skill effect in the game scene in response to the second operation for the skill control comprises:
providing a function control through the graphical user interface;
responding to a second drag operation aiming at the functional control, and controlling the functional control to move according to the second drag operation;
judging whether to prohibit the skill effect corresponding to the skill control according to the position relation between the function control and the skill control;
and if so, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene.
5. The method of claim 4, wherein the step of determining whether to prohibit the skill effect corresponding to the skill control according to the positional relationship between the function control and the skill control comprises:
judging whether the skill control meets a first preset condition according to the position relation between the functional control and the skill control; wherein the first preset condition includes: the overlapping proportion between the functional control and the skill control is larger than a preset proportion threshold;
And if so, determining to prohibit the skill effect corresponding to the skill control.
6. The method according to claim 4, wherein the method further comprises:
and responding to the end of the second drag operation, and controlling the functional control to recover from the first end position to the first initial position.
7. The method according to claim 4, wherein the method further comprises:
and providing the residual cooling time corresponding to the functional control through the graphical user interface.
8. The method of claim 1, wherein the step of controlling the virtual character to perform a skill animation corresponding to the skill control and prohibiting the creation of a skill effect in the game scene in response to the second operation for the skill control comprises:
responding to a third drag operation aiming at the skill control, and controlling the skill control to move according to the third drag operation;
responding to the end of the third drag operation, and judging whether a second end position of the skill control meets a second preset condition or not;
and if so, controlling the virtual character to execute the skill animation corresponding to the skill control, and prohibiting the skill effect from being generated in the game scene.
9. The method of claim 8, wherein the step of determining whether the second end position of the skill control meets a second preset condition comprises:
judging whether the second end position of the skill control is positioned in a designated area in the graphical user interface;
and if so, determining that the second ending position of the skill control meets a second preset condition.
10. The method of claim 9, wherein the designated area comprises: a region centered on the virtual object.
11. The method of claim 8, wherein the method further comprises:
and responding to the end of the third drag operation, and controlling the skill control to recover from the second end position to the second initial position.
12. The method of claim 1, wherein the skill animation comprises at least skill actions, skill effects, and skill sound effects;
the step of controlling the virtual character to execute the skill animation corresponding to the skill control comprises the following steps:
controlling the virtual character to perform skill actions corresponding to the skill controls;
and/or providing a skill special effect corresponding to the skill control through the graphical user interface;
And/or playing the skill sound effect corresponding to the skill control.
13. An event processing apparatus in a game, characterized in that a graphical user interface is provided by a terminal, the graphical user interface comprising a game scene and a virtual character located in the game scene, the apparatus comprising:
the control providing module is used for providing skill controls through the graphical user interface; wherein the skill control is configured to control the virtual character to execute corresponding skill animation in the game scene in response to triggering operation and generate skill effect in the game scene;
the first control module is used for responding to the first operation aiming at the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control and generating the skill effect in the game scene;
and the second control module is used for responding to the second operation aiming at the skill control, controlling the virtual character to execute the skill animation corresponding to the skill control and prohibiting the skill effect from being generated in the game scene.
14. A terminal device comprising a processor and a memory, the memory storing computer executable instructions executable by the processor, the processor executing the computer executable instructions to implement the method of any one of claims 1 to 12.
15. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 12.
CN202210359912.2A 2022-04-06 2022-04-06 Event processing method and device in game and terminal equipment Pending CN116920399A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202210359912.2A CN116920399A (en) 2022-04-06 2022-04-06 Event processing method and device in game and terminal equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202210359912.2A CN116920399A (en) 2022-04-06 2022-04-06 Event processing method and device in game and terminal equipment

Publications (1)

Publication Number Publication Date
CN116920399A true CN116920399A (en) 2023-10-24

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
CN202210359912.2A Pending CN116920399A (en) 2022-04-06 2022-04-06 Event processing method and device in game and terminal equipment

Country Status (1)

Country Link
CN (1) CN116920399A (en)

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