CN116943181A - Method and device for controlling virtual characters in game and electronic terminal - Google Patents
Method and device for controlling virtual characters in game and electronic terminal Download PDFInfo
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- CN116943181A CN116943181A CN202210378143.0A CN202210378143A CN116943181A CN 116943181 A CN116943181 A CN 116943181A CN 202210378143 A CN202210378143 A CN 202210378143A CN 116943181 A CN116943181 A CN 116943181A
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- 238000000034 method Methods 0.000 title claims abstract description 69
- 230000004044 response Effects 0.000 claims abstract description 60
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/533—Controlling 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features 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
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
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- Optics & Photonics (AREA)
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- User Interface Of Digital Computer (AREA)
Abstract
The invention provides a method and a device for controlling virtual characters in a game and an electronic terminal, relates to the technical field of games, and solves the technical problem that players easily mismanipulate skill controls in the game. The method comprises the following steps: in response to a skill release operation for the first skill control, releasing the first skill by the controlled virtual character when the first skill is in a skill ready state; and controlling the triggering function of the first skill control to be closed in response to the locking operation for the first skill, so that the first skill control does not respond to the skill releasing operation when the first skill is in a skill ready state.
Description
Technical Field
The disclosure relates to the technical field of games, and in particular relates to a method and a device for controlling virtual roles in a game and an electronic terminal.
Background
In some existing games, a player is prone to false touch operations when the game situation is intense. For example, because the "F" and "D" keys on the keyboard are in close proximity, the player may want to press the "F" key, but release the skill associated with the "D" key due to the mistouch. For the player at the computer end, the false touch operation can be avoided by customizing the key position.
However, for players at the mobile phone end, because the interaction area of the mobile phone is limited, the players in the game are easy to touch the misoperation skill control parts by mistake, and the game experience of the players is affected.
Disclosure of Invention
The invention aims to provide a method and a device for controlling virtual characters in a game and an electronic terminal, so as to relieve the technical problem that players in the game easily misoperate skill controls.
In a first aspect, an embodiment of the present disclosure provides a method for controlling a virtual character in a game, where a terminal device provides a graphical user interface, where a game scene of the game includes at least the virtual character controlled by the terminal device, and the graphical user interface includes a first skill control, and the first skill includes a skill ready state and a skill cooling state; the method comprises the following steps:
controlling the virtual character to release the first skill in response to a skill release operation for the first skill control when the first skill is in a skill ready state;
and controlling the triggering function of the first skill control to be closed in response to the locking operation for the first skill, so that the first skill control does not respond to the skill releasing operation when the first skill is in a skill ready state.
In one possible implementation, the controlling, in response to the locking operation for the first skill, the triggering function of the first skill control to close such that, when the first skill is in a skill ready state, the first skill control does not respond to a skill release operation, includes:
responsive to the virtual character being in a specified state, displaying a skill lock control for the first skill control in the graphical user interface;
and controlling the triggering function of the first skill control to be closed in response to the operation of the skill lock control, so that the first skill control does not respond to the skill release operation when the first skill is in a skill ready state.
In one possible implementation, the step of displaying a skill lock control for the first skill control in the graphical user interface in response to the virtual character being in a specified state includes:
and in response to the virtual character being in a specified state, displaying a skill lock control for the first skill control at a corresponding position of the first skill control.
In one possible implementation, the corresponding location of the first skill control includes any one or more of:
The position of the first skill control within a preset range around the first skill control, the position relative to one side of the first skill control, and the position of the first skill control covered by a part of controls.
In one possible implementation, the method further includes:
and controlling the triggering function of the first skill control to be closed in response to the virtual character being in the specified state.
In one possible implementation, the method further includes:
and in response to the triggering function of the first skill control being closed, changing the display form of the first skill control in the graphical user interface and/or changing the display form of the skill lock control in the graphical user interface.
In one possible implementation, after the controlling the triggering function of the first skill control to close in response to the operation for the skill lock control such that the first skill is in a skill ready state, the first skill control does not respond to a skill release operation, further comprises:
and controlling the triggering function of the first skill control to be started according to the operation of the skill locking control while the virtual character is separated from the appointed state.
In one possible implementation, the step of controlling the triggering function of the first skill control to be turned on in response to the operation of the skill lock control while the virtual character is out of the specified state includes:
Responsive to the virtual character exiting the specified state, changing a display form of the skill lock control in the graphical user interface;
and controlling the triggering function of the first skill control to be started in response to the operation of the skill locking control after the display form is changed.
In one possible implementation, after the trigger function of the first skill control is turned off, the display form of the first skill control in the graphical user interface has changed; after the step of controlling the triggering function of the first skill control to be turned on for the operation of the skill lock control while the virtual character is out of the specified state, further comprising:
and responding to the triggering function opening of the first skill control, and restoring the display form of the first skill control in the graphical user interface.
In one possible implementation, after the controlling the triggering function of the first skill control to close in response to the operation for the skill lock control such that the first skill is in a skill ready state, the first skill control does not respond to a skill release operation, further comprises:
And controlling the triggering function of the first skill control to be started in response to the virtual character being separated from the appointed state.
In one possible implementation, after the trigger function of the first skill control is turned off, the display form of the first skill control in the graphical user interface has changed; after the step of controlling the triggering function of the first skill control to be turned on in response to the virtual character exiting the specified state, further comprising:
and responding to the triggering function opening of the first skill control, and restoring the display form of the first skill control in the graphical user interface.
In one possible implementation, after the step of controlling the triggering function of the first skill control to be turned on in response to the virtual character exiting the specified state, the method further includes:
and responding to the triggering function opening of the first skill control, and changing the display form of the skill locking control in the graphical user interface.
In one possible implementation, the specified state includes any one or more of the following:
combat state, non-combat state, movement state, treatment state.
In a second aspect, a control device for a virtual character in a game is provided, a graphical user interface is provided through a terminal device, a game scene of the game at least comprises the virtual character controlled by the terminal device, the graphical user interface comprises a first skill control, and the first skill comprises a skill ready state and a skill cooling state; the device comprises:
A first control module for controlling the virtual character to release the first skill in response to a skill release operation for the first skill control when the first skill is in a skill ready state;
and the second control module is used for responding to the locking operation of the first skill and controlling the triggering function of the first skill control to be closed so that the first skill control does not respond to the skill releasing operation when the first skill is in a skill ready state.
In a third aspect, an embodiment of the present disclosure further provides an electronic terminal, including a memory, and a processor, where the memory stores a computer program executable on the processor, and the processor implements the steps of the method described in the first aspect when the processor executes the computer program.
In a fourth aspect, embodiments of the present disclosure further provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method of the first aspect.
The embodiment of the disclosure brings the following beneficial effects:
According to the method and device for controlling the virtual character in the game and the electronic terminal, when the first skill is in the skill ready state, the first skill can be controlled to be released by the virtual character in response to the skill releasing operation aiming at the first skill control, and the triggering function of the first skill control can be controlled to be closed in response to the locking operation aiming at the first skill, so that the first skill control does not respond to the skill releasing operation when the first skill is in the skill ready state. In the scheme, the system can respond to the skill releasing operation aiming at the first skill control to control the virtual character to release the first skill when the first skill is in the skill ready state, and can also respond to the locking operation aiming at the first skill to control the triggering function of the first skill control to be closed, so that the first skill control does not respond to the skill releasing operation when the first skill is in the skill ready state, namely, the first skill control is shielded, a player can only operate the skill controls except the first skill control, the corresponding function of the first skill control is not triggered by misoperation of the first skill control, the misoperation of the skill caused by misoperation of the player is avoided, the technical problem that the player easily operates the skill control by misoperation in a game is solved, and the game experience of the player is improved.
Drawings
In order to more clearly illustrate the embodiments of the present disclosure or the prior art, the drawings that are required in the detailed description or the prior art will be briefly described, it will be apparent that the drawings in the following description are some embodiments of the present disclosure, and other drawings may be obtained according to the drawings without inventive effort for a person of ordinary skill in the art.
Fig. 1 is a schematic view of an application scenario provided in an embodiment of the present disclosure;
fig. 2 illustrates a schematic structural diagram of an electronic terminal according to an embodiment of the present disclosure;
fig. 3 is a schematic view of a usage scenario of a touch terminal according to an embodiment of the disclosure;
fig. 4 is a flowchart of a method for controlling a virtual character in a game according to an embodiment of the present disclosure;
fig. 5 is a schematic diagram of an electronic terminal displaying a graphical user interface according to an embodiment of the disclosure;
FIG. 6 is a schematic diagram of an electronic terminal displaying another graphical user interface provided by an embodiment of the present disclosure;
FIG. 7 is a schematic diagram of an electronic terminal displaying another graphical user interface according to an embodiment of the present disclosure;
fig. 8 is a structural view of a control device for virtual characters in a game according to an embodiment of the present disclosure.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present disclosure more apparent, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some embodiments of the present disclosure, but not all embodiments. Based on the embodiments in this disclosure, all other embodiments that a person of ordinary skill in the art would obtain without making any inventive effort are within the scope of protection of this disclosure.
The terms "comprising" and "having" and any variations thereof, as referred to in the embodiments of the disclosure, are intended to cover non-exclusive inclusion. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those listed but may optionally include other steps or elements not listed or inherent to such process, method, article, or apparatus.
In some games at present, the skills of the virtual characters are the playing method of the comparison core and the key of the winning in combat, the skills themselves, especially big recruitment, require long cooling time, the time for releasing the skills is particularly key, and the situation of the game is seriously affected once the skills are mistakenly touched. In the game, the player may shake hands due to tension or different operation habits, and the error touch operation is easy to occur, so that the player at the computer end can avoid the problem through the custom keys, but the player at the mobile phone end has difficulty in solving the skill error touch through custom settings due to the limited mobile phone screen and fixed control positions.
As can be seen from the above-mentioned drawbacks, the conventional game has a technical problem that a player easily mismanipulates a skill control.
Based on the above, the embodiment of the disclosure provides a method and a device for controlling virtual characters in a game and an electronic terminal, which can alleviate the technical problem that players in the game easily misoperate skill controls.
In one embodiment of the present disclosure, the method for controlling the virtual character in the game may be executed on a local terminal device or a server. When the method for controlling the virtual roles 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 control method of the virtual character 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 disclosure provides a method for controlling a virtual character in a game, and a graphical user interface is provided through a terminal device, where the terminal device may be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.
For example, as shown in fig. 1, fig. 1 is a schematic view of an application scenario provided in an embodiment of the present disclosure. The application scenario may include a touch terminal (e.g., a mobile phone 102) and a server 101, and the touch terminal may communicate with the server 101 through a wired network or a wireless network. The touch terminal is used for running a virtual desktop, and can interact with the server 101 through the virtual desktop so as to control the virtual roles in the server 101.
The touch terminal of the present embodiment is illustrated by taking the mobile phone 102 as an example. The handset 102 includes Radio Frequency (RF) circuitry 210, memory 220, touch screen 230, processor 240, and the like. It will be appreciated by those skilled in the art that the handset construction shown in fig. 2 is not limiting of the handset and may include more or fewer components than shown, or may combine certain components, or split certain components, or a different arrangement of components. Those skilled in the art will appreciate that the touch screen 230 pertains to a User Interface (UI) and that the handset 102 may include fewer User interfaces than shown or otherwise.
RF circuitry 210 may also communicate with networks and other devices through wireless communications. The wireless communication may use any communication standard or protocol including, but not limited to, global system for mobile communications (Global System of Mobile communication, GSM), general packet radio service (General Packet Radio Service, GPRS), code division multiple access (Code Division Multiple Access, CDMA), wideband code division multiple access (Wideband Code Division Multiple Access, WCDMA), long term evolution (Long Term Evolution, LTE), email, short message service (Short Messaging Service, SMS), and the like.
The memory 220 may be used to store software programs and modules that the processor 240 performs various functional applications and data processing of the handset 102 by executing the software programs and modules stored in the memory 220. The memory 220 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, application programs required for at least one function, and the like; the storage data area may store data created according to the use of the cell phone 102, etc. In addition, memory 220 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid-state storage device.
The touch screen 230 may be used to display a graphical user interface and to receive user operations with respect to the graphical user interface. A particular touch screen 230 may include a display panel and a touch panel. The display panel may be configured in the form of a liquid crystal display (Liquid Crystal Display, LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may collect contact or non-contact operations on or near the user (e.g., operations on or near the touch panel by the user using any suitable object or accessory such as a finger 301, a stylus, etc., as shown in fig. 3) and generate preset operation instructions. In addition, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth and the touch gesture of a user, detects signals brought by touch operation and transmits the signals to the touch controller; the touch controller receives touch information from the touch detection device, converts the touch information into information which can be processed by the processor, sends the information to the processor 240, and can receive and execute commands sent by the processor 240. In addition, the touch panel may be implemented by various types such as resistive, capacitive, infrared, and surface acoustic wave, or may be implemented by any technology developed in the future. Further, the touch panel may overlay the display panel, and a user may operate on or near the touch panel overlaid on the display panel according to a graphical user interface displayed by the display panel, and upon detection of an operation thereon or thereabout, the touch panel is transferred to the processor 240 to determine a user input, and the processor 240 then provides a corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel may be implemented as two independent components or may be integrated.
The processor 240 is a control center of the mobile phone 102, connects various parts of the entire mobile phone using various interfaces and lines, and performs various functions and processes data of the mobile phone 102 by running or executing software programs and/or modules stored in the memory 220, and invoking data stored in the memory 220, thereby performing overall monitoring of the mobile phone.
Embodiments of the present disclosure are further described below with reference to the accompanying drawings.
Fig. 4 is a flowchart illustrating a method for controlling a virtual character in a game according to an embodiment of the present disclosure. The method can be applied to a terminal device (such as the mobile phone 102 shown in fig. 2) capable of presenting a graphical user interface, the graphical user interface is provided through the terminal device, a game scene of the game at least comprises a virtual character controlled by the terminal device, the graphical user interface comprises a first skill control, and the first skill comprises a skill ready state and a skill cooling state. As shown in fig. 4, the method includes:
in step S410, when the first skill is in the skill ready state, the virtual character is controlled to release the first skill in response to the skill release operation for the first skill control.
It should be noted that, the skill ready state refers to a state that the skill is ready to be triggered at any time, and may be that the skill may be triggered to release by player operation at any time. The skill cooling state is opposite to the skill ready state, and refers to a state that the skill is cooled and is not ready at all and can not be triggered, and the release of the skill can not be triggered even through the operation of a player.
In practical use, when the virtual character is in a skill ready state of running skill (first skill), the virtual character is controlled to start running (release first skill) in response to a skill release operation for the running skill control (first skill control).
In step S420, in response to the locking operation for the first skill, the trigger function of the first skill control is controlled to be turned off, so that the first skill control does not respond to the skill release operation when the first skill is in a skill ready state.
For example, when a player performs a lock operation with respect to a running skill (first skill), the system may control the trigger function of the running skill control (first skill control) to be turned off so that the first skill control does not respond to a skill release operation when the running skill (first skill) is in a skill ready state, and may also be understood as masking the running skill control (first skill control) so that the player will not be able to control the virtual character to start running (release the first skill) when the player clicks on the running skill control (first skill control).
According to the method and the device for controlling the virtual character to release the first skill, the first skill can be controlled to release the first skill in response to the skill release operation of the first skill control when the first skill is in the skill ready state, and the triggering function of the first skill control can be controlled to be closed in response to the locking operation of the first skill, so that the first skill control does not respond to the skill release operation when the first skill is in the skill ready state, namely, the first skill control is shielded, a player can only operate the skill controls except the first skill control, the corresponding function of the first skill control cannot be triggered by misoperation due to the first skill control, the misoperation of the skill caused by misoperation of the player is avoided, the technical problem that the player is easy to operate the skill control by misoperation in a game is solved, and the game experience of the player is improved.
The above steps are described in detail below.
In some embodiments, the specific manner of operation of the locking operation for the first skill in step S420 may be an operation of locking a control for a skill. As an example, the step S420 may specifically include the following steps:
step S422, in response to the virtual character being in the specified state, displaying a skill lock control for the first skill control in the graphical user interface.
For example, as shown in fig. 5, when the virtual character 501 is in a running state (designated state), the system can display a skill lock control 503 for the first skill control 502 in the graphical user interface. Wherein the skills that the virtual character 501 can use correspondingly in the motion state are skills other than the first skill, such as jumping, running, etc. only the motion skills other than the attack skills can be used in the motion state, wherein the second skill corresponding to the second skill control 504 is only the first skill control 502, and the skill lock control 503 has no influence on the second skill control 504.
In step S424, in response to the operation for the skill lock control, the trigger function of the first skill control is controlled to be turned off, so that the first skill control does not respond to the skill release operation when the first skill is in a skill ready state.
Illustratively, as shown in FIG. 5, when a player operates a skill lock control 503, e.g., the player clicks on the skill lock control 503, the system may control the triggering function of the first skill control 502 to close, may be understood as masking the first skill control 502, and may not control the virtual character 501 to release the first skill when the player clicks on the first skill control 502.
In the embodiment of the disclosure, when the virtual character is in a specified state in which the first skill cannot be used, the system can display the skill locking control for the first skill for the player in the graphical user interface, when the player clicks the skill locking control, the system controls the triggering function of the first skill control to be closed, namely, the first skill control is shielded, the player can only operate the skill control except the first skill control, the corresponding function of the first skill control cannot be triggered by misoperation, the misoperation of the first skill control by the player is avoided, the misoperation of the skill caused by misoperation of the player is avoided, the technical problem that the player easily operates the skill control by misoperation in the game is solved, and the game experience of the player is improved.
In some embodiments, the system may display the skill lock control corresponding to the first skill control for the player more flexibly, may intuitively prompt the player, and is convenient for the player to operate, for example, the system may display the corresponding skill lock control at a corresponding position such as beside the first skill control, so as to intuitively and more pointedly prompt the player with a skill lock function, and further effectively prevent the player from performing a false touch operation. As an example, the step S410 may specifically include the following steps:
And a step a), responding to the virtual character in a designated state, and displaying a skill locking control for the first skill control at a corresponding position of the first skill control.
For example, as shown in fig. 5, when virtual character 501 is in a running state, the system can display a skill lock control 503 for first skill control 502 at the top right (corresponding location) of first skill control 502.
By enabling the system to respond to the virtual character in a designated state, a skill locking control for the first skill control is displayed at a corresponding position of the first skill control, for example, the skill locking control is displayed at the upper right side of the first skill control, so that a player can be intuitively reminded of the skill locking control for the first skill control, and the player can be conveniently operated near the first skill control, so that the player can be effectively prevented from being mistakenly touched.
Based on the step a), the corresponding positions of the first skill control can comprise a plurality of position types, so that the corresponding skill locking control of the first skill control can be flexibly displayed for the player, the game habit of different players can be adapted, the player knows that the skill locking control corresponds to the first skill control, and further the error touch operation of the player is prevented. As one example, the corresponding location of the first skill control includes any one or more of:
The position within a preset range around the first skill control, the position relative to one side of the first skill control, and the position of the part of the control covering the first skill control.
For example, as shown in fig. 6, the corresponding positions may include a plurality of position types, for example, the positions in the preset range (such as the dashed line range 601) around the first skill control may be set as the corresponding positions according to the first skill control as the center, and the skill lock control may be displayed at any position in the preset range; for another example, the corresponding location may be a location relative to one side of the first skill control, to the left, right, or above the first skill control, and so on; for another example, a portion of the controls may be overlaid with the location of the first skill control (as shown at 602), i.e., with the skill lock control portion displayed on the first skill control.
It should be noted that, the size of the preset range may be any value, and may be specifically set according to a specific situation, which is not limited in the embodiments of the present disclosure.
Through making the corresponding position of first skill control include multiple position type, make the system can be nimble for the corresponding skill locking control of player display first skill control, can be nimble carry out audio-visual suggestion for the player through different modes, make the player can know this skill locking control corresponds first skill control, can also make different players select corresponding position by oneself according to the recreation habit, and then prevent that the player from taking place the mistake and touch the operation, improve player's recreation experience.
In some embodiments, the system may automatically close the trigger function of the first skill control for the player, thereby reducing operation steps of the player, and further achieving the purpose of preventing false touch operation more quickly and conveniently, for example, when the virtual character is in a designated state, the system closes the trigger function of the first skill control. As an example, the method may further comprise the steps of:
and b) responding to the virtual character in a designated state, and controlling the triggering function of the first skill control to be closed.
Illustratively, when the virtual character is in the running state (designated state), the system may automatically control the triggering function of the first skill control to be turned off without the player's operation, which may be understood as masking the first skill control, and the player will not be able to control the virtual character 501 to release the first skill when clicking on the first skill control.
By enabling the system to respond to the virtual character in the appointed state and controlling the triggering function of the first skill control to be closed, the triggering function of the first skill control is automatically closed when the virtual character is in the appointed state, operation steps of a player are reduced, the triggering function of the first skill control can be closed more quickly, the possibility of misoperation of the player is avoided, and game experience of the player is improved.
In some embodiments, the system may perform a corresponding prompt after the trigger function is closed, so as to intuitively prompt the player whether the trigger function of the first skill control is in a closed state, for example, when the trigger function of the first skill control is closed, the system may change the display form of the first skill control and/or the skill lock control more flexibly, so that the player can confirm whether the trigger function of the current first skill control is in a closed state, so that the player can perform a next operation according to the current information, and further prevent the player from performing a false touch operation. As an example, the method may further comprise the steps of:
and c), responding to the triggering function closing of the first skill control, changing the display form of the first skill control in the graphical user interface, and/or changing the display form of the skill locking control in the graphical user interface.
For example, as shown in fig. 7, when the trigger function of the first skill control 701 is turned off, the system may change the display form of the first skill control 701 in the graphical user interface, e.g., from an opaque state to a semi-transparent state. Alternatively, when the trigger function of the first skill control 701 is turned off, the system may change the display form of the skill lock control 702 in the graphical user interface, e.g., from the form of an open lock to the form of a locked lock. The system may change the display form of either the first skill control 701 or the skill lock control 702 separately, or both at the same time.
Note that the display forms may include, but are not limited to: color, shape, size, transparency, etc., may change the static display form and may also change the dynamic display form, and embodiments of the present disclosure are not limited herein.
The system responds to the closing of the triggering function of the first skill control, changes the display form of the first skill control in the graphical user interface, and/or changes the display form of the skill locking control in the graphical user interface, and through more flexible changing of the display forms of the first skill control and the skill locking control, whether the triggering function of the first skill control is in a closed state or not can be intuitively prompted to a player, and further false touch operation of the player is prevented.
In some embodiments, the trigger function of the skill control can be restarted under the control operation while the designated state is separated, and the player can release the trigger function of the first skill control through quick and convenient operation, so that the release of the first skill is prevented from being influenced. As an example, after the above step S424, the method may further include the steps of:
And d), controlling the triggering function of the first skill control to be started according to the operation of the skill locking control while the virtual character is separated from the designated state.
Illustratively, as shown in FIG. 5, while the virtual character 501 stops running (out of the specified state), the player operates against the skill lock control 503, e.g., clicking on the skill lock control 503, the system may control the triggering function of the first skill control 502 to open, which may be understood as unmasking the first skill control 502, and when the player clicks on the first skill control 502, the virtual character 501 may be controlled to release the first skill.
The triggering function of the first skill control is controlled to be opened by enabling the system to respond to the operation of the skill locking control when the virtual character is separated from the appointed state, so that the triggering function of the first skill control can be released from being closed by the player through quick and convenient operation in the game, the first skill is released, and the game experience of the player is improved.
Based on the step d), the virtual character can be provided for the player to prompt when the virtual character is separated from the appointed state, so that the player is intuitively prompted that the current virtual character is separated from the appointed state, the player can conveniently acquire state information in time and decide whether to start the triggering function of the first skill control, for example, when the virtual character is separated from the appointed state, the system can flexibly change the display state of the skill locking control to prompt the player, and if the player operates the skill locking control, the system starts the triggering function of the first skill control. As an example, the step d) may specifically include the following steps:
And e), responding to the virtual character to deviate from the appointed state, and changing the display form of the skill locking control in the graphical user interface.
And f), controlling the triggering function of the first skill control to be started in response to the operation of the skill locking control after the display form is changed.
For example, when the virtual character stops running (out of specification), the system may change the display form of the skill lock control in the graphical user interface, e.g., highlight or shake the skill lock control to indicate to the player that the skill lock control may be operated to release the skill lock. When the player operates the skill lock control after changing the display form, for example, clicking the skill lock control, the system can control the trigger function of the first skill control to be opened, and the player can freely control the virtual object to release the first skill.
Note that the display forms may include, but are not limited to: color, shape, size, transparency, etc., may change the static display form and may also change the dynamic display form, and embodiments of the present disclosure are not limited herein.
The display form of the skill lock control in the graphical user interface is changed by enabling the system to respond to the virtual character to deviate from the appointed state, then the triggering function of the first skill control is controlled to be started in response to the operation of the skill lock control after the display form is changed, so that the system can flexibly change the display form of the skill lock control, further intuitively prompt a player whether the current virtual character deviates from the appointed state, facilitate the player to decide whether to start the triggering function of the first skill control, and improve the game experience of the player.
Based on the step d), when the trigger function of the skill control is restarted, a corresponding prompt can be performed, so that the player can be intuitively prompted that the first skill control is in a triggerable state, the player can acquire information in time conveniently, for example, when the trigger function of the first skill control is closed, the system can flexibly change the display form of the first skill control, and when the trigger function of the first skill control is started, the system controls the display form of the first skill control to be restored to the original state. As one example, after the trigger function of the first skill control is turned off, the display form of the first skill control in the graphical user interface has changed; the step d) may further include the steps of:
and g), responding to the triggering function opening of the first skill control, and restoring the display form of the first skill control in the graphical user interface.
For example, when the trigger function of the first skill control is turned off, the system may change the display form of the first skill control in the graphical user interface, e.g., from an opaque state to a semi-transparent state. When the trigger function of the first skill control is turned on, the system may resume the display form of the first skill control in the graphical user interface, i.e., resume it from a semi-transparent state to an opaque state.
Note that the display forms may include, but are not limited to: color, shape, size, transparency, etc., may change the static display form and may also change the dynamic display form, and embodiments of the present disclosure are not limited herein.
The system responds to the triggering function of the first skill control to be started, and the display form of the first skill control in the graphical user interface is restored, so that whether the first skill control is in a triggerable state or not can be intuitively prompted to a player, and further the player is prevented from performing false touch operation.
In some embodiments, the system may automatically open the triggering function of the first skill control for the player, thereby reducing operation steps of the player, and may relatively quickly and conveniently release the function of preventing the false touch operation, avoiding affecting the operation of the player on the first skill, and facilitating the player to release the first skill, for example, when the virtual character is out of the designated state, the system automatically opens the triggering function of the first skill control. As an example, after the above step S424, the method may further include the steps of:
and h), responding to the virtual character to deviate from the appointed state, and controlling the triggering function of the first skill control to be started.
Illustratively, when the avatar is out of the running state (designated state), the system may automatically control the triggering function of the first skill control to open, i.e., unmask the first skill control, without the player having to operate, and may control the avatar 501 to release the first skill when the player clicks on the first skill control.
By enabling the system to respond to the fact that the virtual character is separated from the appointed state, the triggering function of the first skill control is controlled to be started, and enabling the system to automatically start the triggering function of the first skill control when the virtual character is separated from the appointed state, operation steps of a player are reduced, the triggering function of the first skill control can be started more quickly, the possibility of misoperation of the player is avoided, and game experience of the player is improved.
Based on the step h), when the trigger function of the skill control is automatically opened, corresponding prompt can be performed at the skill control, so that the player can be intuitively prompted that the first skill control is in a triggerable state, and the player can know the opening of the trigger function in time. As one example, after the trigger function of the first skill control is turned off, the display form of the first skill control in the graphical user interface has changed; after the above step h), the method may further include the steps of:
And i), responding to the triggering function opening of the first skill control, and restoring the display form of the first skill control in the graphical user interface.
For example, when the trigger function of the first skill control is turned off, the system may change the display form of the first skill control in the graphical user interface, e.g., from an opaque state to a semi-transparent state. When the trigger function of the first skill control is turned on, the system may resume the display form of the first skill control in the graphical user interface, i.e., resume it from a semi-transparent state to an opaque state.
Note that the display forms may include, but are not limited to: color, shape, size, transparency, etc., may change the static display form and may also change the dynamic display form, and embodiments of the present disclosure are not limited herein.
The system responds to the triggering function of the first skill control to be started, and the display form of the first skill control in the graphical user interface is restored, so that whether the first skill control is in a triggerable state or not can be intuitively prompted to a player, and further the player is prevented from performing false touch operation.
In some embodiments, when the trigger function of the skill control is automatically opened, a corresponding prompt can be performed at the position of the locked control, so that whether the trigger function of the first skill control is in an opened state or not is intuitively prompted to a player, and the player can know the opening of the trigger function in time conveniently. As an example, after the above step h), the following steps may be further included:
And j) responding to the starting of the triggering function of the first skill control, and changing the display form of the skill locking control in the graphical user interface.
For example, when the trigger function of the first skill control is turned off, the system may change the display form of the skill lock control in the graphical user interface, e.g., from the form of an open lock to the form of a locked lock. When the triggering function of the first skill control is started, the system can restore the display form of the skill locking control in the graphical user interface, namely, the skill locking control is restored from the form of the locked lock to the form of the unlocked lock.
Note that the display forms may include, but are not limited to: color, shape, size, transparency, etc., may change the static display form and may also change the dynamic display form, and embodiments of the present disclosure are not limited herein.
By enabling the system to respond to the starting of the triggering function of the first skill control and changing the display form of the skill locking control in the graphical user interface, whether the triggering function of the first skill control is in the starting state or not can be intuitively prompted to a player, and further the player is prevented from performing false touch operation.
In some embodiments, the specified state may include a plurality of state types, so that the method is more flexible and widely applied, for example, the specified state may include a plurality of types, so that the player can flexibly apply the method to a plurality of game scenes. Illustratively, the specified state includes any one or more of the following:
combat state, non-combat state, movement state, treatment state.
As an example, when the virtual character is in a combat state, the system may display a skill lock control for the first skill control in the graphical user interface, and then control a trigger function of the first skill control to close in response to a player's operation of the skill lock control, thereby avoiding that the player erroneously touches the first skill control in a combat to cause the first skill control to release, resulting in the release of the wrong skill.
As another example, when the virtual character is in a non-combat state, the system may display a skill lock control for the first skill control in the graphical user interface, and then control a trigger function of the first skill control to close in response to a player's operation of the skill lock control, avoiding that a player erroneously touches the first skill control in a non-combat causing the first skill control to be released, resulting in no skill being available in the combat.
As another example, when the virtual character is in a moving state, the system may display a skill lock control for the first skill control in the graphical user interface, and then control a trigger function of the first skill control to close in response to an operation of the player for the skill lock control, so as to avoid that the player erroneously touches the first skill control in moving to cause the first skill control to be released, resulting in no skill in combat being available.
As another example, when the virtual character is in a treatment state, the system may display a skill lock control for the first skill control in the graphical user interface, and then control a trigger function of the first skill control to close in response to an operation of the player for the skill lock control, so as to avoid that the first skill control is released due to a false touch of the first skill control by the player in a treatment process, and the treatment state is interrupted.
The appointed state can comprise a plurality of state types, so that the application of the method is more flexible and wider, a trigger function of closing the first skill control can be selected by a player in different game scenes, the release of the first skill caused by the false touch operation of the player is avoided, the game situation is influenced, the technical problem that the player easily touches the skill control by mistake in the game is solved, and the game experience of the player is improved.
Fig. 8 provides a schematic structural view of a control device 800 for a virtual character in a game. The apparatus may be applied to an electronic terminal capable of running a game program, and provide a graphical user interface through a terminal device, where a game scene of a game at least includes a virtual character controlled by the terminal device, the graphical user interface includes a first skill control, the first skill includes a skill ready state and a skill cooling state, and as shown in fig. 8, a control apparatus 800 for controlling the virtual character in the game includes:
a first control module 801, configured to control, when a first skill is in a skill ready state, a virtual character to release the first skill in response to a skill release operation for a first skill control;
a second control module 802 for controlling the triggering function of the first skill control to be turned off in response to the locking operation for the first skill so that the first skill control does not respond to the skill release operation when the first skill is in a skill ready state.
In some embodiments, the second control module includes:
a display module for displaying a skill lock control for the first skill control in the graphical user interface in response to the virtual character being in the specified state;
And the sub-control module is used for responding to the operation of the skill locking control and controlling the triggering function of the first skill control to be closed so that the first skill control does not respond to the skill releasing operation when the first skill is in a skill ready state.
In some embodiments, the display module is specifically configured to:
and in response to the virtual character being in the specified state, displaying a skill lock control for the first skill control at a corresponding location of the first skill control.
In some embodiments, the corresponding location of the first skill control includes any one or more of:
the position within a preset range around the first skill control, the position relative to one side of the first skill control, and the position of the part of the control covering the first skill control.
In some embodiments, the apparatus further comprises:
and the third control module is used for controlling the triggering function of the first skill control to be closed in response to the virtual character being in the appointed state.
In some embodiments, the apparatus further comprises:
and the first changing module is used for responding to the triggering function closing of the first skill control, changing the display form of the first skill control in the graphical user interface and/or changing the display form of the skill locking control in the graphical user interface.
In some embodiments, the apparatus further comprises:
and the fourth control module is used for controlling the triggering function of the first skill control to be started after the triggering function of the first skill control is controlled to be closed in response to the operation of the skill lock control while the virtual character is separated from the appointed state.
In some embodiments, the fourth control module is specifically configured to:
changing a display form of the skill lock control in the graphical user interface in response to the virtual character being out of the specified state;
and controlling the triggering function of the first skill control to be started in response to the operation of the skill locking control after the display form is changed.
In some embodiments, after the trigger function of the first skill control is turned off, the display form of the first skill control in the graphical user interface has changed; the apparatus further comprises:
the first recovery module is used for responding to the operation of the skill locking control when the virtual character is separated from the appointed state, controlling the triggering function of the first skill control to be started, responding to the triggering function of the first skill control to be started, and recovering the display form of the first skill control in the graphical user interface.
In some embodiments, the apparatus further comprises:
and the fifth control module is used for controlling the triggering function of the first skill control to be started after the triggering function of the first skill control is controlled to be closed in response to the operation of the skill locking control, and controlling the triggering function of the first skill control to be started in response to the virtual character to deviate from the appointed state.
In some embodiments, after the trigger function of the first skill control is turned off, the display form of the first skill control in the graphical user interface has changed; the apparatus further comprises:
and the second recovery module is used for responding to the trigger function opening of the first skill control after the virtual character is separated from the appointed state, and responding to the trigger function opening of the first skill control to recover the display form of the first skill control in the graphical user interface.
In some embodiments, the apparatus further comprises:
and the second changing module is used for responding to the trigger function opening of the first skill control after the virtual character is separated from the appointed state, and responding to the trigger function opening of the first skill control to change the display form of the skill locking control in the graphical user interface.
In some embodiments, the specified state includes any one or more of the following:
combat state, non-combat state, movement state, treatment state.
The control device for the virtual character in the game provided by the embodiment of the disclosure has the same technical characteristics as the control method for the virtual character in the game provided by the embodiment, so that the same technical problems can be solved, and the same technical effects can be achieved.
Corresponding to the above method for controlling a virtual character in a game, the embodiments of the present disclosure further provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to execute the steps of the above method for controlling a virtual character in a game.
The control device of the virtual character in the game provided by the embodiment of the disclosure can be specific hardware on the equipment or software or firmware installed on the equipment, and the like. The device provided by the embodiments of the present disclosure has the same implementation principle and technical effects as those of the foregoing method embodiments, and for a brief description, reference may be made to corresponding matters in the foregoing method embodiments where the device embodiment section is not mentioned. It will be clear to those skilled in the art that, for convenience and brevity, the specific operation of the system, apparatus and unit described above may refer to the corresponding process in the above method embodiment, which is not described in detail herein.
In the embodiments provided in the present disclosure, it should be understood that the disclosed apparatus and method may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
As another example, the flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments provided in the present disclosure may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
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 such understanding, the technical solution of the present disclosure may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, or in a software product stored in a storage medium, including several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method for controlling a virtual character in a game according to various embodiments of the present disclosure. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
It should be noted that: like reference numerals and letters in the following figures denote like items, and thus once an item is defined in one figure, no further definition or explanation of it is required in the following figures, and furthermore, the terms "first," "second," "third," etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the foregoing examples are merely specific embodiments of the present disclosure, and are not intended to limit the scope of the disclosure, but the present disclosure is not limited thereto, and those skilled in the art will appreciate that while the foregoing examples are described in detail, it is not limited to the disclosure: any person skilled in the art, within the technical scope of the disclosure of the present disclosure, may modify or easily conceive changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features thereof; such modifications, changes or substitutions do not depart from the spirit of the corresponding technical solutions from the scope of the technical solutions of the embodiments of the present disclosure. Are intended to be within the scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.
Claims (16)
1. The method for controlling the virtual roles in the game is characterized in that a graphical user interface is provided through terminal equipment, wherein a game scene of the game at least comprises the virtual roles controlled through the terminal equipment, the graphical user interface comprises a first skill control, and the first skill comprises a skill ready state and a skill cooling state; the method comprises the following steps:
controlling the virtual character to release the first skill in response to a skill release operation for the first skill control when the first skill is in a skill ready state;
and controlling the triggering function of the first skill control to be closed in response to the locking operation for the first skill, so that the first skill control does not respond to the skill releasing operation when the first skill is in a skill ready state.
2. The method of in-game virtual character control according to claim 1, wherein the controlling the trigger function of the first skill control to close in response to the locking operation for the first skill so that the first skill control does not respond to the skill release operation when the first skill is in a skill ready state comprises:
Responsive to the virtual character being in a specified state, displaying a skill lock control for the first skill control in the graphical user interface;
and controlling the triggering function of the first skill control to be closed in response to the operation of the skill lock control, so that the first skill control does not respond to the skill release operation when the first skill is in a skill ready state.
3. The method of in-game virtual character control according to claim 1, wherein the displaying a skill lock control for the first skill control in the graphical user interface in response to the virtual character being in a specified state comprises:
and in response to the virtual character being in a specified state, displaying a skill lock control for the first skill control at a corresponding position of the first skill control.
4. A method of controlling a virtual character in a game according to claim 3, wherein the corresponding location of the first skill control comprises any one or more of:
the position of the first skill control within a preset range around the first skill control, the position relative to one side of the first skill control, and the position of the first skill control covered by a part of controls.
5. The method for controlling a virtual character in a game according to claim 2, further comprising:
and controlling the triggering function of the first skill control to be closed in response to the virtual character being in the specified state.
6. The method for controlling a virtual character in a game according to claim 2, further comprising:
and in response to the triggering function of the first skill control being closed, changing the display form of the first skill control in the graphical user interface and/or changing the display form of the skill lock control in the graphical user interface.
7. The method of in-game virtual character control according to claim 2, wherein after said controlling the trigger function of the first skill control to close in response to the operation for the skill lock control so that the first skill is in a skill ready state, the first skill control does not respond to a skill release operation, further comprising:
and controlling the triggering function of the first skill control to be started according to the operation of the skill locking control while the virtual character is separated from the appointed state.
8. The method of in-game virtual character control according to claim 7, wherein controlling the triggering function of the first skill control to be turned on in response to the operation of the skill lock control while the virtual character is out of the specified state comprises:
Responsive to the virtual character exiting the specified state, changing a display form of the skill lock control in the graphical user interface;
and controlling the triggering function of the first skill control to be started in response to the operation of the skill locking control after the display form is changed.
9. The method for controlling a virtual character in a game according to claim 7, wherein after the trigger function of the first skill control is turned off, the display form of the first skill control in the graphical user interface is changed; after controlling the triggering function of the first skill control to be turned on for the operation of the skill lock control while the virtual character is out of the specified state, the method further comprises:
and responding to the triggering function opening of the first skill control, and restoring the display form of the first skill control in the graphical user interface.
10. The method of in-game virtual character control according to claim 2, wherein after said controlling the trigger function of the first skill control to close in response to the operation for the skill lock control so that the first skill is in a skill ready state, the first skill control does not respond to a skill release operation, further comprising:
And controlling the triggering function of the first skill control to be started in response to the virtual character being separated from the appointed state.
11. The method for controlling a virtual character in a game according to claim 10, wherein after the trigger function of the first skill control is turned off, the display form of the first skill control in the graphical user interface is changed; after the triggering function of the first skill control is controlled to be started in response to the virtual character being separated from the designated state, the method further comprises the following steps:
and responding to the triggering function opening of the first skill control, and restoring the display form of the first skill control in the graphical user interface.
12. The method of in-game virtual character control according to claim 10, further comprising, after the trigger function for controlling the first skill control is turned on in response to the virtual character departing from the designated state:
and responding to the triggering function opening of the first skill control, and changing the display form of the skill locking control in the graphical user interface.
13. The method of controlling a virtual character in a game according to claim 2, wherein the specified state includes any one or more of:
Combat state, non-combat state, movement state, treatment state.
14. The method for controlling the virtual roles in the game is characterized in that a graphical user interface is provided through terminal equipment, wherein a game scene of the game at least comprises the virtual roles controlled through the terminal equipment, the graphical user interface comprises a first skill control, and the first skill comprises a skill ready state and a skill cooling state; comprising the following steps:
a first control module for controlling the virtual character to release the first skill in response to a skill release operation for the first skill control when the first skill is in a skill ready state;
and the second control module is used for responding to the locking operation of the first skill and controlling the triggering function of the first skill control to be closed so that the first skill control does not respond to the skill releasing operation when the first skill is in a skill ready state.
15. An electronic terminal comprising a memory, a processor, the memory storing a computer program executable on the processor, characterized in that the processor, when executing the computer program, implements the steps of the method for controlling a virtual character in a game according to any of the preceding claims 1 to 13.
16. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to execute the method of controlling a virtual character in a game as claimed in any one of claims 1 to 13.
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