CN117654044A - Method for controlling virtual game character release skill, storage medium and electronic device - Google Patents

Method for controlling virtual game character release skill, storage medium and electronic device Download PDF

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Publication number
CN117654044A
CN117654044A CN202311739490.2A CN202311739490A CN117654044A CN 117654044 A CN117654044 A CN 117654044A CN 202311739490 A CN202311739490 A CN 202311739490A CN 117654044 A CN117654044 A CN 117654044A
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China
Prior art keywords
skill
boundary
skills
released
target
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CN202311739490.2A
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Chinese (zh)
Inventor
钟杰
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202311739490.2A priority Critical patent/CN117654044A/en
Publication of CN117654044A publication Critical patent/CN117654044A/en
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Abstract

The application discloses a method for controlling a virtual game character to release skills, a storage medium and an electronic device. The method comprises the following steps: acquiring a first operation attribute of a first movement operation in response to the first movement operation performed by the skill control area; selecting skills to be released from a plurality of preset game skills based on the first operation attribute, and generating skill prompt information, wherein the skill prompt information is used for prompting skill identifiers corresponding to the skills to be released, and the skill identifiers corresponding to the preset game skills default to be in a stowage state; and responding to the end of the first moving operation, and controlling the virtual game role to release the target skills corresponding to the skill prompt information in the game scene. The technical problems of low operation efficiency and poor operation flexibility of a skill release mode in the related art are solved.

Description

Method for controlling virtual game character release skill, storage medium and electronic device
Technical Field
The present invention relates to the field of game technologies, and in particular, to a method for controlling a virtual game character to release skills, a storage medium, and an electronic device.
Background
The game is provided with different virtual game roles, so that players can better cope with the difficult problems and challenges in the game, and the fun and depth of the game are further increased. However, because the screen width of the vertical screen game is limited, the interactive comfort zone space of the three-dimensional action game is limited, and too many skill buttons cannot be accommodated, so that the multi-skill and multi-operation combat operation experience is poor, and most vertical screen games in the related art cannot support the vertical screen instant multi-operation combat.
In view of the above problems, no effective solution has been proposed at present.
Disclosure of Invention
At least some embodiments of the present application provide a method, a storage medium, and an electronic device for controlling a skill release of a virtual game character, so as to at least solve the technical problems of low operating efficiency and poor operating flexibility of a skill release manner in the related art.
According to one embodiment of the present application, there is provided a method for controlling skill release of a virtual game character, providing a graphical user interface through a terminal device, the graphical user interface including a skill control area, including: acquiring a first operation attribute of a first movement operation in response to the first movement operation performed by the skill control area; selecting skills to be released from a plurality of preset game skills based on the first operation attribute, and generating skill prompt information, wherein the skill prompt information is used for prompting skill identifiers corresponding to the skills to be released, and the skill identifiers corresponding to the preset game skills default to be in a stowage state; and responding to the end of the first moving operation, and controlling the virtual game role to release the target skills corresponding to the skill prompt information in the game scene.
According to one embodiment of the present application, there is further provided an apparatus for controlling skill release of a virtual game character, providing a graphical user interface through a terminal device, the graphical user interface including a skill control area, including: the acquisition module is used for responding to the first moving operation executed by the skill control area and acquiring a first operation attribute of the first moving operation; the generation module is used for selecting skills to be released from a plurality of preset game skills based on the first operation attribute, and generating skill prompt information, wherein the skill prompt information is used for prompting skill identifiers corresponding to the skills to be released, and the skill identifiers corresponding to the preset game skills are defaulted to be in a stowage state; and the control module is used for responding to the end of the first moving operation and controlling the virtual game role to release the target skills corresponding to the skill prompt information in the game scene.
According to one embodiment of the present application, there is also provided a computer readable storage medium having a computer program stored therein, wherein the computer program is configured to perform the method of controlling skill release of a virtual game character in any of the above-described embodiments when run.
There is further provided, in accordance with an embodiment of the present application, an electronic device including a memory having a computer program stored therein and a processor configured to run the computer program to perform the method of controlling skill release of a virtual game character in any of the above.
In at least some embodiments of the present application, a first operation attribute of a first movement operation is obtained through responding to a first movement operation performed by a skill control area, and then a skill to be released is selected from a plurality of preset game skills based on the first operation attribute, so as to generate skill prompt information, and finally, a target skill corresponding to the skill prompt information is released in a game scene by controlling a virtual game character in response to the end of the first movement operation, so that the purpose of quickly releasing the target skill is achieved, thereby realizing the technical effects of improving the operation efficiency and the operation flexibility of the skill release, and further solving the technical problems of low operation efficiency and poor operation flexibility of a skill release mode in the related technology.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiments of the application and together with the description serve to explain the application and do not constitute an undue limitation to the application. In the drawings:
FIG. 1 is a block diagram of a hardware architecture of a mobile terminal for controlling a method of virtual game character skill release in accordance with one embodiment of the present application;
FIG. 2 is a flow chart of a method of controlling a virtual game character to release skills in accordance with one embodiment of the present application;
FIG. 3 is a schematic diagram of a skill mark distribution according to one embodiment of the present application;
FIG. 4 is an interface schematic diagram of a method of controlling virtual game character release skills according to one embodiment of the present application;
FIG. 5 is a block diagram of an apparatus for controlling a virtual game character's release of skill in accordance with one embodiment of the present application;
fig. 6 is a schematic diagram of an electronic device according to one embodiment of the present application.
Detailed Description
In order to make the present application solution better understood by those skilled in the art, the following description will be made in detail and with reference to the accompanying drawings in the embodiments of the present application, it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art based on the embodiments herein without making any inventive effort, shall fall within the scope of the present application.
It should be noted that the terms "first," "second," and the like in the description and claims of the present application and the above figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that embodiments of the present application described herein may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
The above-described method embodiments to which the present disclosure relates may be performed in a mobile terminal, a computer terminal or similar computing device. Taking the mobile terminal as an example, the mobile terminal can be a smart phone, a tablet computer, a palm computer, a mobile internet device, a PAD, a game machine and other terminal devices. Fig. 1 is a block diagram of a hardware architecture of a mobile terminal of a method of controlling a virtual game character release skill according to an embodiment of the present application. As shown in fig. 1, the mobile terminal may include one or more (only one is shown in fig. 1) processors 102 (the processor 102 may include, but is not limited to, a Central Processing Unit (CPU), a Graphics Processor (GPU), a Digital Signal Processing (DSP) chip, a Microprocessor (MCU), a programmable logic device (FPGA), a neural Network Processor (NPU), a Tensor Processor (TPU), an Artificial Intelligence (AI) type processor, etc.) and a memory 104 for storing data, and in one embodiment of the present application, may further include: input output device 108 and display device 110.
In some optional embodiments, which are based on game scenes, the device may further provide a human-machine interaction interface with a touch-sensitive surface, where the human-machine interaction interface may sense finger contacts and/or gestures to interact with a Graphical User Interface (GUI), where the human-machine interaction functions may include the following interactions: executable instructions for performing the above-described human-machine interaction functions, such as creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving electronic mail, talking interfaces, playing digital video, playing digital music, and/or web browsing, are configured/stored in a computer program product or readable storage medium executable by one or more processors.
It will be appreciated by those skilled in the art that the structure shown in fig. 1 is merely illustrative and not limiting of the structure of the mobile terminal described above. For example, the mobile terminal may also include more or fewer components than shown in fig. 1, or have a different configuration than shown in fig. 1.
In accordance with one embodiment of the present application, an embodiment of a method of controlling skill release of virtual game characters is provided, it being noted that the steps illustrated in the flowchart of the figures may be performed in a computer system, such as a set of computer executable instructions, and, although a logical sequence is illustrated in the flowchart, in some cases, the steps illustrated or described may be performed in a different order than that illustrated herein.
In one possible implementation manner, the embodiment of the application provides a method for controlling the release skills of the virtual game character, and the graphical user interface is provided through the terminal device, wherein the terminal device may be the aforementioned local terminal device. Fig. 2 is a flowchart of a method for controlling skill release of a virtual game character according to one embodiment of the present application, providing a graphical user interface through a terminal device, the graphical user interface including a skill control area, as shown in fig. 2, the method comprising the steps of:
Step S21, responding to a first movement operation executed on the skill control area, and acquiring a first operation attribute of the first movement operation;
step S22, selecting skills to be released from a plurality of preset game skills based on a first operation attribute, and generating skill prompt information, wherein the skill prompt information is used for prompting skill identifiers corresponding to the skills to be released, and the skill identifiers corresponding to the preset game skills are defaulted into a stowage state;
and step S23, responding to the end of the first moving operation, and controlling the virtual game role to release the target skills corresponding to the skill prompt information in the game scene.
The first movement operation may be a contact sliding operation or a non-contact suspension movement, where the contact sliding operation is to directly contact the surface of the device to perform sliding when the device is operated, for example, sliding with a finger on a touch screen to perform the operation, and such an operation manner is commonly used on devices such as a smart phone, a tablet computer, and a touch screen computer. Non-contact levitation movement refers to levitation movement operations that are performed by other means without directly contacting the surface of the device when the device is operated. For example, the movement of a game character is controlled by a sensor of a gesture control device, such as by a gesture swiped in the air, or the screen content is switched by a gesture swiped in the air, such operation being common on virtual reality devices, gesture recognition devices and some special interaction devices.
The first operation attribute of the first movement operation described above includes an operation displacement, which is a change in position that occurs when an operation is performed, and an operation end position. The operation end position refers to a position where movement is stopped when a certain operation is performed.
The skill tips may include, but are not limited to, icons or symbols, text representations, skill descriptions, and the like. In particular, the use of specific icons or symbols to represent each skill can help a player quickly identify each skill and does not require reading text. The name of each skill is listed in the skill prompt information, so that a player can know the specific name of each skill, and the effect of the skill, such as image identification or character identification of jumping, squatting, lying down, shooting and the like, can be better understood. Providing a short description of each skill in the skill cues may allow the player to learn the basic effects of each skill and better select which skill to use. Displaying a preview of the effect of each skill in the skill cue information allows the player to learn about the specific effect of the skill before releasing the skill and to better decide when to use the skill. By comprehensively using the modes, clear and visual skill prompt information can be provided for the player, and the player can be helped to better understand and use various skills.
The skill control area includes a plurality of preset game skills, which are typically the manner in which specific effects and capabilities are applied between game characters or players. The preset game skills can be used for fight improvement, puzzle solving, exploration, cooperation and competition, player character enrichment and the like. Specifically, the preset game skill may promote the player's combat ability to a new level. For example, a skill may increase the strength, defensive power, or speed of an attack, making a player more powerful in combat. Some games require players to solve a puzzle or solve a puzzle using specific skills that may include solving a password, solving a mechanism, or unlocking a hidden area. The preset game skills may help the player explore a hidden place or hidden item in the game world. For example, the use skills may allow a player to mark valuable items on a map. The preset game skills may affect the player's ability to collaborate or compete in a multiplayer game, some skills may increase team collaboration between players, and other skills may increase resistance between players. Through the skill system, players can shape their roles according to their own preferences and playing styles, and different preset game skills can create different role types, such as warriors, judges, and the like.
The skill marks corresponding to the preset game skills default to a stowage state, wherein the stowage state refers to that the skill marks corresponding to the preset game skills are folded up when being displayed, and only one or part of the content is displayed instead of the whole content being completely unfolded and displayed. In this state, the user needs to click or other operations to expand or view more content. When the first mobile operation is finished, the virtual game role is controlled to release target skills corresponding to the skill prompt information in the game scene, more skill marks can be contained in a vertical screen interface of the terminal equipment in the interactive mode, and a player can rapidly and conveniently finish various skill operations, so that the instant combat interactive efficiency in the vertical screen mode is effectively improved.
Based on the steps S21 to S23, the first operation attribute of the first movement operation is obtained through the first movement operation executed in response to the skill control area, and then the skill to be released is selected from a plurality of preset game skills based on the first operation attribute, so as to generate skill prompt information, and finally, the target skill corresponding to the skill prompt information is released in the game scene by controlling the virtual game role in response to the end of the first movement operation, so that the purpose of quickly releasing the target skill is achieved, the technical effects of improving the operation efficiency and the operation flexibility of the skill release are achieved, and the technical problems of low operation efficiency and poor operation flexibility of the skill release mode in the related technology are solved.
The method for controlling the skill release of the virtual game character in the embodiment of the application is further described below.
Optionally, the plurality of skill identifications includes: a first portion of skill ids, wherein the first portion of skill ids are received at and arranged along a first boundary of the graphical user interface.
Specifically, the first boundary may be a vertical boundary in the graphical user interface, and the first portion of skill marks may be received at and arranged along the first boundary.
Optionally, the plurality of skill identifications further comprises: and the second part of skill marks are stored in a second boundary of the graphical user interface and are arranged along the second boundary, and the first boundary and the second boundary are mutually perpendicular.
Specifically, the second boundary is perpendicular to the first boundary, and may specifically be a boundary in a horizontal direction in the gui, and the second part of skill marks may be received in the second boundary and arranged along the second boundary.
Fig. 3 is a schematic diagram of a skill id distribution, as shown in fig. 3, according to one embodiment of the present application, a first part of skill ids including skills 1, 2, 3, 4, 5 can be stored to and arranged along a first boundary of a graphical user interface, and a second part of skill ids including skills 6, 7, 8 can be stored to and arranged along a second boundary of the graphical user interface.
The first part skill mark and the second part skill mark are game skills with different dimensions, and the skill types of the first part skill mark and the second part skill mark are different. For example, the skills corresponding to the first part of skill marks are combat injury skills, and the skills corresponding to the second part of skill marks are auxiliary functions such as skill dimension auxiliary skills/quick chat expressions. When the skill number is small, only the first boundary is used for storing the first part of skill marks, and if the skill number exceeds a preset value, the second boundary is increased for storing the second part of skill marks.
Based on the above-mentioned alternative embodiment, through accomodating different grade type game skills on different boundaries to can make full use of limited graphical user interface of area carry out nimble overall arrangement, further richen the game play, promote game experience.
Optionally, in step S22, selecting a skill to be released from a plurality of preset game skills based on the first operation attribute, and generating the skill prompt information includes:
step S221, selecting a target boundary from the first boundary and the second boundary based on the first operation attribute, and selecting skills to be released from skills corresponding to part of skill identifications stored in the target boundary based on the first operation attribute;
Step S222, switching the skill to be released from the stowed state to the deployed state, and generating skill prompt information.
Based on the above-mentioned optional embodiment, a target boundary is selected from the first boundary and the second boundary based on the first operation attribute, and a skill to be released is selected from the skills corresponding to the partial skill marks stored in the target boundary based on the first operation attribute, and then the skill to be released is switched from the storage state to the unfolding state, so as to generate the skill prompt information, thereby, according to the operation attribute of the user, the target boundary can be selected in the given boundary range, and a proper skill is selected from the target boundary to be released, and by switching the state of the skill to be released, the skill prompt information is generated, and the accuracy and efficiency of skill release are improved.
Optionally, the first operation attribute includes: the operation displacement, in step S221, selecting a target boundary from the first boundary and the second boundary based on the first operation attribute includes:
step S2211, obtaining operation displacement of a first moving operation along a first direction and operation displacement of the first moving operation along a second direction within a preset time period, wherein the first direction is parallel to a first boundary, and the second direction is parallel to a second boundary;
Step S2212 selects a target boundary from the first boundary and the second boundary based on a result of comparison between the operation displacement in the first direction and the operation displacement in the second direction.
Specifically, the first movement operation may be a drag operation, the preset duration may be set to 1s, that is, within 1s of triggering the drag operation, the operation displacement of the drag operation along the vertical direction and the operation displacement along the horizontal direction are obtained, and then the operation displacements in the two directions are compared to obtain a comparison result, and then the target boundary is selected from the first boundary and the second boundary based on the comparison result.
Based on the above-mentioned alternative embodiment, by acquiring the operation displacement of the first movement operation along the first direction and the operation displacement of the first movement operation along the second direction within the preset time period, and further selecting the target boundary from the first boundary and the second boundary based on the comparison result between the operation displacement of the first direction and the operation displacement of the second direction, the target boundary for performing skill judgment can be quickly determined, thereby further improving skill selection efficiency.
Optionally, in step S2212, selecting a target boundary from the first boundary and the second boundary based on a comparison result between the operation displacement in the first direction and the operation displacement in the second direction includes:
Step S22121, in response to determining that the operation displacement in the first direction is greater than the operation displacement in the second direction based on the comparison result, selecting the first boundary as the target boundary;
in step S22122, the second boundary is selected as the target boundary in response to determining that the operation displacement in the first direction is smaller than the operation displacement in the second direction based on the comparison result.
Specifically, if the operation displacement along the vertical direction is greater than the operation displacement along the horizontal direction, selecting a first boundary along the vertical direction as a target boundary for skill judgment; and if the operation displacement along the horizontal direction is larger than the operation displacement along the vertical direction, selecting the second boundary along the horizontal direction as a target boundary for skill judgment.
Based on the above-described alternative embodiment, by selecting the first boundary as the target boundary in response to determining that the operation displacement in the first direction is greater than the operation displacement in the second direction based on the comparison result, and selecting the second boundary as the target boundary in response to determining that the operation displacement in the first direction is less than the operation displacement in the second direction based on the comparison result, the target boundary for performing skill judgment can be quickly determined, thereby further improving skill selection efficiency.
Optionally, the first operation attribute includes: the operation displacement, in step S221, selecting the skill to be released from the skills corresponding to the partial skill identifier stored in the target boundary based on the first operation attribute includes:
Step S2213, determining an operation response range of a part of skill marks stored in the target boundary;
step S2214, selecting skills to be released from the skills corresponding to the partial skill identifications stored in the target boundary based on the operation response range in which the operation displacement falls.
Specifically, the operation response range of the skill mark of the part of the target boundary storage may be (a 1, a 2), the operation response range includes 20 pixels, the skill is considered to be selected based on the operation displacement S1 being satisfied within a certain length range (a 1, a 2), and the skill is changed from the retracted state to the extended state.
Based on the above-mentioned optional embodiment, through determining the operation response range of the partial skill mark stored in the target boundary, and then based on the operation response range that the operation displacement falls into, select the skill to be released from the skill corresponding to the partial skill mark stored in the target boundary, further simplify the operation process of skill selection, promote skill selection efficiency.
Optionally, the first operation attribute includes: the operation termination position, step S221, selecting, based on the first operation attribute, a skill to be released from the skills corresponding to the partial skill identifier stored in the target boundary includes:
step S2215, determining an identification length range of a part of skill identification stored in a target boundary;
Step S2216, selecting the skills to be released from the skills corresponding to the partial skill marks stored in the target boundary based on the mark length range within which the projection position of the operation termination position on the target boundary falls.
Specifically, the skills to be released can be selected independently according to the control range corresponding to the end position of the dragging track, the identification length ranges of the part of skill identifications stored in the target boundary can be distinguished through the color coverage ranges of different lengths, and the skills to be released are selected from the skills corresponding to the part of skill identifications stored in the target boundary based on the identification length ranges of the projection positions of the operation end positions on the target boundary.
Based on the above-mentioned optional embodiment, through determining the identification length range of the partial skill mark stored in the target boundary, and then based on the identification length range that the projection position of the operation termination position on the target boundary falls into, select the skill to be released from the skill corresponding to the partial skill mark stored in the target boundary, further simplify the operation process of skill selection, and promote skill selection efficiency.
Optionally, the method for controlling the skill release of the virtual game character in the embodiment of the application further includes:
Step S31, responding to a second movement operation executed on the skill control area, and acquiring a second operation attribute of the second movement operation, wherein the second movement operation and the first movement operation are continuous control operations in time sequence;
and S32, re-selecting skills to be released from a plurality of preset game skills based on the second operation attribute so as to update the skill prompt information until the target skills are selected.
Specifically, if the skill adjusted from the stowed state to the deployed state is not the target skill that the player wishes to release, the player continues to perform the drag operation without releasing his or her hand, that is, performs the second movement operation, and acquires the second operation attribute of the second movement operation. And re-selecting skills to be released from a plurality of preset game skills based on the second operation attribute so as to update the skill prompt information until the target skills which the player wants to release are selected. If the skill to be released can be selected once, the selected skill to be released can be used as a target skill; if the skill is selected after the continuous multiple adjustments, the skill to be released in the last selection can be used as the target skill.
Based on the above-mentioned optional embodiment, by responding to the second movement operation performed by the skill control area, a second operation attribute of the second movement operation is obtained, and then the skill to be released is reselected from a plurality of preset game skills based on the second operation attribute, so as to update the skill prompt information until the target skill is selected, different skills can be flexibly adjusted, thereby simplifying the operation process of skill selection and improving the skill selection efficiency.
Optionally, the method for controlling the skill release of the virtual game character in the embodiment of the application further includes: in response to detecting that the first touch medium performing the first movement operation leaves the skill control area, it is determined that the first movement operation is ended.
Fig. 4 is an interface schematic diagram of a method for controlling a virtual game character to release skills according to an embodiment of the present application, as shown in fig. 4, when a right hand performing a drag operation is detected to be released, that is, to leave a skill control area, it is determined that the drag operation is finished, so that a target skill corresponding to a skill prompt message can be controlled to be released in a game scene by the virtual game character, where the target skill is skill 5.
Based on the above-described alternative embodiment, by determining that the first movement operation ends in response to detecting that the first touch medium performing the first movement operation leaves the skill control area, the virtual game character can be controlled to quickly release the target skill, further improving the skill release efficiency.
Optionally, the graphical user interface further includes a skill release area, and the method for controlling the virtual game character to release the skill in the embodiment of the present application further includes: in response to detecting that the first touch medium performing the first movement operation remains in a stopped state in the skill control area and detecting that the second touch medium performs a control operation on the skill release area, it is determined that the first movement operation is ended.
Specifically, the graphical user interface further includes a skill release area having a skill release control or button, and when it is detected that the right hand performing the drag operation remains stopped in the skill control area and a click operation performed on the skill release area by the left hand is detected, it is determined that the first movement operation is ended. Thus, the target skills can be quickly released through the cooperation of the two hands, and further, the game scene requiring continuous release of a plurality of different skills can be supported.
Based on the above-mentioned alternative embodiment, by determining that the first moving operation ends in response to detecting that the first touch medium performing the first moving operation is kept in a stopped state in the skill control area and detecting that the second touch medium performs the control operation on the skill release area, the operation efficiency when continuously releasing a plurality of different skills can be further improved, and continuity and interestingness of the player's game experience are ensured.
Optionally, the graphical user interface further includes a field of view control area, and the method for controlling the virtual game character to release skills in the embodiment of the application further includes: and adjusting the game field displayed in the game scene in response to a third movement operation performed on the field control area.
Specifically, in the vertical screen game, through the split screen processing, the upper half screen area can be used as a visual field control area, and the lower half screen area can be used as a skill control area, so that the drag operation of the upper half screen can be used for adjusting the visual field, and the drag operation of the lower half screen can be used for selecting the skill. In the horizontal screen game, through the split screen processing, the left half screen area can be used as a visual field control area, the right half screen area can be used as a skill control area, the drag operation of the left half screen is used for adjusting the visual field, and the drag operation of the right half screen is used for selecting the skill.
In the embodiment of the application, the first operation attribute of the first movement operation is acquired through responding to the first movement operation executed by the skill control area, the skill to be released is selected from a plurality of preset game skills based on the first operation attribute, the skill prompt information is generated, and finally, the target skill corresponding to the skill prompt information is controlled to be released in the game scene by responding to the end of the first movement operation, so that the aim of quickly releasing the target skill is fulfilled. Compared with the conventional click interaction skill release method, the drag operation is used for releasing the skill, the operation under the vertical screen is more convenient, the graphical user interface can bear more skill functions, and the interaction mode can support more complex and richer combat experience.
From the description of the above embodiments, it will be clear to a person skilled in the art that the method according to the above embodiments may be implemented by means of software plus the necessary general hardware platform, but of course also by means of hardware, but in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art in the form of a software product stored in a storage medium (such as ROM/RAM, magnetic disk, optical disk), comprising several instructions for causing a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to perform the method described in the embodiments of the present application.
In this embodiment, a device for controlling the release skills of the virtual game character is further provided, and the device is used for implementing the foregoing embodiments and preferred embodiments, which are not described herein. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. While the means described in the following embodiments are preferably implemented in software, implementation in hardware, or a combination of software and hardware, is also possible and contemplated.
Fig. 5 is a block diagram of an apparatus for controlling skill release of a virtual game character according to one embodiment of the present application, providing a graphical user interface through a terminal device, the graphical user interface including a skill control area, as shown in fig. 5, the apparatus comprising:
an obtaining module 501, configured to obtain a first operation attribute of a first movement operation in response to the first movement operation performed by the skill control area;
the generating module 502 is configured to select a skill to be released from a plurality of preset game skills based on the first operation attribute, and generate skill prompt information, where the skill prompt information is used to prompt a skill identifier corresponding to the skill to be released, and the plurality of skill identifiers corresponding to the plurality of preset game skills default to be in a stowage state;
and the control module 503 is configured to control the virtual game character to release the target skill corresponding to the skill prompt information in the game scene in response to the end of the first movement operation.
Optionally, the plurality of skill identifications includes: a first portion of skill ids, wherein the first portion of skill ids are received at and arranged along a first boundary of the graphical user interface.
Optionally, the plurality of skill identifications further comprises: and the second part of skill marks are stored in a second boundary of the graphical user interface and are arranged along the second boundary, and the first boundary and the second boundary are mutually perpendicular.
Optionally, the generating module 502 is further configured to: selecting a target boundary from the first boundary and the second boundary based on the first operation attribute, and selecting skills to be released from skills corresponding to part of skill identifications stored in the target boundary based on the first operation attribute; and switching the skill to be released from the stowed state to the deployed state, and generating skill prompt information.
Optionally, the generating module 502 is further configured to: acquiring the operation displacement of the first moving operation along the first direction and the operation displacement of the first moving operation along the second direction within a preset time period, wherein the first direction is parallel to the first boundary, and the second direction is parallel to the second boundary; a target boundary is selected from the first boundary and the second boundary based on a result of comparison between the operation displacement in the first direction and the operation displacement in the second direction.
Optionally, the generating module 502 is further configured to: selecting the first boundary as a target boundary in response to determining that the operational displacement in the first direction is greater than the operational displacement in the second direction based on the comparison; and selecting the second boundary as the target boundary in response to determining that the operational displacement in the first direction is less than the operational displacement in the second direction based on the comparison result.
Optionally, the generating module 502 is further configured to: determining an operation response range of a part of skill marks stored in the target boundary; and selecting skills to be released from the skills corresponding to the partial skill identifications stored in the target boundary based on the operation response range in which the operation displacement falls.
Optionally, the generating module 502 is further configured to: determining an identification length range of a part of skill identification stored in the target boundary; and selecting skills to be released from the skills corresponding to the partial skill marks stored in the target boundary based on the mark length range in which the projection position of the operation termination position on the target boundary falls.
Optionally, the obtaining module 501 is further configured to obtain a second operation attribute of a second movement operation in response to the second movement operation performed in the skill control area, where the second movement operation and the first movement operation are control operations that are continuous in time sequence; the apparatus for controlling the skill release of the virtual game character further comprises: and a selection module 504, configured to re-select the skill to be released from a plurality of preset game skills based on the second operation attribute, so as to update the skill prompt information until the target skill is selected.
Optionally, the apparatus for controlling the skill release of the virtual game character further comprises: a determining module 505 is configured to determine that the first movement operation ends in response to detecting that the first touch medium performing the first movement operation leaves the skill control area.
Optionally, the determining module 505 is further configured to determine that the first moving operation is ended in response to detecting that the first touch medium performing the first moving operation remains in a stopped state in the skill control area and detecting that the second touch medium performs a control operation on the skill release area.
Optionally, the apparatus for controlling the skill release of the virtual game character further comprises: an adjustment module 506 for adjusting the game field of view displayed in the game scene in response to the third movement operation performed by the field of view control area.
It should be noted that each of the above modules may be implemented by software or hardware, and for the latter, it may be implemented by, but not limited to: the modules are all located in the same processor; alternatively, the above modules may be located in different processors in any combination.
Embodiments of the present application also provide a computer readable storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the method embodiments described above when run.
Alternatively, in the present embodiment, the above-described computer-readable storage medium may include, but is not limited to: a usb disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing a computer program.
Alternatively, in this embodiment, the above-mentioned computer-readable storage medium may be located in any one of the computer terminals in the computer terminal group in the computer network, or in any one of the mobile terminals in the mobile terminal group.
Alternatively, in the present embodiment, the above-described computer-readable storage medium may be configured to store a computer program for performing the steps of:
s1, responding to a first moving operation executed on a skill control area, and acquiring a first operation attribute of the first moving operation;
s2, selecting skills to be released from a plurality of preset game skills based on a first operation attribute, and generating skill prompt information, wherein the skill prompt information is used for prompting skill identifiers corresponding to the skills to be released, and the skill identifiers corresponding to the preset game skills are defaulted to be in a stowage state;
and S3, responding to the end of the first moving operation, and controlling the virtual game role to release the target skills corresponding to the skill prompt information in the game scene.
Optionally, the plurality of skill identifications includes: a first portion of skill ids, wherein the first portion of skill ids are received at and arranged along a first boundary of the graphical user interface.
Optionally, the plurality of skill identifications further comprises: and the second part of skill marks are stored in a second boundary of the graphical user interface and are arranged along the second boundary, and the first boundary and the second boundary are mutually perpendicular.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: selecting a target boundary from the first boundary and the second boundary based on the first operation attribute, and selecting skills to be released from skills corresponding to part of skill identifications stored in the target boundary based on the first operation attribute; and switching the skill to be released from the stowed state to the deployed state, and generating skill prompt information.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: acquiring the operation displacement of the first moving operation along the first direction and the operation displacement of the first moving operation along the second direction within a preset time period, wherein the first direction is parallel to the first boundary, and the second direction is parallel to the second boundary; a target boundary is selected from the first boundary and the second boundary based on a result of comparison between the operation displacement in the first direction and the operation displacement in the second direction.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: selecting the first boundary as a target boundary in response to determining that the operational displacement in the first direction is greater than the operational displacement in the second direction based on the comparison; and selecting the second boundary as the target boundary in response to determining that the operational displacement in the first direction is less than the operational displacement in the second direction based on the comparison result.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: determining an operation response range of a part of skill marks stored in the target boundary; and selecting skills to be released from the skills corresponding to the partial skill identifications stored in the target boundary based on the operation response range in which the operation displacement falls.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: determining an identification length range of a part of skill identification stored in the target boundary; and selecting skills to be released from the skills corresponding to the partial skill marks stored in the target boundary based on the mark length range in which the projection position of the operation termination position on the target boundary falls.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: acquiring a second operation attribute of a second movement operation in response to the second movement operation performed by the skill control area, wherein the second movement operation and the first movement operation are control operations which are continuous in time sequence; and re-selecting skills to be released from a plurality of preset game skills based on the second operation attribute so as to update the skill prompt information until the target skills are selected.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: in response to detecting that the first touch medium performing the first movement operation leaves the skill control area, it is determined that the first movement operation is ended.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: in response to detecting that the first touch medium performing the first movement operation remains in a stopped state in the skill control area and detecting that the second touch medium performs a control operation on the skill release area, it is determined that the first movement operation is ended.
Optionally, the above computer readable storage medium is further configured to store program code for performing the steps of: and adjusting the game field displayed in the game scene in response to a third movement operation performed on the field control area.
In the computer readable storage medium of the embodiment, a first operation attribute of the first movement operation is obtained through responding to the first movement operation executed by the skill control area, then a skill to be released is selected from a plurality of preset game skills based on the first operation attribute, skill prompt information is generated, finally, a target skill corresponding to the skill prompt information is controlled to be released in a game scene by a virtual game role in response to the end of the first movement operation, and the purpose of quickly releasing the target skill is achieved, so that the technical effects of improving the operation efficiency and the operation flexibility of the skill release are achieved, and the technical problems of low operation efficiency and poor operation flexibility of a skill release mode in the related technology are solved.
From the above description of embodiments, those skilled in the art will readily appreciate that the example embodiments described herein may be implemented in software, or may be implemented in software in combination with the necessary hardware. Thus, the technical solution according to the embodiments of the present application may be embodied in the form of a software product, which may be stored in a computer readable storage medium (may be a CD-ROM, a U-disk, a mobile hard disk, etc.) or on a network, and includes several instructions to cause a computing device (may be a personal computer, a server, a terminal device, or a network device, etc.) to perform the method according to the embodiments of the present application.
In an exemplary embodiment of the present application, a computer-readable storage medium stores thereon a program product capable of implementing the method described above in the present embodiment. In some possible implementations, the various aspects of the embodiments of the present application may also be implemented in the form of a program product comprising program code for causing a terminal device to carry out the steps according to the various exemplary embodiments of the present application as described in the "exemplary methods" section of the embodiments, when the program product is run on the terminal device.
A program product for implementing the above method according to an embodiment of the present application may employ a portable compact disc read-only memory (CD-ROM) and comprise program code and may be run on a terminal device, such as a personal computer. However, the program product of the embodiments of the present application is not limited thereto, and in the embodiments of the present application, the computer-readable storage medium may be any tangible medium that can contain, or store the program for use by or in connection with the instruction execution system, apparatus, or device.
Any combination of one or more computer readable media may be employed by the program product described above. The computer readable storage medium can be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the computer-readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
It should be noted that the program code embodied on the computer readable storage medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Embodiments of the present application also provide an electronic device comprising a memory having a computer program stored therein and a processor arranged to run the computer program to perform the steps of any of the method embodiments described above.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, where the transmission device is connected to the processor, and the input/output device is connected to the processor.
Alternatively, in the present embodiment, the above-described processor may be configured to execute the following steps by a computer program:
s1, responding to a first moving operation executed on a skill control area, and acquiring a first operation attribute of the first moving operation;
s2, selecting skills to be released from a plurality of preset game skills based on a first operation attribute, and generating skill prompt information, wherein the skill prompt information is used for prompting skill identifiers corresponding to the skills to be released, and the skill identifiers corresponding to the preset game skills are defaulted to be in a stowage state;
And S3, responding to the end of the first moving operation, and controlling the virtual game role to release the target skills corresponding to the skill prompt information in the game scene.
Optionally, the plurality of skill identifications includes: a first portion of skill ids, wherein the first portion of skill ids are received at and arranged along a first boundary of the graphical user interface.
Optionally, the plurality of skill identifications further comprises: and the second part of skill marks are stored in a second boundary of the graphical user interface and are arranged along the second boundary, and the first boundary and the second boundary are mutually perpendicular.
Optionally, the above processor may be further configured to perform the following steps by a computer program: selecting a target boundary from the first boundary and the second boundary based on the first operation attribute, and selecting skills to be released from skills corresponding to part of skill identifications stored in the target boundary based on the first operation attribute; and switching the skill to be released from the stowed state to the deployed state, and generating skill prompt information.
Optionally, the above processor may be further configured to perform the following steps by a computer program: acquiring the operation displacement of the first moving operation along the first direction and the operation displacement of the first moving operation along the second direction within a preset time period, wherein the first direction is parallel to the first boundary, and the second direction is parallel to the second boundary; a target boundary is selected from the first boundary and the second boundary based on a result of comparison between the operation displacement in the first direction and the operation displacement in the second direction.
Optionally, the above processor may be further configured to perform the following steps by a computer program: selecting the first boundary as a target boundary in response to determining that the operational displacement in the first direction is greater than the operational displacement in the second direction based on the comparison; and selecting the second boundary as the target boundary in response to determining that the operational displacement in the first direction is less than the operational displacement in the second direction based on the comparison result.
Optionally, the above processor may be further configured to perform the following steps by a computer program: determining an operation response range of a part of skill marks stored in the target boundary; and selecting skills to be released from the skills corresponding to the partial skill identifications stored in the target boundary based on the operation response range in which the operation displacement falls.
Optionally, the above processor may be further configured to perform the following steps by a computer program: determining an identification length range of a part of skill identification stored in the target boundary; and selecting skills to be released from the skills corresponding to the partial skill marks stored in the target boundary based on the mark length range in which the projection position of the operation termination position on the target boundary falls.
Optionally, the above processor may be further configured to perform the following steps by a computer program: acquiring a second operation attribute of a second movement operation in response to the second movement operation performed by the skill control area, wherein the second movement operation and the first movement operation are control operations which are continuous in time sequence; and re-selecting skills to be released from a plurality of preset game skills based on the second operation attribute so as to update the skill prompt information until the target skills are selected.
Optionally, the above processor may be further configured to perform the following steps by a computer program: in response to detecting that the first touch medium performing the first movement operation leaves the skill control area, it is determined that the first movement operation is ended.
Optionally, the above processor may be further configured to perform the following steps by a computer program: in response to detecting that the first touch medium performing the first movement operation remains in a stopped state in the skill control area and detecting that the second touch medium performs a control operation on the skill release area, it is determined that the first movement operation is ended.
Optionally, the above processor may be further configured to perform the following steps by a computer program: and adjusting the game field displayed in the game scene in response to a third movement operation performed on the field control area.
In the electronic device of the embodiment, the first operation attribute of the first movement operation is obtained through responding to the first movement operation executed by the skill control area, the skill to be released is selected from a plurality of preset game skills based on the first operation attribute, the skill prompt information is generated, finally, the target skill corresponding to the skill prompt information is controlled to be released in the game scene by the virtual game role in response to the end of the first movement operation, and the aim of quickly releasing the target skill is achieved, so that the technical effects of improving the operation efficiency and the operation flexibility of the skill release are achieved, and the technical problems of low operation efficiency and poor operation flexibility of the skill release mode in the related technology are solved.
Fig. 6 is a schematic diagram of an electronic device according to an embodiment of the present application. As shown in fig. 6, the electronic device 600 is only an example, and should not impose any limitation on the functionality and scope of use of the embodiments of the present application.
As shown in fig. 6, the electronic apparatus 600 is embodied in the form of a general purpose computing device. The components of the electronic device 600 may include, but are not limited to: the at least one processor 610, the at least one memory 620, a bus 630 connecting the different system components (including the memory 620 and the processor 610), and a display 640.
Wherein the memory 620 stores program code that can be executed by the processor 610 to cause the processor 610 to perform the steps according to various exemplary implementations of the present application described in the above method section of the embodiments of the present application.
The memory 620 may include readable media in the form of volatile memory units, such as Random Access Memory (RAM) 6201 and/or cache memory 6202, and may further include Read Only Memory (ROM) 6203, and may also include nonvolatile memory, such as one or more magnetic storage devices, flash memory, or other nonvolatile solid state memory.
In some examples, memory 620 may also include a program/utility 6204 having a set (at least one) of program modules 6205, such program modules 6205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment. The memory 620 may further include memory remotely located relative to the processor 610, which may be connected to the electronic device 600 via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
Bus 630 may be a local bus representing one or more of several types of bus structures including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processor 610, or using any of a variety of bus architectures.
Display 640 may be, for example, a touch screen type Liquid Crystal Display (LCD) that may enable a user to interact with a user interface of electronic device 600.
Optionally, the electronic apparatus 600 may also communicate with one or more external devices 700 (e.g., keyboard, pointing device, bluetooth device, etc.), with one or more devices that enable a user to interact with the electronic apparatus 600, and/or with any device (e.g., router, modem, etc.) that enables the electronic apparatus 600 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 650. Also, electronic device 600 may communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet, through network adapter 660. As shown in fig. 6, network adapter 660 communicates with other modules of electronic device 600 over bus 630. It should be appreciated that although not shown in fig. 6, other hardware and/or software modules may be used in connection with the electronic device 600, which may include, but are not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
The electronic device 600 may further include: a keyboard, a cursor control device (e.g., a mouse), an input/output interface (I/O interface), a network interface, a power supply, and/or a camera.
It will be appreciated by those of ordinary skill in the art that the configuration shown in fig. 6 is merely illustrative and is not intended to limit the configuration of the electronic device described above. For example, the electronic device 600 may also include more or fewer components than shown in fig. 6, or have a different configuration than shown in fig. 1. The memory 620 may be configured to store a computer program and corresponding data, such as a computer program and corresponding data corresponding to a method for controlling skill release of a virtual game character in an embodiment of the present application. The processor 610 executes various functional applications and data processing by running a computer program stored in the memory 620, i.e., implements the above-described method of controlling the skill release of the virtual game character.
The foregoing embodiment numbers of the present application are merely for describing, and do not represent advantages or disadvantages of the embodiments.
In the foregoing embodiments of the present application, the descriptions of the embodiments are emphasized, and for a portion of this disclosure that is not described in detail in this embodiment, reference is made to the related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed technology content may be implemented in other manners. The above-described embodiments of the apparatus are merely exemplary, and the division of the units, for example, may be a logic function division, and may be implemented in another manner, for example, a plurality of units or components may be combined or may be 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 interfaces, units or modules, or may be in electrical or other forms.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of 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 each embodiment of the present application 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 integrated units may be implemented in hardware or in software functional units.
The integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied in essence or a part contributing to the prior art or all or part of the technical solution in the form of a software product stored in a storage medium, including several instructions to cause 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 methods described in the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The foregoing is merely a preferred embodiment of the present application and it should be noted that modifications and adaptations to those skilled in the art may be made without departing from the principles of the present application and are intended to be comprehended within the scope of the present application.

Claims (15)

1. A method of controlling skill release by a character of a virtual game, wherein a graphical user interface is provided by a terminal device, the graphical user interface including a skill control area, the method comprising:
responding to a first moving operation executed on the skill control area, and acquiring a first operation attribute of the first moving operation;
selecting skills to be released from a plurality of preset game skills based on the first operation attribute, and generating skill prompt information, wherein the skill prompt information is used for prompting skill identifiers corresponding to the skills to be released, and the skill identifiers corresponding to the preset game skills are defaulted to be in a stowage state;
and responding to the end of the first moving operation, and controlling the virtual game role to release the target skills corresponding to the skill prompt information in the game scene.
2. The method of claim 1, wherein the plurality of skill identifications comprises: a first portion of skill id, wherein the first portion of skill id is received at and arranged along a first boundary of the graphical user interface.
3. The method of claim 2, wherein the plurality of skill identifications further comprises: and the second part of skill marks are stored in a second boundary of the graphical user interface and are arranged along the second boundary, and the first boundary and the second boundary are mutually perpendicular.
4. The method of claim 3, wherein selecting the skill to be released from the plurality of preset game skills based on the first operational attribute, generating the skill tip information comprises:
selecting a target boundary from the first boundary and the second boundary based on the first operation attribute, and selecting the skill to be released from the skills corresponding to the partial skill identifications stored in the target boundary based on the first operation attribute;
and switching the skill to be released from the stowed state to the deployed state, and generating the skill prompt information.
5. The method of claim 4, wherein the first operational attribute comprises: operating the displacement, selecting the target boundary from the first boundary and the second boundary based on the first operation attribute includes:
Acquiring the operation displacement of the first moving operation along a first direction and the operation displacement of the first moving operation along a second direction within a preset time period, wherein the first direction is parallel to the first boundary, and the second direction is parallel to the second boundary;
the target boundary is selected from the first boundary and the second boundary based on a result of comparison between the operation displacement in the first direction and the operation displacement in the second direction.
6. The method of claim 5, wherein selecting the target boundary from the first boundary and the second boundary based on the comparison between the operational displacement in the first direction and the operational displacement in the second direction comprises:
selecting the first boundary as the target boundary in response to determining that the operational displacement in the first direction is greater than the operational displacement in the second direction based on the comparison result;
and selecting the second boundary as the target boundary in response to determining that the operational displacement in the first direction is smaller than the operational displacement in the second direction based on the comparison result.
7. The method of claim 4, wherein the first operational attribute comprises: the operation displacement, based on the first operation attribute, selecting the skill to be released from the skills corresponding to the partial skill marks stored in the target boundary includes:
Determining an operational response range of the portion of skill identification received by the target boundary;
and selecting the skill to be released from the skill corresponding to the part of skill identification stored in the target boundary based on the operation response range in which the operation displacement falls.
8. The method of claim 4, wherein the first operational attribute comprises: the operation termination position is selected from skills corresponding to the partial skill marks stored in the target boundary based on the first operation attribute, and the skill to be released comprises the following steps:
determining an identification length range of the part of skill identification stored by the target boundary;
and selecting the skill to be released from the skill corresponding to the part of skill marks stored in the target boundary based on the mark length range in which the projection position of the operation termination position on the target boundary falls.
9. The method according to claim 1, wherein the method further comprises:
responding to a second movement operation executed on the skill control area, and acquiring a second operation attribute of the second movement operation, wherein the second movement operation and the first movement operation are continuous control operations in time sequence;
And re-selecting the skill to be released from the plurality of preset game skills based on the second operation attribute so as to update the skill prompt information until the target skill is selected.
10. The method according to claim 1, wherein the method further comprises:
in response to detecting that a first touch medium performing the first movement operation leaves the skill control area, determining that the first movement operation is over.
11. The method of claim 1, wherein the graphical user interface further comprises a skill release area, the method further comprising:
in response to detecting that a first touch medium performing the first movement operation remains stopped in the skill control area and detecting that a second touch medium performs a control operation on the skill release area, determining that the first movement operation is ended.
12. The method of claim 1, wherein the graphical user interface further comprises a field of view control region, the method further comprising:
and adjusting a game field of view displayed in the game scene in response to a third movement operation performed on the field of view control area.
13. An apparatus for controlling skill release of a character in a virtual game, wherein a graphical user interface is provided by a terminal device, the graphical user interface including a skill control area, the apparatus comprising:
The acquisition module is used for responding to a first moving operation executed on the skill control area and acquiring a first operation attribute of the first moving operation;
the generation module is used for selecting skills to be released from a plurality of preset game skills based on the first operation attribute, and generating skill prompt information, wherein the skill prompt information is used for prompting skill identifiers corresponding to the skills to be released, and the skill identifiers corresponding to the preset game skills are defaulted to be in a stowage state;
and the control module is used for responding to the end of the first moving operation and controlling the virtual game role to release the target skills corresponding to the skill prompt information in the game scene.
14. A computer readable storage medium, characterized in that a computer program is stored in the computer readable storage medium, wherein the computer program is arranged to, when run by a processor, perform the method of controlling the skill release of a virtual game character as claimed in any one of claims 1 to 12.
15. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, the processor being arranged to run the computer program to perform the method of controlling skill release of a virtual game character as claimed in any one of claims 1 to 12.
CN202311739490.2A 2023-12-15 2023-12-15 Method for controlling virtual game character release skill, storage medium and electronic device Pending CN117654044A (en)

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