CN118059493A - Game control method, game control device, computer equipment and storage medium - Google Patents

Game control method, game control device, computer equipment and storage medium Download PDF

Info

Publication number
CN118059493A
CN118059493A CN202410303300.0A CN202410303300A CN118059493A CN 118059493 A CN118059493 A CN 118059493A CN 202410303300 A CN202410303300 A CN 202410303300A CN 118059493 A CN118059493 A CN 118059493A
Authority
CN
China
Prior art keywords
attack
virtual object
power accumulating
game
control
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202410303300.0A
Other languages
Chinese (zh)
Inventor
王泽�
刘勇成
胡志鹏
袁思思
程龙
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202410303300.0A priority Critical patent/CN118059493A/en
Publication of CN118059493A publication Critical patent/CN118059493A/en
Pending legal-status Critical Current

Links

Landscapes

  • User Interface Of Digital Computer (AREA)

Abstract

The embodiment of the application discloses a game control method, a game control device, computer equipment and a storage medium. According to the method and the device, the attack control is provided on the graphical user interface, the first trigger operation aiming at the attack control is responded, the attack power accumulating state is entered, the power accumulating distance is displayed in the game scene according to the duration of the attack power accumulating state in the process of being in the attack power accumulating state, a player can know the power accumulating information corresponding to the attack power accumulating state conveniently, and further, the first virtual object is controlled to conduct power accumulating attack in response to the power accumulating distance meeting the preset attack condition. Different attack effects can be realized by accurately controlling the attack accumulation state, so that the game operation experience of a player can be improved.

Description

Game control method, game control device, computer equipment and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a game control method, a game control device, a computer device, and a storage medium.
Background
With the development of the internet, a large number of different types of games are emerging to meet the daily entertainment needs of users. In some games, game play with a power attack is provided, i.e. the player can obtain a stronger attack effect when attacking.
In the related art, game play of the power accumulating attack can be realized by pressing an attack key for a long time. However, in the process of accumulating force by pressing the attack key for a long time, if the accumulating time is too long, the attack time is missed, and if the accumulating time is broken, the effect of defeating the enemy is not achieved, so that the player cannot know how long the accumulating time is needed to defeat the enemy, and the game experience of the player is affected.
Disclosure of Invention
The embodiment of the application provides a game control method, a game control device, computer equipment and a storage medium, which can improve the game operation experience of players.
The embodiment of the application provides a game control method, which comprises the steps of providing a graphical user interface through terminal equipment, wherein the graphical user interface at least comprises part of game scenes and first virtual objects which are in the game scenes and are controlled by the terminal equipment, and the method comprises the following steps:
providing an attack control on the graphical user interface;
Responding to a first triggering operation for the attack control, and entering an attack accumulation state;
displaying a force accumulation distance in the game scene according to the duration of the force accumulation state during the process of being in the force accumulation state;
and responding to the power accumulating distance meeting a preset attack condition, and controlling the first virtual object to perform power accumulating attack.
Correspondingly, the embodiment of the application also provides a game control device, a graphical user interface is provided through terminal equipment, the graphical user interface at least comprises a part of game scenes and a first virtual object which is in the game scenes and is controlled by the terminal equipment, and the device comprises:
a providing unit, configured to provide an attack control on the graphical user interface;
the first access is used for responding to a first triggering operation for the attack control and entering an attack power storage state;
the first display unit is used for displaying the force accumulation distance in the game scene according to the duration of the attack force accumulation state in the process of being in the attack force accumulation state;
and the first control unit is used for responding to the force accumulation distance meeting a preset attack condition and controlling the first virtual object to perform force accumulation attack.
Correspondingly, the embodiment of the application also provides computer equipment, which comprises a memory, a processor and a computer program stored on the memory and capable of running on the processor, wherein the processor executes the game control method provided by any one of the embodiments of the application.
Correspondingly, the embodiment of the application also provides a computer readable storage medium, wherein the computer readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the game control method
According to the embodiment of the application, the attack control is provided on the graphical user interface, the first trigger operation aiming at the attack control is responded, the attack power accumulating state is entered, the power accumulating distance is displayed in the game scene according to the duration of the attack power accumulating state in the process of being in the attack power accumulating state, the player can know the power accumulating information corresponding to the attack power accumulating state conveniently, and further, the first virtual object is controlled to perform the power accumulating attack according to the power accumulating distance meeting the preset attack condition. Different attack effects can be realized by accurately controlling the attack accumulation state, so that the game operation experience of a player can be improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic view of a game control system according to an embodiment of the present application.
Fig. 2 is a schematic flow chart of a game control method according to an embodiment of the present application.
Fig. 3 is an application scenario schematic diagram of a game control method according to an embodiment of the present application.
Fig. 4 is a schematic application scenario diagram of another game control method according to an embodiment of the present application.
Fig. 5 is a schematic application scenario diagram of another game control method according to an embodiment of the present application.
Fig. 6 is a schematic application scenario diagram of another game control method according to an embodiment of the present application.
Fig. 7 is a schematic application scenario diagram of another game control method according to an embodiment of the present application.
Fig. 8 is a schematic application scenario diagram of another game control method according to an embodiment of the present application.
Fig. 9 is a schematic application scenario diagram of another game control method according to an embodiment of the present application.
Fig. 10 is a schematic diagram of an application scenario of another game control method according to an embodiment of the present application.
Fig. 11 is a schematic application scenario diagram of another game control method according to an embodiment of the present application.
Fig. 12 is a schematic view of an application scenario of another game control method according to an embodiment of the present application.
Fig. 13 is a schematic view of an application scenario of another game control method according to an embodiment of the present application.
Fig. 14 is a schematic view of an application scenario of another game control method according to an embodiment of the present application.
Fig. 15 is a schematic view of an application scenario of another game control method according to an embodiment of the present application.
Fig. 16 is a schematic view of an application scenario of another game control method according to an embodiment of the present application.
Fig. 17 is a schematic view of an application scenario of another game control method according to an embodiment of the present application.
Fig. 18 is a schematic application scenario diagram of another game control method according to an embodiment of the present application.
Fig. 19 is a block diagram of a game control device according to an embodiment of the present application.
Fig. 20 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are only some, but not all embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to fall within the scope of the application.
The embodiment of the application provides a game control method, a game control device, a storage medium and computer equipment. Specifically, the game control method according to the embodiment of the present application may be executed by a computer device, where the computer device may be a terminal or a server. The terminal may be a terminal device such as a smart phone, a tablet computer, a notebook computer, a touch screen, a game console, a Personal computer (PC, personal Computer), a Personal digital assistant (Personal DIGITAL ASSISTANT, PDA), and the like, and the terminal may further include a client, which may be a game application client, a browser client carrying a game program, or an instant messaging client, and the like. The server may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs (Content Delivery Network, content delivery networks), basic cloud computing services such as big data and artificial intelligent platforms, and the like.
For example, when the game control method is run on the terminal, the terminal device stores a game application and is used to present a virtual scene in a game screen. The terminal device is used for interacting with a user through a graphical user interface, for example, the terminal device downloads and installs a game application program and runs the game application program. The way in which the terminal device presents the graphical user interface to the user may include a variety of ways, for example, the graphical user interface may be rendered for display on a display screen of the terminal device, or presented by holographic projection. For example, the terminal device may include a touch display screen for presenting a graphical user interface including game screens and receiving operation instructions generated by a user acting on the graphical user interface, and a processor for running the game, generating the graphical user interface, responding to the operation instructions, and controlling the display of the graphical user interface on the touch display screen.
For example, when the game control method is run on a server, it may be a cloud game. Cloud gaming refers to a game style based on cloud computing. In the cloud game operation mode, an operation main body of the game application program and a game picture presentation main body are separated, and the storage and operation of the game control method are completed on a cloud game server. The game image presentation is completed at a cloud game client, which is mainly used for receiving and sending game data and presenting game images, for example, the cloud game client may be a display device with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, etc., near a user side, but the terminal device for processing game data is a cloud game server in the cloud. When playing the game, the user operates the cloud game client 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 cloud game client through a network, and finally decodes the data through the cloud game client and outputs the game pictures.
Referring to fig. 1, fig. 1 is a schematic view of a game control system according to an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the server of different games through the network. A terminal is any device having computing hardware capable of supporting and executing a software product corresponding to a game. In addition, the terminal has one or more multi-touch-sensitive screens for sensing and obtaining inputs of a user through touch or slide operations performed at a plurality of points of the one or more touch-sensitive display screens. In addition, when the system includes a plurality of terminals, a plurality of servers, and a plurality of networks, different terminals may be connected to each other through different networks, through different servers. The network may be a wireless network or a wired network, such as a Wireless Local Area Network (WLAN), a Local Area Network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, the different terminals 1000 may be connected to other terminals or to a server or the like using their own bluetooth network or hotspot network. For example, multiple users may be online through different terminals to connect and synchronize with each other through an appropriate network to support multiplayer games. In addition, the system may include multiple databases coupled to different servers and information related to the gaming environment may be continuously stored in the databases as different users play multiplayer games online.
The embodiment of the application provides a game control method which can be executed by a terminal or a server. The embodiment of the present application is described with an example in which a game control method is executed by a terminal. The terminal comprises a touch display screen and a processor, wherein the touch display screen is used for presenting a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface. When a user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instruction, and can also control the content of the opposite-end server by responding to the received operation instruction. For example, the user-generated operational instructions for the graphical user interface include instructions for launching the gaming application, and the processor is configured to launch the gaming application after receiving the user-provided instructions for launching the gaming application. Further, the processor is configured to render and draw a graphical user interface associated with the game on the touch-sensitive display screen. A touch display screen is a multi-touch-sensitive screen capable of sensing touch or slide operations performed simultaneously by a plurality of points on the screen. The user performs touch operation on the graphical user interface by using a finger, and when the graphical user interface detects the touch operation, the graphical user interface controls different virtual objects in the game to execute actions corresponding to the touch operation. For example, the game may be any one of a leisure game, an action game, a role playing game, a strategy game, a sports game, a educational game, and the like. Wherein the game may include a virtual scene of the game. Further, one or more virtual objects, such as virtual characters, controlled by a user (or player) may be included in the virtual scene of the game. In addition, one or more obstacles, such as rails, ravines, walls, etc., may also be included in the virtual scene of the game to limit movement of the virtual object, e.g., to limit movement of the one or more objects to a particular area within the virtual scene. Optionally, the virtual scene of the game also includes one or more elements, such as skills, scores, character health status, energy, etc., to provide assistance to the player, provide virtual services, increase scores related to the player's performance, etc. In addition, the graphical user interface may also present one or more indicators to provide indication information to the player. For example, a game may include a player controlled virtual object and one or more other virtual objects (such as enemy characters). In one embodiment, one or more other virtual objects are controlled by other players of the game. For example, one or more other virtual objects may be computer controlled, such as a robot using an Artificial Intelligence (AI) algorithm, implementing a human-machine engagement mode. For example, virtual objects possess various skills or capabilities that a game player uses to achieve a goal. For example, the virtual object may possess one or more weapons, props, tools, etc. that may be used to eliminate other objects from the game. Such skills or capabilities may be activated by the player of the game using one of a plurality of preset touch operations with the touch display screen of the terminal. The processor may be configured to present a corresponding game screen in response to an operation instruction generated by a touch operation of the user.
It should be noted that, the schematic view of the game control system shown in fig. 1 is only an example, and the image processing system and the scene described in the embodiment of the present application are for more clearly describing the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided by the embodiment of the present application, and those skilled in the art can know that, with the evolution of the game control system and the appearance of a new service scene, the technical solution provided by the embodiment of the present application is equally applicable to similar technical problems.
Based on the above problems, embodiments of the present application provide a first game control method, apparatus, computer device, and storage medium, which can improve the game operation experience of a player. The following will describe in detail. The following description of the embodiments is not intended to limit the preferred embodiments.
The embodiment of the application provides a game control method which can be executed by a terminal or a server, and the embodiment of the application is described by taking the game control method executed by the terminal as an example.
Referring to fig. 2, fig. 2 is a flow chart of a game control method according to an embodiment of the application. The specific flow of the game control method can be as follows:
101. An attack control is provided on the graphical user interface.
In the embodiment of the application, a graphical user interface is provided through the terminal equipment, and the content displayed by the graphical user interface at least comprises part of game scenes of the target game and a first virtual object which is in the game scenes and is controlled by the current player through the terminal equipment. The first virtual object may be a game character in a target game.
The graphical user interface may further be provided with an attack control, where the attack control corresponds to an attack skill, and may be used to control the first virtual object to attack other virtual objects in the game scene, for example, the attack skill of the attack control may be a knock-back skill, that is, may knock back other virtual objects in the game scene by a certain distance, and so on.
Other virtual objects may include, among other things, other player controlled virtual objects, NPC characters in a game scene, and/or scene models in a game scene (a scene model refers to scene elements that make up a game scene, such as various buildings in a game scene), and so forth.
For example, referring to fig. 3, fig. 3 is a schematic application scenario diagram of a game control method according to an embodiment of the present application. In the graphical user interface shown in fig. 3, a portion of a game scene of the target game is displayed, a first virtual object in the game scene.
The graphical user interface is further provided with a movement and attack control, and the movement control can be used for controlling the first virtual object to move in the game scene; the attack control may be used to control the first virtual object to attack other virtual objects in the game scene.
In some embodiments, the target game may include a battle between different game camps, such as a first game campaigns in a game battle with a second game campaigns, a winning party game campaigns as winners, may receive a game prize, and so forth. Wherein, a party game camp at least comprises a virtual object operated by a player.
The fighting of the camps of two parties can comprise various fighting modes, for example, competition of the arena, namely, the opponent is taken out of the arena, the arena is occupied to obtain victory, and the like.
In some embodiments, the target game may support game play for a power attack, which is a technique common in games that allows players to gain greater power and effect when under attack.
For example, the attack control may be used to defeat an enemy virtual object, and in the case of non-power storage, the attack effect of the attack control may be 1 meter to defeat the enemy virtual object; under the condition of storing force, the attack effect of the attack control can be more than 1 meter for the attack of the virtual object of the enemy, and can be specifically determined according to the time of storing force.
102. And responding to a first triggering operation for the attack control, and entering an attack power accumulating state.
The attack accumulation state refers to that the attack skill corresponding to the attack control enters the accumulation state.
In some embodiments, to satisfy the different game operations of the player, the step of "entering an attack power state in response to a first trigger operation for the attack control" may include the following operations:
aiming a second virtual object in the game scene in response to the sliding operation for the attack control;
In response to a pressing operation for the attack control, an attack power state is entered.
In the embodiment of the application, when the current player controls the first virtual object to perform attack operation, other virtual objects needing attack and the like can be aimed from the game scene.
In some embodiments, other virtual objects that need to be attacked may be targeted by sliding the attack control.
The second virtual object refers to an object that the first virtual object needs to attack, and the second virtual object may be in a different game camping with the first virtual object.
For example, referring to fig. 4, fig. 4 is a schematic application scenario diagram of another game control method according to an embodiment of the present application. In the graphical user interface shown in fig. 4, when the sliding operation of the attack control by the current player is detected, the center mark can be displayed on the graphical user interface, and the current player can control the center mark to aim at other virtual objects needing to be attacked through sliding the attack control.
Further, referring to fig. 5, fig. 5 is a schematic view of an application scenario of another game control method according to an embodiment of the present application. In the graphical user interface shown in fig. 5, the game scene may further include a second virtual object, where the second virtual object may be a virtual object of the opponent game camp, and when the current player sliding attack control is detected, the focus identifier is moved to the second virtual object, and targeting the second virtual object may be determined as an object that needs to be attacked.
After the second virtual object is selected, the current player can trigger to enter the power storage state of the attack skill corresponding to the attack control by pressing the attack control for a long time.
For example, with continued reference to fig. 5, when the focus mark appears on the second virtual object, it indicates that the second virtual object is aimed, and further, when the current pressing operation of the attack control by the player is detected, the attack power-accumulating state may be triggered to be entered.
In some embodiments, to enhance the player gaming experience, other virtual objects that need to be attacked may be automatically targeted when a power attack is performed through the attack control. For example, when the player operates the attack control to enter an attack accumulation state, if one virtual object of the opponent game camp exists in the game scene, the virtual object can be automatically selected as a second virtual object needing to be attacked; or when the player operates the attack control to enter the attack accumulation state, if a plurality of virtual objects of the local camping exist in the game scene, the virtual object closest to the first virtual object can be automatically selected as a second virtual object needing to be attacked.
For example, referring to fig. 6, fig. 6 is a schematic view of an application scenario of another game control method according to an embodiment of the present application. In the graphical user interface shown in fig. 6, the game scene may further include a virtual object a having a game battle of the other party, and when detecting that the pressing operation of the player on the attack control triggers entering the attack accumulation state, the virtual object a may be automatically selected as a second virtual object to be attacked.
For another example, referring to fig. 7, fig. 7 is a schematic application scenario diagram of another game control method according to an embodiment of the present application. In the graphical user interface shown in fig. 7, the game scene may further include a virtual object a and a virtual object B of the opponent game camp, and when it is detected that the pressing operation of the player on the attack control triggers entering the attack accumulation state, the virtual object B closest to the first virtual object may be automatically selected as a second virtual object to be attacked.
In some embodiments, to enhance the player's gaming operation experience, the step of "entering an attack power state in response to a first trigger operation for an attack control" may include the following operations:
And responding to dragging the attack control to a second target position in the game scene, and entering a power accumulating attack state.
The second target position refers to the end position of the accumulation distance selected by the current player from the game scene.
In the embodiment of the application, the force accumulation distance refers to the distance increase of skills or attacks in the force accumulation process, and the length of the force accumulation distance can determine different effects of the skills.
For example, the power storage distance may be set as a hitting distance of the attack skill, for example, when the power storage distance is 1 meter, the effect of the attack skill is: the enemy virtual object is knocked back 1 meter. Or when the power storage distance is 2 meters, the effect of the attack skills is as follows: the enemy virtual object is knocked back 2 meters.
For example, referring to fig. 8, fig. 8 is a schematic view of an application scenario of another game control method according to an embodiment of the present application. In the graphical user interface shown in fig. 8, when it is detected that the current player drags the attack control to the position P1 in the game scene, the position P1 may be determined as the target position, and further the entry of the power storage attack state is triggered, where the corresponding power storage distance may be the distance between the first virtual object and the position P1.
In some embodiments, to meet different game operation needs of the player, the method may further include the steps of:
Responding to the first triggering operation, and displaying at least one attack mode corresponding to the attack control on the graphical user interface;
responding to a triggering operation aiming at a target attack mode in at least one attack mode, and entering an attack accumulation state;
and controlling the first virtual object to perform the power accumulating attack of the target attack mode in response to the power accumulating distance corresponding to the attack power accumulating state meeting the release condition of the target attack mode.
The first triggering operation may include a sliding operation on the attack control and a pressing operation continuous with the sliding operation, or a pressing operation directly on the attack control, or the like.
In the embodiment of the application, the attack control can correspond to different attack modes, and different attack modes can realize different attack effects of attack skills.
In some embodiments, the attack modes corresponding to the attack controls may include a push-away mode, a fly-away mode, and the like. The pushing mode can be used for controlling the first virtual object to knock back the enemy virtual object for a specified distance; the shooting mode can be used for controlling the first virtual object to shoot the enemy virtual object, namely shooting the enemy virtual object out of the fight area in the game scene, and after shooting the enemy virtual object, the enemy virtual object can be regarded as being eliminated.
The designated distance of the push-away mode corresponding to the knock-back may be set by default, customized by the player, or obtained by analyzing the game behavior habit of the player, or may be determined according to the injury range of the enemy virtual object in the current game scene, for example, the designated distance may be set to 5 meters by default.
For example, referring to fig. 9, fig. 9 is a schematic view of an application scenario of another game control method according to an embodiment of the present application. In the graphical user interface shown in the upper side of fig. 9, when the pressing operation of the attack control by the current player is detected, a plurality of attack modes corresponding to the attack control can be triggered to be displayed on the graphical user interface, for example: hit and push away. I.e. the graphical user interface shown in the lower side of fig. 9, wherein the "hit" control and the "push" control are displayed above the attack control. Wherein, the 'fly-away' control can be used for triggering and realizing the control of the first virtual object to fly the enemy virtual object; the "push" control may be used to control the first virtual object to knock back the enemy virtual object a specified distance.
The triggering operation for the target attack mode in the at least one attack mode may include a touch operation for the target attack mode, where the touch operation includes, but is not limited to, a click operation, a press operation, a slide operation, and the like.
For example, with continued reference to fig. 9, in the graphical user interface shown at the lower side of fig. 9, if a click operation of the "hit" control by the current player is detected, an attack accumulation state of the hit effect of the attack skill entering the attack control may be triggered.
The power storage distance corresponding to the attack power storage state meets the release condition of the target attack mode, and the power storage distance corresponding to the attack power storage state can reach the distance for realizing the attack effect of the target attack mode.
For example, the target attack mode may be a push-away mode, and the release condition of the target attack mode includes: when the impact distance is 5 meters, the release condition meeting the target attack mode can be determined when the power storage distance reaches 5 meters.
For another example, the target attack mode may be a fly-by mode, where a hitting distance corresponding to the hitting of the enemy virtual object may be obtained, for example, the hitting distance may be 10 meters, and the release conditions of the target attack mode include: when the impact distance is 10 meters, the release condition meeting the target attack mode can be determined when the power storage distance reaches 10 meters.
When the first virtual object is controlled to perform the power accumulating attack of the target attack mode when the power accumulating distance accumulation reaches the release condition meeting the target attack mode.
For example, referring to fig. 10, fig. 10 is a schematic view of an application scenario of another game control method according to an embodiment of the present application. In the graphical user interface shown on the upper side of fig. 10, the game scene includes a first virtual object and a second virtual object, and a push-away control and a fly-away control that display attack controls, when the click operation of the current player on the push-away control is detected, the attack accumulation state can be triggered to enter, and when the accumulation distance reaches a specified distance corresponding to the push-away mode, the first virtual object can be controlled to eject the second virtual object by the specified distance. A graphical user interface is obtained as shown in the lower side of fig. 10, wherein the first virtual object has knocked back the second virtual object by a specified distance, and the distance between the two parties becomes far.
For another example, referring to fig. 11, fig. 11 is a schematic view of an application scenario of another game control method according to an embodiment of the present application. In the graphical user interface shown on the upper side of fig. 11, the game scene includes a first virtual object and a second virtual object, and a fight area where the first virtual object and the second object fight.
The graphical user interface also displays a pushing control and a flying control of the attack control, when the clicking operation of the current player on the flying control is detected, the attack power storage state can be triggered to be entered, and when the power storage distance reaches the flying distance corresponding to the flying mode, the first virtual object can be controlled to eject the second virtual object out of the fighting area. The graphical user interface shown in the lower side of fig. 11 is obtained, wherein the first virtual object has knocked the second virtual object out of the combat zone, and the second virtual object can be eliminated.
103. And displaying the power accumulating distance in the game scene according to the duration of the power accumulating state during the process of being in the power accumulating state.
In the embodiment of the application, in order to facilitate the player to know the power accumulating degree of the game skill, the power accumulating distance can be displayed on a graphical user interface.
The duration of the attack accumulation state refers to the duration of the accumulation after entering the accumulation state.
The duration of the attack accumulation state can be controlled by a player or automatically controlled by a system.
For example, the duration of the attack accumulation state, controlled by the player, may include: the control is performed by the duration of the player pressing the attack control.
For another example, the duration of the attack accumulation state is automatically controlled by the system, and may include: after the player triggers the attack accumulation state after selecting the target attack mode, the system starts to count the duration time of the attack accumulation state.
In some embodiments, the step of "displaying the power reserve distance in the game scene according to the duration of the attack power reserve state" may include the following operations:
determining an attack path of the first virtual object for power accumulating attack in a game scene;
And displaying the accumulation distance corresponding to the duration on the attack path.
The attack path refers to a path between a first virtual object and other virtual objects needing to perform accumulation attack in a game scene.
For example, referring to fig. 12, fig. 12 is a schematic view of an application scenario of another game control method according to an embodiment of the present application, in the graphical user interface shown in fig. 12, a second virtual object may be an object that needs to perform a power accumulating attack on a first virtual object, and in a game scenario, a connection line between a location where the first virtual object is located and a location where the second virtual object is located may be used as an attack path for the first virtual object to perform an attack on the second virtual object. And further, the corresponding power accumulating distance of the duration time of the power accumulating state of the attack can be displayed on the attack path.
The corresponding force accumulation distances of different duration durations may be different, different force accumulation distances corresponding to different duration durations may be preset, for example, when the duration is 1 second, the corresponding force accumulation distance may be 2 meters, and when the duration is 2 seconds, the corresponding force accumulation distance may be 4 meters, that is, increase of the force accumulation distance along with increase of the duration may be realized.
In some embodiments, to facilitate controlling other game actions of the first virtual object during the attack accumulation state, the method may further comprise the steps of:
In the process of being in the attack power accumulating state, responding to a second triggering operation aiming at the attack control, suspending the attack power accumulating state, and acquiring an accumulated power accumulating distance corresponding to the duration of the attack power accumulating state;
controlling the first virtual object to move to a third target position in the game scene in response to the movement event of the first virtual object;
And responding to a third triggering operation aiming at the attack control, continuing to enter an attack accumulation state, and displaying the accumulation distance according to the accumulation distance.
The second trigger operation may be a touch operation different from the first trigger operation, for example, the second trigger operation may be a slide-up operation or the like.
The suspension attack accumulation state refers to temporarily stopping the accumulation of the attack skills, but can save the accumulated accumulation distance of the attack accumulation state before suspension, namely the accumulated accumulation distance.
For example, referring to fig. 13, fig. 13 is a schematic view of an application scenario of another game control method provided by the embodiment of the present application, in a graphical user interface shown in fig. 13, after entering an attack accumulation state, an accumulation distance is displayed, and when a current sliding operation of a player on an attack control is detected during an accumulation process, the attack accumulation state can be triggered to be paused, and at the same time, a corresponding accumulation distance of the attack accumulation state before being paused can be obtained as the accumulation distance.
Wherein the movement event indicates to control the first virtual object to move in the game scene.
In some embodiments, the movement event may include the current player controlling a first virtual movement through operation of a movement control. The third target position refers to a position of the first virtual object after moving.
The third triggering operation may be a touch operation different from the first triggering operation. For example, the third trigger operation may be a slide-up operation, or the like.
Wherein, the continuous entering of the attack accumulation state refers to the continuous accumulation of attack skills in the attack accumulation state before the suspension is continued. At this time, the previously acquired accumulated power storage distance can be called for display, and the power storage distance is continuously changed according to the duration on the basis of the accumulated power storage distance.
For example, referring to fig. 14, fig. 14 is a schematic view of an application scenario of another game control method provided by the embodiment of the present application, in a graphical user interface shown in an upper side of fig. 14, after entering an attack power accumulating state, a power accumulating distance is displayed, then the attack power accumulating state may be suspended according to a sliding operation on an attack control, then a first virtual object may be controlled to move in a game scenario according to an operation on a movement control, and a third target position is determined according to a position of the first virtual object after movement.
Further, when the current sliding operation of the player on the attack control is detected again, the attack accumulation state before the suspension is continuously entered can be triggered, at this time, the attack path can be redetermined according to the third target position after the first virtual object moves and the position of the second virtual object, and then the accumulated accumulation distance is displayed on the attack path, so that the graphical user interface shown in the lower side of fig. 14 is obtained, wherein the accumulated accumulation distance is displayed on the attack path of the first virtual object and the attack path of the second virtual object, and is the accumulation distance corresponding to the suspension of the attack accumulation state, and when the accumulation attack operation is detected, the attack path can be increased based on the accumulated accumulation distance. Therefore, the accumulated force accumulation distance can not be interrupted when the first virtual object needs to be controlled to perform other game behaviors in the force accumulation process, and the game experience of a player is improved.
In some embodiments, to avoid injuring teammates, the method may further comprise the steps of:
And in the process of being in the attack accumulation state, responding to the third virtual object appearing on an attack path corresponding to the accumulation attack, and sending prompt information to a terminal corresponding to the third virtual object.
Wherein the third virtual object may be in the same game play as the first virtual object. The hint information indicates that the third virtual object is on the attack path. The prompt information is sent to the terminal of the third virtual object and can be used for prompting the third virtual object to avoid the attack path, so that the third virtual object is prevented from being accidentally injured when the first virtual object attacks the second virtual object.
In some embodiments, the graphical user interface may also be provided with a message control, and the method may further comprise the steps of:
and responding to the triggering operation for the message control, and sending prompt information to the terminal corresponding to the third virtual object.
The triggering operation for the message control may include a touch operation of the message control, including but not limited to a clicking operation, a pressing operation, a sliding operation, and the like. For example, the triggering operation of the message control may be: and dragging the message control to the attack path.
For example, referring to fig. 15, fig. 15 is a schematic view of an application scenario of another game control method provided by the embodiment of the present application, in a graphical user interface shown in an upper side of fig. 15, a first virtual object, a second virtual object, and a third virtual object in a game scenario are displayed, where the third virtual object is located on an attack path of the first virtual object for performing a power accumulating attack on the second virtual object. When the fact that the current player drags the message control to the attack path is detected, the message control can be triggered to send prompt information to the terminal of the third virtual object, wherein the prompt information can comprise 'about to perform accumulation attack, notice and avoid, avoid accidental injury', and the like.
After the terminal of the third virtual object receives the prompt information, the prompt information can be displayed on a graphical user interface of the third virtual object, and then a player controlling the third virtual object controls the third virtual object to leave the area where the attack path is located according to the prompt information.
104. And controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting the preset attack condition.
In some embodiments, when the player controls the power accumulating state of the attack by pressing the attack control for a long time, the step of "responding to the power accumulating distance to meet the preset attack condition, controlling the first virtual object to perform the power accumulating attack" may include the following operations:
responsive to the force accumulation distance meeting a first target position in the game scene, displaying a first attack mode corresponding to the attack control on the graphical user interface;
and responding to the triggering operation aiming at the first attack mode, and controlling the first virtual object to perform the power accumulating attack of the first attack mode on the second virtual object.
When a parent controls the attack accumulation state according to the attack control, the preset attack conditions may include: the force accumulating distance reaches a distance of the second virtual object to the first target position in the game scene.
The first target position may be a position outside the combat area of the first virtual object and the second virtual object.
The first attack mode may be a fly-strike mode, that is, the second virtual object may be struck to the outside of the fight area.
For example, referring to fig. 16, fig. 16 is a schematic view of an application scenario of another game control method provided by the embodiment of the present application, in a graphical user interface shown in an upper side of fig. 16, in an attack power-accumulating state, a power accumulating distance increases according to a duration of the attack power-accumulating state, and when the power accumulating distance increases to satisfy a first target position of a second virtual object in a game scenario, a first attack mode, that is, a flying mode, of displaying an attack control on the graphical user interface may be triggered. The graphical user interface shown in the lower side of fig. 16 is obtained, wherein the power accumulating distance reaches the first target position of the second virtual object in the game scene, and the hit control is displayed.
The triggering operation for the first attack mode may include a touch operation for the first attack mode, including but not limited to a click operation, a press operation, a slide operation, and the like.
The controlling the first virtual object to perform the power accumulating attack of the first attack mode on the second virtual object may include: and controlling the first virtual object to fly the second virtual object out of the fighting areas of the two parties.
Further, referring to fig. 17, fig. 17 is a schematic view of an application scenario of another game control method provided by the embodiment of the present application, in a graphical user interface shown in an upper side of fig. 17, a hit control is displayed, and when a current click operation of the hit control by a player is detected, the first virtual object may be controlled to hit the second virtual object out of a combat area of both parties. The graphical user interface shown on the lower side of fig. 17 is obtained, wherein the second virtual object is flown out of the combat zone.
In some embodiments, when the player controls the power accumulating state of the attack by pressing the attack control for a long time, the step of "responding to the power accumulating distance to meet the preset attack condition, controlling the first virtual object to perform the power accumulating attack" may include the following operations:
And controlling the first virtual object to conduct the power accumulating attack of the first attack mode on the second virtual object in response to the power accumulating distance meeting the requirement of the second virtual object to the first target position in the game scene.
Specifically, in the attack accumulation state, when the accumulation distance is increased to meet the requirement of backing up the second virtual object to the first target position in the game scene, the first virtual object can be directly controlled to fly the second virtual object out of the fight area of the two parties, so that the game operation of a player is further facilitated.
In some embodiments, after the player selects the attack mode to enter the attack power accumulating state, the step of "responding to the power accumulating distance to meet the preset attack condition and controlling the first virtual object to perform the power accumulating attack" may include the following operations:
And controlling the first virtual object to conduct the power accumulating attack towards the second target position in response to the power accumulating distance meeting the distance between the first virtual object and the second target position.
Wherein, when the player selects the attack mode to enter the attack accumulation state, the preset attack condition may include: the force accumulation distance reaches the distance between the first virtual object and the second target position.
For example, referring to fig. 18, fig. 18 is a schematic view of an application scenario of another game control method provided by the embodiment of the present application, in a graphical user interface shown in an upper side of fig. 18, a position P1 may be a second target position for a current player to perform a power accumulating attack, and when a length of a power accumulating distance reaches a distance between a first virtual object and the position P1, a graphical user interface shown in a lower side of fig. 18 is obtained, and the first virtual object may be triggered and controlled to perform the power accumulating attack toward the second target position.
The embodiment of the application discloses a game control method, which comprises the following steps: providing an attack control on a graphical user interface; responding to a first triggering operation aiming at the attack control, and entering an attack power accumulating state; displaying the power accumulating distance in the game scene according to the duration of the power accumulating state during the process of being in the power accumulating state; and controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting the preset attack condition. With this, the player game operation experience can be improved .
In order to facilitate better implementation of the game control method provided by the embodiment of the application, the embodiment of the application also provides a game control device based on the game control method. Where the meaning of nouns is the same as in the game control method described above, specific implementation details may be referred to in the description of the method embodiments.
Referring to fig. 19, fig. 19 is a block diagram of a game control device according to an embodiment of the present application, where the device includes:
A providing unit 301, configured to provide an attack control on the graphical user interface;
A first entry 302 for entering an attack power-accumulating state in response to a first trigger operation for the attack control;
A first display unit 303, configured to display a power accumulating distance in the game scene according to a duration of the power accumulating state during the power accumulating state of the attack;
the first control unit 304 is configured to control the first virtual object to perform a power storage attack in response to the power storage distance meeting a preset attack condition.
In some embodiments, the first entry 302 may include:
a targeting subunit configured to target a second virtual object in the game scene in response to a sliding operation for the attack control, wherein the second virtual object is in a different game play than the first virtual object;
and the first entering subunit is used for responding to the pressing operation of the attack control and entering the attack accumulation state.
In some embodiments, the first control unit 304 may include:
The first display subunit is used for responding to the force accumulation distance to enable the second virtual object to be shot back to a first target position in the game scene, and displaying a first attack mode corresponding to the attack control on the graphical user interface;
and the first control subunit is used for responding to the triggering operation aiming at the first attack mode and controlling the first virtual object to perform the power accumulating attack of the first attack mode on the second virtual object.
In some embodiments, the first entry 302 may include:
and the second entering subunit is used for responding to dragging the attack control to a second target position in the game scene and entering the power accumulating attack state.
In some embodiments, the first control unit 304 may include:
And the second control subunit is used for responding to the fact that the accumulation distance meets the distance between the first virtual object and the second target position and controlling the first virtual object to conduct accumulation attack towards the second target position.
In some embodiments, the apparatus may further comprise:
The acquisition unit is used for responding to the second triggering operation aiming at the attack control in the attack accumulation state process, suspending the attack accumulation state and acquiring an accumulated accumulation distance corresponding to the duration of the attack accumulation state;
A second control unit, configured to control the first virtual object to move to a third target position in the game scene in response to a movement event of the first virtual object;
And the second display unit is used for responding to the third triggering operation aiming at the attack control, continuously entering the attack accumulation state and displaying the accumulation distance according to the accumulated accumulation distance.
In some embodiments, the apparatus may further comprise:
The third display unit is used for responding to the first triggering operation and displaying at least one attack mode corresponding to the attack control on the graphical user interface;
A second entering unit, configured to enter an attack power storage state in response to a trigger operation for a target attack mode of the at least one attack mode;
And the third control unit is used for responding to the condition that the corresponding power storage distance of the attack power storage state meets the release condition of the target attack mode and controlling the first virtual object to perform the power storage attack of the target attack mode.
In some embodiments, the apparatus may further comprise:
The first sending unit is used for responding that a third virtual object appears on an attack path corresponding to the power accumulating attack in the process of being in the power accumulating state, sending prompt information to a terminal corresponding to the third virtual object, wherein the prompt information indicates that the third virtual object is located on the attack path, and the third virtual object and the first virtual object are located in the same game camping.
In some embodiments, the graphical user interface is provided with a message control; the apparatus may further include:
And the second sending unit is used for responding to the triggering operation of the message control and sending the prompt information to the terminal corresponding to the third virtual object.
In some embodiments, the first display unit 303 may include:
A determining subunit, configured to determine an attack path of the first virtual object for performing a power accumulating attack in the game scene;
and the second display subunit is used for displaying the power storage distance corresponding to the duration on the attack path.
The embodiment of the application discloses a game control device, which provides attack controls on a graphical user interface through a providing unit 301; the first entry 302 enters an attack power state in response to a first trigger operation for the attack control; the first display unit 303 displays a power accumulating distance in the game scene according to the duration of the attack power accumulating state in the process of being in the attack power accumulating state; the first control unit 304 controls the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting a preset attack condition. With this, the player game operation experience can be improved.
Correspondingly, the embodiment of the application also provides computer equipment which can be a terminal. As shown in fig. 20, fig. 20 is a schematic structural diagram of a computer device according to an embodiment of the present application. The computer device 600 includes a processor 601 having one or more processing cores, a memory 602 having one or more computer readable storage media, and a computer program stored on the memory 602 and executable on the processor. The processor 601 is electrically connected to the memory 602. It will be appreciated by those skilled in the art that the computer device structure shown in the figures is not limiting of the computer device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
The processor 601 is a control center of the computer device 600, connects various parts of the entire computer device 600 using various interfaces and lines, and performs various functions of the computer device 600 and processes data by running or loading software programs and/or modules stored in the memory 602, and calling data stored in the memory 602, thereby performing overall monitoring of the computer device 600.
In an embodiment of the present application, the processor 601 in the computer device 600 loads instructions corresponding to the processes of one or more application programs into the memory 602 according to the following steps, and the processor 601 executes the application programs stored in the memory 602, thereby implementing various functions:
Providing an attack control on a graphical user interface;
Responding to a first triggering operation aiming at the attack control, and entering an attack power accumulating state;
displaying the power accumulating distance in the game scene according to the duration of the power accumulating state during the process of being in the power accumulating state;
And controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting the preset attack condition.
In some embodiments, in response to a first trigger operation for an attack control, entering an attack power-up state includes:
Aiming a second virtual object in the game scene in response to the sliding operation aiming at the attack control, wherein the second virtual object and the first virtual object are in different game campaigns;
In response to a pressing operation for the attack control, an attack power state is entered.
In some embodiments, controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting a preset attack condition includes:
responsive to the force accumulation distance meeting a first target position in the game scene, displaying a first attack mode corresponding to the attack control on the graphical user interface;
and responding to the triggering operation aiming at the first attack mode, and controlling the first virtual object to perform the power accumulating attack of the first attack mode on the second virtual object.
In some embodiments, in response to a first trigger operation for an attack control, entering an attack power-up state includes:
And responding to dragging the attack control to a second target position in the game scene, and entering a power accumulating attack state.
In some embodiments, controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting a preset attack condition includes:
And controlling the first virtual object to conduct the power accumulating attack towards the second target position in response to the power accumulating distance meeting the distance between the first virtual object and the second target position.
In some embodiments, the method further comprises:
In the process of being in the attack power accumulating state, responding to a second triggering operation aiming at the attack control, suspending the attack power accumulating state, and acquiring an accumulated power accumulating distance corresponding to the duration of the attack power accumulating state;
controlling the first virtual object to move to a third target position in the game scene in response to the movement event of the first virtual object;
And responding to a third triggering operation aiming at the attack control, continuing to enter an attack accumulation state, and displaying the accumulation distance according to the accumulation distance.
In some embodiments, the method further comprises:
Responding to the first triggering operation, and displaying at least one attack mode corresponding to the attack control on the graphical user interface;
responding to a triggering operation aiming at a target attack mode in at least one attack mode, and entering an attack accumulation state;
and controlling the first virtual object to perform the power accumulating attack of the target attack mode in response to the power accumulating distance corresponding to the attack power accumulating state meeting the release condition of the target attack mode.
In some embodiments, the method further comprises:
In the process of being in the attack accumulation state, responding to the fact that the third virtual object appears on an attack path corresponding to the accumulation attack, sending prompt information to a terminal corresponding to the third virtual object, wherein the prompt information indicates that the third virtual object is located on the attack path, and the third virtual object and the first virtual object are located in the same game play.
In some embodiments, the graphical user interface is provided with a message control; the method further comprises the steps of:
and responding to the triggering operation for the message control, and sending prompt information to the terminal corresponding to the third virtual object.
In some embodiments, displaying a power reserve distance in a game scene according to a duration of an attack power reserve state includes:
determining an attack path of the first virtual object for power accumulating attack in a game scene;
And displaying the accumulation distance corresponding to the duration on the attack path.
According to the embodiment of the application, the attack control is provided on the graphical user interface, the first trigger operation aiming at the attack control is responded, the attack power accumulating state is entered, the power accumulating distance is displayed in the game scene according to the duration of the attack power accumulating state in the process of being in the attack power accumulating state, the player can know the power accumulating information corresponding to the attack power accumulating state conveniently, and further, the first virtual object is controlled to perform the power accumulating attack according to the power accumulating distance meeting the preset attack condition. Different attack effects can be realized by accurately controlling the attack accumulation state, so that the game operation experience of a player can be improved.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 20, the computer device 600 further includes: a touch display 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected to the touch display 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607, respectively. Those skilled in the art will appreciate that the computer device structure shown in FIG. 20 is not limiting of the computer device and may include more or fewer components than shown, or may be combined with certain components, or a different arrangement of components.
The touch display 603 may be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display 603 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of a computer device, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends the touch point coordinates to the processor 601, and can receive and execute commands sent from the processor 601. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 601 to determine the type of touch event, and the processor 601 then provides a corresponding visual output on the display panel based on the type of touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 603 to implement input and output functions. In some embodiments, however, the touch panel and the touch panel may be implemented as two separate components to perform the input and output functions. I.e. the touch display 603 may also implement an input function as part of the input unit 606.
The radio frequency circuit 604 may be configured to receive and transmit radio frequency signals to and from a network device or other computer device via wireless communication to and from the network device or other computer device.
The audio circuit 605 may be used to provide an audio interface between a user and a computer device through speakers, microphones, and so on. The audio circuit 605 may transmit the received electrical signal converted from audio data to a speaker, and convert the electrical signal into a sound signal for output by the speaker; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 605 and converted into audio data, which are processed by the audio data output processor 601 for transmission to, for example, another computer device via the radio frequency circuit 604, or which are output to the memory 602 for further processing. The audio circuit 605 may also include an ear bud jack to provide communication of the peripheral headphones with the computer device.
The input unit 606 may be used to receive entered numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), as well as to generate keyboard, mouse, joystick, optical, or trackball signal inputs associated with user settings and function control.
The power supply 607 is used to power the various components of the computer device 600. Alternatively, the power supply 607 may be logically connected to the processor 601 through a power management system, so as to perform functions of managing charging, discharging, and power consumption management through the power management system. The power supply 607 may also include one or more of any of a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown in fig. 20, the computer device 600 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which will not be described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
As can be seen from the above, the computer device provided in this embodiment may provide an attack control on the graphical user interface; responding to a first triggering operation aiming at the attack control, and entering an attack power accumulating state; displaying the power accumulating distance in the game scene according to the duration of the power accumulating state during the process of being in the power accumulating state; and controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting the preset attack condition.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, an embodiment of the present application provides a computer-readable storage medium in which a plurality of computer programs are stored, the computer programs being capable of being loaded by a processor to perform steps in any of the game control methods provided by the embodiment of the present application. For example, the computer program may perform the steps of:
Providing an attack control on a graphical user interface;
Responding to a first triggering operation aiming at the attack control, and entering an attack power accumulating state;
displaying the power accumulating distance in the game scene according to the duration of the power accumulating state during the process of being in the power accumulating state;
And controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting the preset attack condition.
In some embodiments, in response to a first trigger operation for an attack control, entering an attack power-up state includes:
Aiming a second virtual object in the game scene in response to the sliding operation aiming at the attack control, wherein the second virtual object and the first virtual object are in different game campaigns;
In response to a pressing operation for the attack control, an attack power state is entered.
In some embodiments, controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting a preset attack condition includes:
responsive to the force accumulation distance meeting a first target position in the game scene, displaying a first attack mode corresponding to the attack control on the graphical user interface;
and responding to the triggering operation aiming at the first attack mode, and controlling the first virtual object to perform the power accumulating attack of the first attack mode on the second virtual object.
In some embodiments, in response to a first trigger operation for an attack control, entering an attack power-up state includes:
And responding to dragging the attack control to a second target position in the game scene, and entering a power accumulating attack state.
In some embodiments, controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting a preset attack condition includes:
And controlling the first virtual object to conduct the power accumulating attack towards the second target position in response to the power accumulating distance meeting the distance between the first virtual object and the second target position.
In some embodiments, the method further comprises:
In the process of being in the attack power accumulating state, responding to a second triggering operation aiming at the attack control, suspending the attack power accumulating state, and acquiring an accumulated power accumulating distance corresponding to the duration of the attack power accumulating state;
controlling the first virtual object to move to a third target position in the game scene in response to the movement event of the first virtual object;
And responding to a third triggering operation aiming at the attack control, continuing to enter an attack accumulation state, and displaying the accumulation distance according to the accumulation distance.
In some embodiments, the method further comprises:
Responding to the first triggering operation, and displaying at least one attack mode corresponding to the attack control on the graphical user interface;
responding to a triggering operation aiming at a target attack mode in at least one attack mode, and entering an attack accumulation state;
and controlling the first virtual object to perform the power accumulating attack of the target attack mode in response to the power accumulating distance corresponding to the attack power accumulating state meeting the release condition of the target attack mode.
In some embodiments, the method further comprises:
In the process of being in the attack accumulation state, responding to the fact that the third virtual object appears on an attack path corresponding to the accumulation attack, sending prompt information to a terminal corresponding to the third virtual object, wherein the prompt information indicates that the third virtual object is located on the attack path, and the third virtual object and the first virtual object are located in the same game play.
In some embodiments, the graphical user interface is provided with a message control; the method further comprises the steps of:
and responding to the triggering operation for the message control, and sending prompt information to the terminal corresponding to the third virtual object.
In some embodiments, displaying a power reserve distance in a game scene according to a duration of an attack power reserve state includes:
determining an attack path of the first virtual object for power accumulating attack in a game scene;
And displaying the accumulation distance corresponding to the duration on the attack path.
According to the embodiment of the application, the attack control is provided on the graphical user interface, the first trigger operation aiming at the attack control is responded, the attack power accumulating state is entered, the power accumulating distance is displayed in the game scene according to the duration of the attack power accumulating state in the process of being in the attack power accumulating state, the player can know the power accumulating information corresponding to the attack power accumulating state conveniently, and further, the first virtual object is controlled to perform the power accumulating attack according to the power accumulating distance meeting the preset attack condition. Different attack effects can be realized by accurately controlling the attack accumulation state, so that the game operation experience of a player can be improved .
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the storage medium may include: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
The steps of any game control method provided by the embodiment of the present application can be executed by the computer program stored in the storage medium, so that the beneficial effects of any game control method provided by the embodiment of the present application can be achieved, and detailed descriptions of the previous embodiments are omitted.
The above describes in detail a game control method, apparatus, storage medium and computer device provided by the embodiments of the present application, and specific examples are applied to illustrate the principles and embodiments of the present application, where the above description of the embodiments is only for helping to understand the method and core ideas of the present application; meanwhile, as those skilled in the art will have variations in the specific embodiments and application scope in light of the ideas of the present application, the present description should not be construed as limiting the present application.

Claims (13)

1. A game control method, characterized in that a graphical user interface is provided by a terminal device, said graphical user interface comprising at least a part of a game scene, and a first virtual object being in said game scene to be manipulated by said terminal device, said method comprising:
providing an attack control on the graphical user interface;
Responding to a first triggering operation for the attack control, and entering an attack accumulation state;
displaying a force accumulation distance in the game scene according to the duration of the force accumulation state during the process of being in the force accumulation state;
and responding to the power accumulating distance meeting a preset attack condition, and controlling the first virtual object to perform power accumulating attack.
2. The method of claim 1, wherein the entering an attack power-up state in response to a first trigger operation for the attack control comprises:
aiming a second virtual object in the game scene in response to a sliding operation for the attack control, wherein the second virtual object is in a different game campaigns than the first virtual object;
and responding to the pressing operation of the attack control, and entering the attack accumulation state.
3. The method of claim 2, wherein the controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance meeting a preset attack condition comprises:
responsive to the force accumulation distance meeting a first target position in the game scene, displaying a first attack mode corresponding to the attack control on the graphical user interface;
And responding to the triggering operation aiming at the first attack mode, and controlling the first virtual object to conduct the power accumulating attack of the first attack mode on the second virtual object.
4. The method of claim 1, wherein the entering an attack power-up state in response to a first trigger operation for the attack control comprises:
and responding to dragging the attack control to a second target position in the game scene, and entering the power accumulating attack state.
5. The method of claim 4, wherein controlling the first virtual object to perform the power accumulating attack in response to the power accumulating distance satisfying a preset attack condition comprises:
and controlling the first virtual object to conduct the power accumulating attack towards the second target position in response to the power accumulating distance meeting the distance between the first virtual object and the second target position.
6. The method according to claim 1, wherein the method further comprises:
In the process of being in the attack power accumulating state, responding to a second triggering operation aiming at the attack control, suspending the attack power accumulating state, and acquiring an accumulated power accumulating distance corresponding to the duration time of the attack power accumulating state;
Controlling the first virtual object to move to a third target position in the game scene in response to a movement event of the first virtual object;
And responding to a third triggering operation for the attack control, continuing to enter the attack power accumulating state, and displaying the power accumulating distance according to the accumulated power accumulating distance.
7. The method according to claim 1, wherein the method further comprises:
responding to the first triggering operation, and displaying at least one attack mode corresponding to the attack control on the graphical user interface;
responding to a triggering operation aiming at a target attack mode in the at least one attack mode, and entering an attack accumulation state;
And controlling the first virtual object to perform the power accumulating attack of the target attack mode in response to the power accumulating distance corresponding to the attack power accumulating state meeting the release condition of the target attack mode.
8. The method according to claim 1, wherein the method further comprises:
In the process of being in the attack accumulation state, responding to the fact that a third virtual object appears on an attack path corresponding to the accumulation attack, sending prompt information to a terminal corresponding to the third virtual object, wherein the prompt information indicates that the third virtual object is located on the attack path, and the third virtual object and the first virtual object are located in the same game camping.
9. The method of claim 8, wherein the graphical user interface is provided with a message control;
the method further comprises the steps of:
and responding to the triggering operation for the message control, and sending the prompt information to the terminal corresponding to the third virtual object.
10. The method of claim 1, wherein the displaying a power reserve distance in the game scene according to a duration of the attack power reserve state comprises:
determining an attack path of the first virtual object for power accumulating attack in the game scene;
and displaying the power accumulating distance corresponding to the duration on the attack path.
11. A game control apparatus characterized in that a graphical user interface is provided by a terminal device, said graphical user interface comprising at least a part of a game scene and a first virtual object being in said game scene to be manipulated by said terminal device, said apparatus comprising:
a providing unit, configured to provide an attack control on the graphical user interface;
the first access is used for responding to a first triggering operation for the attack control and entering an attack power storage state;
the first display unit is used for displaying the force accumulation distance in the game scene according to the duration of the attack force accumulation state in the process of being in the attack force accumulation state;
and the first control unit is used for responding to the force accumulation distance meeting a preset attack condition and controlling the first virtual object to perform force accumulation attack.
12. A computer device comprising a memory, a processor and a computer program stored on the memory and running on the processor, wherein the processor implements the game control method of any one of claims 1 to 10 when executing the program.
13. A storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the game control method of any one of claims 1 to 10.
CN202410303300.0A 2024-03-15 2024-03-15 Game control method, game control device, computer equipment and storage medium Pending CN118059493A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202410303300.0A CN118059493A (en) 2024-03-15 2024-03-15 Game control method, game control device, computer equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202410303300.0A CN118059493A (en) 2024-03-15 2024-03-15 Game control method, game control device, computer equipment and storage medium

Publications (1)

Publication Number Publication Date
CN118059493A true CN118059493A (en) 2024-05-24

Family

ID=91095250

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202410303300.0A Pending CN118059493A (en) 2024-03-15 2024-03-15 Game control method, game control device, computer equipment and storage medium

Country Status (1)

Country Link
CN (1) CN118059493A (en)

Similar Documents

Publication Publication Date Title
US11857878B2 (en) Method, apparatus, and terminal for transmitting prompt information in multiplayer online battle program
CN113101652A (en) Information display method and device, computer equipment and storage medium
CN113082688B (en) Method and device for controlling virtual character in game, storage medium and equipment
CN113398590B (en) Sound processing method, device, computer equipment and storage medium
CN113082709A (en) Information prompting method and device in game, storage medium and computer equipment
CN113398566A (en) Game display control method and device, storage medium and computer equipment
CN115193049A (en) Virtual role control method, device, storage medium and computer equipment
CN114159789A (en) Game interaction method and device, computer equipment and storage medium
CN113181632A (en) Information prompting method and device, storage medium and computer equipment
WO2023024880A1 (en) Method and apparatus for expression displaying in virtual scenario, and device and medium
CN113332721B (en) Game control method, game control device, computer equipment and storage medium
CN115068947A (en) Game interaction method and device, computer equipment and computer-readable storage medium
CN118059493A (en) Game control method, game control device, computer equipment and storage medium
CN113413595A (en) Information prompting method and device, electronic equipment and storage medium
CN113398564B (en) Virtual character control method, device, storage medium and computer equipment
CN113413591B (en) Information processing method, device, terminal and storage medium
CN116328301A (en) Information prompting method, device, computer equipment and storage medium
CN116870472A (en) Game view angle switching method and device, computer equipment and storage medium
CN116850595A (en) Game control method, game control device, computer equipment and storage medium
CN116966564A (en) Method and device for playing back action trace, storage medium and computer equipment
CN117654028A (en) Game display control method and device, computer equipment and storage medium
CN117018617A (en) Game control method, game control device, computer equipment and storage medium
CN116920392A (en) Game information prompting method, device, computer equipment and storage medium
CN116850594A (en) Game interaction method, game interaction device, computer equipment and computer readable storage medium
CN117643723A (en) Game interaction method, game interaction device, computer equipment and computer readable storage medium

Legal Events

Date Code Title Description
PB01 Publication
SE01 Entry into force of request for substantive examination