CN118286675A - Skill switching method and device in game, electronic equipment and readable storage medium - Google Patents

Skill switching method and device in game, electronic equipment and readable storage medium Download PDF

Info

Publication number
CN118286675A
CN118286675A CN202410302289.6A CN202410302289A CN118286675A CN 118286675 A CN118286675 A CN 118286675A CN 202410302289 A CN202410302289 A CN 202410302289A CN 118286675 A CN118286675 A CN 118286675A
Authority
CN
China
Prior art keywords
skill
game
control
virtual character
released
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
CN202410302289.6A
Other languages
Chinese (zh)
Inventor
林�智
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 CN202410302289.6A priority Critical patent/CN118286675A/en
Publication of CN118286675A publication Critical patent/CN118286675A/en
Pending legal-status Critical Current

Links

Landscapes

  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a skill switching method in a game, a device, an electronic device and a readable storage medium, wherein the method comprises the following steps: displaying a game scene and a first control; the game scene comprises a scene area for providing preset competitive activities, wherein the scene area comprises a first virtual role and a second virtual role which belong to the same battle; determining a first game skill as a skill to be released in response to a first trigger operation of the first control; in the case where the first trigger operation is continued, determining an aiming object located within a skill release range in a skill release direction selected by the selection operation in response to the selection operation of the skill release direction; if the aiming object is a second virtual character, determining a preset second game skill as a skill to be released; and controlling the movement of the second virtual character through the second game skill in response to the ending of the first triggering operation. The team cooperation capability in the game can be enhanced, and the game fun of team combat is increased.

Description

Skill switching method and device in game, electronic equipment and readable storage medium
Technical Field
The present application relates to the field of computers, and in particular, to a method and apparatus for skill switching in a game, an electronic device, and a computer readable storage medium.
Background
In some games, players may communicate with other players by inputting text, inputting speech, or sending messages through preset signal controls in the game (e.g., attack, retreat, demand support, etc.).
The above related schemes may have a certain limitation, and it is difficult to match and meet the interactive communication requirements of different game players or different game types, and on the other hand, there may be a problem that the communication efficiency is low, so that the coordination between the game players is affected. It should be noted that the information disclosed in the above background section is only for enhancing understanding of the background of the application and thus may include information that does not form the prior art that is already known to those of ordinary skill in the art.
Disclosure of Invention
In view of this, the present application provides a skill switching method, apparatus, electronic device, and computer readable storage medium in a game, which can detect a game lineup to which an aiming object of a game skill belongs, implement rapid switching of the game skill according to a detection result, implement mutual interaction coordination between teammates, enhance team cooperation capability in the game, increase game fun of team fight in the game, and also increase efficiency of team fight.
In a first aspect, an embodiment of the present application provides a method for switching skills in a game, including:
Providing a graphical user interface through a terminal device, the graphical user interface comprising a first control and at least part of a game scene of a game; the game scene comprises a scene area for providing preset competitive activities, wherein the scene area comprises a first virtual role and a second virtual role, and the first virtual role and the second virtual role belong to the same camping; the first control is used for controlling the first virtual character to release a first game skill;
Determining the first game skill as a skill to be released of the first virtual character in response to a first trigger operation for the first control;
In the case that the first trigger operation is continued, in response to a selection operation for a skill release direction of the skill to be released, determining an aim object located within a skill release range in the skill release direction selected by the selection operation;
If the aiming object is the second virtual character, determining a preset second game skill as the skill to be released;
And controlling the second virtual character to move through the second game skill in response to the first triggering operation ending.
In a second aspect, an embodiment of the present application provides a skill switching apparatus in a game, including:
a display unit, a determination unit and a control unit;
The display unit is used for providing a graphical user interface through the terminal equipment, wherein the graphical user interface comprises at least part of game scenes of a game and a first control; the game scene comprises a scene area for providing preset competitive activities, wherein the scene area comprises a first virtual role and a second virtual role, and the first virtual role and the second virtual role belong to the same camping; the first control is used for controlling the first virtual character to release a first game skill;
the determining unit is used for responding to a first triggering operation for the first control, and determining the first game skill as the skill to be released of the first virtual character;
The determining unit is further configured to determine, in response to a selection operation for a skill release direction of the skill to be released in the case where the first trigger operation is continued, an aiming object located within a skill release range in the skill release direction selected by the selection operation;
The determining unit is further configured to determine a preset second game skill as the skill to be released if the targeting object is the second virtual character;
the control unit is used for responding to the end of the first triggering operation and controlling the second virtual character to move through the second game skill.
In a third aspect, an embodiment of the present application provides an electronic device, including:
a processor; and
A memory for storing a data processing program, the electronic device being powered on and executing the program by the processor, to perform the method as in the first aspect.
In a fourth aspect, embodiments of the present application provide a computer readable storage medium storing a data processing program for execution by a processor to perform a method as in the first aspect.
According to the skill switching method in the game, a graphical user interface is provided through terminal equipment, and the graphical user interface comprises at least part of game scenes and a first control of the game; the game scene comprises a first virtual role and a second virtual role, wherein the first virtual role and the second virtual role belong to the same camp; the first control is used for controlling the first virtual character to release the first game skill; typically, the first game skill is a default game skill corresponding to the first control, where the default game skill is an attack skill for attacking the remaining virtual characters; in response to a first trigger operation for the first control, determining a first game skill as a skill to be released for the first virtual character; in the case where the first trigger operation is continued, determining, in response to a selection operation for a skill release direction of the skill to be released, a targeting object located within the skill release range in the skill release direction selected by the selection operation; namely, selecting an attack object aimed by the skill to be released through the skill releasing direction, and in the embodiment, if the aimed object is a second virtual character, determining a preset second game skill as the skill to be released; and controlling the movement of the second virtual character through the second game skill in response to the ending of the first triggering operation.
By the method, the game camping of the aiming object aimed by the skill to be released is detected in the game, and when the aiming object is a second virtual character which belongs to the same camping as the first virtual character controlled by the player, skill switching can be realized, and the preset second game skill for interacting with teammates is determined as the skill to be released of the first virtual character. And controlling the second virtual character to move through the second game skill. In this way, skill switching can be realized according to the game camping to which the aiming object belongs, for example, the function of rescuing teammates can be realized through the second game skill, and team combat capability in the game is enhanced; in addition, the player does not need to execute complicated operation, and skill switching is automatically realized according to the game camping to which the aiming object belongs after the aiming object is determined according to conventional operation, so that the team fight efficiency is 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 of the present application 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 diagram of a game system for implementing a skill switching method in a game according to an embodiment of the present application;
FIG. 2 is a flowchart illustrating an exemplary method for skill switching in a game according to an embodiment of the present application;
FIG. 3 is a schematic diagram of a graphical user interface of an exemplary method for skill switching in a game according to an embodiment of the present application;
FIG. 4 is a diagram illustrating an example of a graphical user interface display when the target object is a third virtual character according to an embodiment of the present application;
FIG. 5 is a diagram of an exemplary graphical user interface display for determining an aiming object according to an embodiment of the present application;
FIG. 6 is a schematic diagram of a graphical user interface for performing skill switching operations according to an embodiment of the present application;
FIG. 7 is a schematic diagram of another exemplary graphical user interface display of a skill switching operation according to an embodiment of the present application;
FIG. 8 is a diagram illustrating an example of a graphical user interface for determining skill release direction according to an embodiment of the present application;
FIG. 9 is a schematic diagram of another exemplary graphical user interface display of a skill switching operation provided by an embodiment of the present application;
FIG. 10 is a schematic diagram of another exemplary user interface display of a skill switching operation according to an embodiment of the present application;
FIG. 11 is a schematic diagram of another exemplary graphical user interface for determining skill release direction provided by an embodiment of the present application;
FIG. 12 is a schematic diagram of a skill switching device in a game according to an embodiment of the present application;
fig. 13 is a block diagram of an electronic device for implementing a skill switching method in a game according to an embodiment of the present application.
Detailed Description
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. The present application may be embodied in many other forms than those herein described, and those skilled in the art will readily appreciate that the present application may be similarly embodied without departing from the spirit or essential characteristics thereof, and therefore the present application is not limited to the specific embodiments disclosed below.
It should be noted that the terms "first," "second," "third," and the like in the claims, description, and drawings of the present application are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. The data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are capable of operation in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and their variants 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.
It should be understood that in embodiments of the present application, "at least one" means one or more and "a plurality" means two or more. "and/or" is merely an association relationship describing an association object, meaning that there may be three relationships, e.g., a and/or B, may represent: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. "comprising A, B and/or C" means comprising any 1 or any 2 or 3 of A, B, C.
It should be understood that in embodiments of the present application, "B corresponding to a", "a corresponding to B", or "B corresponding to a" means that B is associated with a from which B may be determined. Determining B from a does not mean determining B from a alone, but may also determine B from a and/or other information.
Based on the above-mentioned problems in the related art, embodiments of the present application provide a method, an apparatus, an electronic device, and a computer-readable storage medium for skill switching in a game.
The skill switching method in the game provided by the embodiment of the application can be executed by the electronic equipment, and the electronic equipment can be a terminal or a server and other equipment. The terminal can be terminal equipment such as a smart phone, a tablet personal computer, a notebook computer 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 storage, network services, cloud communication, middleware services, domain name services, security services, CDNs, basic cloud computing services such as big data and artificial intelligence platforms, and the like.
In an alternative embodiment, when the in-game skill-switching method is run on a terminal device, the terminal device may include a display screen for presenting game visuals and receiving instructions generated by a player acting on the game visuals, and a processor. The game screen may include a portion of a virtual game scene that is a virtual world in which virtual characters are active. The processor is used for storing a game application program, running the game, generating a game picture, responding to an instruction and controlling the display of the game picture on the display screen. When the player operates the game screen through the display screen, the game screen can control the local content of the terminal equipment by responding to the received operation instruction. The manner in which the terminal device provides the graphical user interface to the player 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.
In an alternative embodiment, the method of skill switching in the game may be implemented and executed based on a cloud gaming system when the method is run on a server. Cloud gaming systems refer to gaming modalities based on cloud computing. The cloud game system comprises a server and client equipment. The running main body of the game application program and the game picture presentation main body are separated, and the storage and running of the skill switching method in the game are completed on a server. The game screen presentation is performed at a client, and the client is mainly used for receiving and sending game data and presenting the game screen, for example, the client may be a display device with a data transmission function near a player side, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, a head-mounted display device (head-mounted display device), etc., but a terminal device performing game data processing is a cloud server. When playing the game, the player operates the client to send an instruction to the server, the server controls the game to run according to the instruction, codes and compresses data such as game pictures and the like, the data is returned to the client through a network, and finally, the game pictures are decoded and output through the client.
It should be noted that, in the embodiment of the present application, the execution body of the skill switching method in the game may be a terminal device or a server, where the terminal device may be a local terminal device or a client device in the cloud game mentioned above. The embodiment of the application does not limit the type of the execution body.
By way of example, in connection with the above description, fig. 1 illustrates a gaming system 1000 for implementing a skill switching method in a game according to an embodiment of the present application, where the gaming system 1000 may include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by the user may be connected to different servers through a network. A terminal is any device having computing hardware capable of supporting software application tools corresponding to executing a game.
In the above-described game system 1000, the terminal 1001 is used to install and run a game application, and in some cases, the game application may not be installed in advance in the terminal 1001, and a player may directly access to enter a game through a client such as a browser. And the player logs in the game application program by using the registered game account number, and can control the virtual character corresponding to the game account number to participate in the game. When a player logs in to a game application, terminal 1001 sends a login request to server 1002, server 1002 verifies the game account number used by the player, and server 1002 determines the game mechanism corresponding to the game account number according to the login request, and the verification passes returns a login success notification to terminal 1001. During the game of a player through a game application, data interaction is performed between the terminal 1001 and the server 1002, the terminal 1001 transmits various information to the server 1002, the server 1002 determines display data of the terminal 1001 according to a stored game mechanism and the received information, and transmits the display data to the terminal 1001 to show the display data transmitted by the server 1002 to the player through the terminal 1001.
In a possible application scenario, different terminals 1001 may be served by different servers 1002, so in order to distinguish between the servers 1002 corresponding to different gaming terminals 1001, the first and second modes will be described when they are referred to in the embodiment of the present application. In practice, the servers 1002 corresponding to the different gaming terminals 1001 may be the same server 1002. It can be understood that the terminals 1001 corresponding to the virtual characters located in the same game scene are served by the same server 1002 without distinguishing the first and second.
In addition, when the game system 1000 includes a plurality of terminals, a plurality of servers, 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 may be connected to other terminals or to a server or the like using their own bluetooth network or hotspot network. In addition, the system 100 may include multiple databases coupled to different servers and information related to the game may be continuously stored in the databases as different users play the multi-user game online.
It should be noted that the schematic game system shown in fig. 1 is only an example, and the game system 1000 described in the embodiment of the present application is for more clearly describing the technical solution of the embodiment of the present application, and does not constitute a limitation to the technical solution provided in the embodiment of the present application, and those skilled in the art can know that the technical solution provided in the embodiment of the present application is equally applicable to similar technical problems with evolution of the game system and occurrence of new service scenarios.
It should be noted that, operations occurring in the following detailed description of the interaction method of the game prop provided by the embodiment of the present application may be regarded as operations implemented by the player through a finger or a medium such as a control mouse, a keyboard or a stylus. Which medium is specifically used may be determined according to the type of electronic device. For example, when the electronic device is a touch screen device such as a cell phone, tablet, gaming machine, etc., the player may operate on the touch screen via any suitable object or accessory such as a finger, stylus, etc. When the terminal equipment is a non-touch screen terminal equipment such as a desktop computer, a notebook computer and the like, a player can operate through external equipment such as a mouse, a keyboard and the like.
The technical scheme of the application is described in detail through specific examples. It should be noted that the following embodiments may be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
Fig. 2 is a flowchart of an example of a skill switching method in a game according to an embodiment of the present application. It should be noted that the steps shown may be performed in a different logical order than that shown in the method flow diagram. The method may include the following steps S210 to S250.
Step S210: providing a graphical user interface through the terminal device, the graphical user interface comprising at least part of a game scene of a game and a first control; the game scene comprises a scene area for providing preset competitive activities, wherein the scene area comprises a first virtual role and a second virtual role, and the first virtual role and the second virtual role belong to the same camp; the first control is for controlling the first virtual character to release the first game skill.
In the embodiment of the application, a graphical user interface is provided through the terminal equipment, and the graphical user interface displays at least part of game scenes and first controls of the game.
The game scene may be understood as a simulation environment of the real world in the game, may be a half-simulation half-fictional virtual environment, or may be a pure fictional virtual environment. The game scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. A virtual scene may generally include a plurality of scene elements, which refer to individual elements required to construct the virtual scene. For example, at least one of the following may be included, but is not limited to: virtual character elements, virtual article elements, virtual building elements, virtual terrain elements, virtual vegetation elements, and the like. Wherein, the virtual topography elements can include, but are not limited to, natural topography element virtual scenes such as land, sea, lake, river, etc., as scenes where players control virtual characters to complete game logic.
In the embodiment of the present application, the game scene may at least include a scene area for providing a preset competitive activity. Specifically, the game scene displayed in the graphical user interface may be only a virtual scene corresponding to the scene area, or may include other scenes corresponding to the virtual game.
It can be appreciated that the preset athletic activity is a preset athletic activity that may be performed by team combat. For example, the preset competitive activities may include, but are not limited to, fighting games, racing games, etc., by way of example only, and not by way of limitation.
In the embodiment of the application, the scene area can be one or more of a circle, a rectangle, a triangle and an irregular graph, the shape of the scene area is not particularly limited, and the scene area can be specifically designed according to game requirements. In the following embodiments of the present application, in order to be able to describe the present application in detail, a scene area is taken as an example of a rectangle.
In an alternative embodiment, the scene area may have a highlighted area boundary, where the area boundary is used to distinguish the scene area from the surrounding game scene, so that the player can accurately determine whether the scene area is located when performing a preset competitive activity in the scene area. The region boundaries of the scene region may be highlighted and may also have a display effect, which may be one of a smoke effect, a light effect, etc., for example, the region boundaries of the scene region may be displayed by a circle of lighter smoke. In this way, when a player searches for a game world in the game world, the player can control the virtual character to be operated to enter the scene area according to the area boundary corresponding to the scene area.
Each virtual control which is interacted with the graphical user interface by the player is also arranged in the graphical user interface, and each virtual control is provided with corresponding game logic. And the player interacts with the game by controlling the virtual control, and executes game logic corresponding to the virtual control. Types of virtual controls include, but are not limited to, skill controls, prop controls, information cue controls, and the like. Such as a control to move a virtual character, a skill control to attack an enemy, a prop control to use a prop, etc. The virtual controls may be designed according to the type and play of the game to allow the player to more conveniently control the game. In the game design stage, a designer designs virtual controls to be displayed on a game interface according to game play, and the virtual controls are provided for players in the game so that the players can interact with the game. In the embodiment of the application, a first control is provided in a graphical user interface, wherein the first control is a virtual control for controlling a first virtual character to release a first game skill. In this embodiment, the first game skill may include an attack skill, that is, the first virtual character releases the skill to cause damage to the remaining virtual characters, so as to reduce the life value of the remaining virtual characters or eliminate the remaining virtual characters.
It will be appreciated that various interface contents to be displayed are typically presented in a graphical user interface in layers, which refers to a layered display manner in the graphical user interface, and that different contents may be placed on different layers in order to better control the display and hiding of the interface contents. Such as: in a game, a game scene may be placed on a scene layer and a virtual control may be placed on a control layer. Because virtual controls are interface elements for players to interact with the game, the display layer of the control layer on which the virtual controls are placed is typically higher than the scene layer of the game scene. That is, the display level of the first control is higher than the display level of the scene picture. It should be noted that, in this embodiment, the scene picture is a game scene, and both express the same meaning.
The first virtual character and the second virtual character are displayed in the scene area. It is understood that a virtual character is a game character that a player manipulates in a game. The virtual characters may represent player characters, and each virtual character may be implemented as a three-dimensional virtual model or a two-dimensional virtual model, and the embodiment is not particularly limited. The virtual character includes, but is not limited to, at least one of a virtual character, a virtual animal, and a virtual machine.
In this embodiment, the first virtual character may be a virtual character controlled by a terminal device that provides the graphical user interface, and the second virtual character is a virtual character that belongs to the same camp as the first virtual character. The first virtual character and the second virtual character belong to the same camp, and can be understood as teammates, and the teams of the first virtual character and the second virtual character play a game. The virtual roles belonging to different camps are enemies.
It should be noted that the number of the first virtual characters and the second virtual characters is not particularly limited, and may include one or more. The second virtual character may be a virtual character controlled by a terminal device providing a graphical user interface, which is controlled by the same player logging in a different game account, and the embodiment is not particularly limited.
Step S220: in response to a first trigger operation for the first control, determining a first game skill as a skill to be released for the first virtual character.
In this embodiment, the first triggering operation may include, but is not limited to, a touch operation such as clicking, pressing, sliding, dragging, etc. on the first control, a shortcut key operation, a voice command operation, a space gesture operation, etc. The specific manner of operation may be set according to the specific game play, and the present embodiment is not particularly limited. For example, the first control is triggered when a gesture of "OK" of the player is detected.
When a player applies a first trigger operation to a first control, the electronic device responds to the first trigger operation to execute game logic preset for the first control, wherein in the embodiment, the game logic preset for the first control is a game logic of determining a first game skill as a skill to be released of a first virtual character.
It will be appreciated that the skill to be released is the game skill that the first virtual character will release in the game scene. For example, when the first game skill is an attack skill, the attack skill is determined to be a skill to be released in response to the first trigger operation, that is, the first virtual character is to release the attack skill in the game scene.
Step S230: in a case where the first trigger operation is continued, in response to a selection operation for a skill release direction of a skill to be released, a targeting object located within a skill release range corresponding to the first game skill in the skill release direction selected by the selection operation is determined.
It will be appreciated that in the case where the first trigger operation is continued, the first trigger operation may be understood as uninterrupted. That is, in the present embodiment, the first virtual character is controlled to perform the selection operation of the skill release direction for the skill to be released without interruption of the first trigger operation. In other words, the first triggering operation and the selecting operation described above are two operations that are continuous and uninterrupted.
The skill releasing direction refers to a specific direction in which the player controls the first virtual character to release the skill in the game scene. In this embodiment, the above skill release range may be understood as a range that can be affected after the skill is released, which is preset for the first game skill.
The above-mentioned selection operation for the skill release direction of the skill to be released may include, but is not limited to, a shortcut key operation, a mouse sliding operation, a touch operation for a virtual control provided on a graphical user interface, a voice instruction operation, or a space gesture operation, etc. For specific selection operations, reference may be made to the following description, which is not repeated here.
The aim object can be understood as a target virtual character aligned when the player controls the first virtual character to release the skill to be released, and is a target for attack or rescue through colloquial understanding. The number of aiming objects in the embodiment is not particularly limited, and the aiming objects can be designed according to specific game requirements.
Step S240: and if the aiming object is a second virtual character, switching the skill to be released into a preset second game skill.
In the embodiment of the application, the game logic to be executed later can be judged by detecting the camping to which the aiming object belongs. And if the aiming object is a second virtual character belonging to the same camp as the first virtual character, executing game skill switching operation, namely determining a preset second game skill as the game skill to be released of the first virtual character. A skill switching operation of switching the game skill to be released from the first game skill to the second game skill is realized.
The second game skill may be a game skill set for enabling interaction between a player and teammates during a game development stage. For example, the second game skill may be a game skill that rescuing for the second virtual character. For example, in a pusher game, if the second virtual character is located at the edge of the arena, the second game skill may include drag game skill, i.e., pulling the second virtual character back into the arena to achieve a rescue of teammates.
Step S250: and controlling the movement of the second virtual character through the second game skill in response to the ending of the first triggering operation.
In an alternative embodiment, in response to the ending of the first triggering operation, the first virtual character may be further controlled to release the second game skill as the skill to be released for the second virtual character, and a release effect of the second game skill is displayed on the graphical user interface.
It should be noted that, in some embodiments, the above-mentioned control of the movement of the second virtual character by the second game skill may be control of the movement of the second virtual character by any teammate in the second game skill following team, for example, when the second game skill is a "following", "gathering" or "directive" skill, where the virtual character to be followed moves, the second virtual character will follow, and at this time, the second game skill needs to indicate the following range or the following distance of the second virtual character.
Or in other embodiments, the second virtual character may also be controlled by the second game skill to move toward a target location indicated by the second game skill. The target position indicated by the second game skill may be understood as a corresponding position in a scene area preset for the second game skill. The target location may be any location in the game scene. For example, the target location indicated by the second game skill includes, but is not limited to, a vicinity of the current location of the first virtual character in the scene area, any blank location in the game scene, and so forth. The present embodiment is not particularly limited. When the target position indicated by the second game skill is the current position of the first virtual character in the scene area, the second virtual character can be controlled to move towards the first virtual character through the second game skill at the end of the first trigger operation.
According to the skill switching method in the game, a graphical user interface is provided through terminal equipment, and the graphical user interface comprises at least part of game scenes and a first control of the game; the game scene comprises a first virtual role and a second virtual role, wherein the first virtual role and the second virtual role belong to the same camp; the first control is used for controlling the first virtual character to release the first game skill; typically, the first game skill is a default game skill corresponding to the first control, where the default game skill is an attack skill for attacking the remaining virtual characters; in response to a first trigger operation for the first control, determining a first game skill as a skill to be released for the first virtual character; in the case where the first trigger operation is continued, determining, in response to a selection operation for a skill release direction of the skill to be released, a targeting object located within the skill release range in the skill release direction selected by the selection operation; namely, selecting an attack object aimed by the skill to be released through the skill releasing direction, and in the embodiment, if the aimed object is a second virtual character, determining a preset second game skill as the skill to be released; and controlling the movement of the second virtual character through the second game skill in response to the ending of the first triggering operation.
By the method, the game camping of the aiming object aimed by the skill to be released is detected in the game, and when the aiming object is a second virtual character which belongs to the same camping as the first virtual character controlled by the player, skill switching can be realized, and the preset second game skill for interacting with teammates is determined as the skill to be released of the first virtual character. And controlling the second virtual character to move to a position indicated by the second game skill by releasing the second game skill for the second virtual character. Therefore, teammates can realize skill switching according to the game camping to which the aiming object belongs without communication, and team combat capability in the game is enhanced; in addition, the player does not need to execute complicated operation, and skill switching is automatically realized according to the game camping to which the aiming object belongs after the aiming object is determined according to conventional operation, so that the team fight efficiency is improved.
The following detailed description is directed to some specific embodiments or alternative embodiments provided in embodiments of the present application.
In some optional embodiments, a first indication identifier corresponding to the first game skill may also be displayed on the graphical user interface according to the selection operation; the first indication identifies a skill release direction and a skill release range for indicating a first game skill. The first indication identifier may be presented in graphical form. For example, the skill release range is indicated by the arrow length with the arrow facing the direction of indicating skill release. By displaying the first indication mark, the player can be helped to clearly and intuitively know the skill release direction and skill release range of the skill to be released and the virtual role aimed by the skill to be released, the player can be helped to accurately control and predict the action effect of the first game skill, and the operation sense and immersion sense of the player are enhanced.
Accordingly, in some alternative embodiments, when the preset second game skill is determined to be the skill to be released, the first indication identifier is switched to the second indication identifier; the second indication identifier is used for indicating a movement direction in which the second game skill controls the second virtual character to be moved. The moving direction may be the same as the preset direction, and the second indication mark may be displayed in a graphic form. For example, the direction of movement indicated by the second indicator may be opposite to the direction of skill release indicated by the first indicator.
The skill switching method in the above game will be described by way of the following specific game scenario examples.
As shown in FIG. 3, FIG. 3 provides a schematic representation of an example of a graphical user interface. In the graphical user interface 300, a game scene 10 and a first control 20 are displayed, wherein the game scene 10 is at least part of the game scene of the game. A first virtual character 12 and a second virtual character 13 are also displayed in the game scene 10 including a scene area 11 providing a preset athletic activity. In response to a first trigger operation for the first control 20, as shown in the graphical user interface 301 shown in fig. 3, application of the first trigger operation for the first control 20 is represented in a gray filled state. In response to the first trigger operation, a first game skill corresponding to the first control 20 is determined as a skill to be released for the first virtual character 12.
In the case where the first trigger operation applied to the first control 20 is continued without interruption, as shown in a graphical user interface 302 shown in fig. 3, in response to a selection operation of a skill release direction for skill release of skill to be released, a first indication mark 30 is displayed in the graphical user interface 302, the first indication mark 30 being presented in the form of an arrow, the direction indicated by the first indication mark 30 being the skill release direction of skill to be released, and the display area of the first indication mark 30 (white arrow filled portion in the scene area 11 in the graphical user interface 302) can be regarded as a skill release range.
In this example, a second virtual character 13 located within the display area of the first indication mark 30 may be determined as a targeting object, and a preset second game skill may be determined as a skill to be released by the first virtual character 12; when the preset second game skill is determined as the skill to be released by the first virtual character 12, the first indication mark 30 is displayed as the second indication mark 31 of the second game skill in a switching manner as shown in a graphical user interface 303 shown in fig. 3. In this specific example, the movement direction indicated by the second indication mark 31 to control the movement of the second virtual character 13 is opposite to the skill release direction of the skill to be released by the first indication mark 30. On the basis of the graphical user interface 303, the finger acting on the first control 20 in the graphical user interface 303 is lifted, i.e. the first triggering operation in this example ends. The second virtual character 13 is controlled to move to the vicinity of the first virtual character as shown in the graphical user interface 304 shown in fig. 3 in response to the end of the first triggering operation.
In some optional embodiments, the scene area further includes a third virtual character belonging to a different camping from the first virtual character, and the number of the third virtual characters is not particularly limited. If the targeting object determined in the step S230 is the third virtual character, the method further includes the following step S260.
Step S260: and if the aiming object is the third virtual character, responding to the ending of the first triggering operation, and controlling the first virtual character to release the first game skill aiming at the third virtual character.
That is, when the target is the third virtual character, that is, when the skill to be released targets the enemy, the skill switching operation is not performed, and after the end of the response to the first trigger operation, the first virtual character is controlled to release the first game skill for the third virtual character.
In an alternative embodiment, the method further includes the following step S270.
Step S270: controlling, by the first game skill, the third virtual character to move in the first direction by a distance indicated by the first game skill; the first direction is a ray direction from the location of the first virtual character to the location of the third virtual character.
That is, in this embodiment, when the first game skill acts on the third virtual character, the effect of the position movement is generated on the third virtual character. And the direction of movement for the third virtual character is a direction away from the first virtual character.
For example, in combination with the above example, when the preset athletic activity is a pushing activity, in the athletic activity, the virtual character controlled by the opponent is pushed out of the scene area corresponding to the preset athletic activity, so that the player can obtain the win. As shown in fig. 4, a third virtual character 14 is also included in the graphical user interface 300, the third virtual character 14 belonging to a different camp than the first virtual character 12. Based on the above-described gui 300, when the first trigger operation is applied to the first control 20 to determine the first game skill as the skill to be released of the first virtual character, and in response to the selection operation of the skill release direction for the skill to be released, the above-described gui 300 is displayed as the gui 305, the first indication mark 30 is displayed in the gui 305, and in the gui 305, the direction indicated by the first indication mark 30 is the skill release direction of the first game skill, and the display area (white arrow filled portion in the scene area 11 in the gui 305) of the first indication mark 30 can be regarded as the skill release range of the first game skill.
In this example, the third avatar 14 located within the display area of the first indicator 30 may be determined to be a sighting target. And if the player lifts the finger that is applied to the first control 20 in the gui 303 when the third virtual character 14 is the target object, that is, the first trigger operation in this example ends, the trigger operation for the first control 20 is identified in the gui 306 in a white filled state. At the end of the response to the first triggering operation, the third virtual character 14 is controlled to move in a first direction (indicated by the dashed arrow) and a distance indicated by the first game skill, as shown in the graphical user interface 306 shown in fig. 4.
It can be seen that the first direction is the direction of the ray from the location of the first virtual character 12 to the location of the third virtual character 14.
In this example, the method may further include controlling, by the first game skill, the third virtual character to move a distance indicated by the first game skill in the first direction, and then obtaining a target position of the third virtual character, where in the method, determining whether the target position is located in the scene area, and if the target position is located outside the scene area, indicating that the third virtual character fails to play.
In an alternative embodiment, the above step S230 may specifically implement the determination of the aiming object by the following step S231.
Step S231: responding to the selection operation of the skill release direction aiming at the skill to be released, and taking the virtual character which is positioned in the skill release range in the skill release direction selected by the selection operation and is closest to the position of the first virtual character as the aiming object of the skill to be released.
It will be appreciated that, upon selection of a skill release direction in accordance with a selection operation of the skill release direction, a virtual character that is theoretically within the skill release range of that skill release direction may include a plurality of second or third virtual characters. In this case, the virtual character closest to the position where the first virtual character is located may be taken as the targeting object of the skill to be released. That is, in this competitive activity, the game skill released by the first virtual character can only act on the virtual character nearest to the first virtual character.
As shown in fig. 5, it is assumed that the first virtual character 12, the second virtual character 13, and the third virtual character 14 are displayed in the scene area 11 in the graphical user interface 307. When the second virtual character 13 is located at the edge of the scene area, the player can control the first virtual character 12 to release the second game skill for the second virtual character 13 through the above-described embodiment, and when the second virtual character 13 is within the skill release range in the skill release direction in which the skill is to be released, it is assumed that, as shown by a broken line in the graphic user interface 307, at this time, the second virtual character 13 is pulled back to the position where the first virtual character 12 is located for the second virtual character 13 to release the second game skill through skill switching.
In this example, in the course of the player performing the first trigger operation for the first control 20 and the selection operation for the skill release direction of the skill to be released to achieve skill switching, as shown in the graphical user interface 308 in fig. 5, if the third virtual character 14 moves between the first virtual character 12 and the second virtual character 13 at this time, the third virtual character 14 is taken as the targeting object.
For the above embodiments, when the aiming object is the second virtual character, the first game skill to be released is automatically switched to the second game skill, which has the advantages of reducing the operation of the player and reducing the learning cost and the memory burden of the player. However, in the above manner, in the multi-person mixed mode, there is a risk that an incorrect operation is likely to occur, for example, a team-friend-controlled second virtual character is attacking an opponent, but a player's incorrect operation releases a second game skill for the second virtual character, resulting in a change in the position of the second virtual character to fail the attack of the second virtual character.
In an alternative embodiment, in step S240, if the targeting object is the second virtual character, determining the preset second game skill as the skill to be released may be implemented as follows step S241.
Step S241: and if the aiming object is a second virtual character, responding to skill switching operation, and determining a preset second game skill as a skill to be released.
That is, when it is detected that the sighting target is the second virtual character, skill switching needs to be achieved by the player performing skill switching operation. Therefore, the player can play the game according to own will and strategy, the participation degree and immersion sense of the player are enhanced, the decision making capability of the player is improved, the responsibility sense of the player is enhanced, and the operation experience of the player is enriched.
It should be noted that the skill switching operation described above is an operation applied in the case where the first trigger operation is continuous. The skill switching operation may include, but is not limited to, a touch operation, a shortcut key operation, a voice command operation, or a space gesture operation, etc., which is not limited thereto.
In an alternative embodiment, the first game skill is determined as the skill to be released in response to the skill switch cancel operation with the skill switch operation described above continued. Namely, the skill switching operation described above is canceled. It will be appreciated that this skill switch cancel operation typically corresponds to the skill switch operation described above. By setting the skill switch cancel operation, the player is allowed to regret after the second game skill is determined as the skill to be released, namely, the player is provided with more choices, and the game experience of the player is improved.
In a specific alternative embodiment, the skill switch operation is a skill switch operation including a first sliding operation for the first control that is continuous with the first trigger operation.
It is understood that the above-described first sliding operation is a preset sliding operation, and the sliding direction and the sliding distance of the sliding operation may be specifically set according to the game scenario. This embodiment is not limited thereto. For example, the first slide operation may be a slide operation of sliding down 3 pixels with the first control as a start point.
Correspondingly, in an alternative embodiment, the skill switch cancel operation includes a second sliding operation for the first control having a sliding direction opposite to the sliding direction of the first sliding operation. It can be appreciated that the end position of the second sliding operation is the home position of the first control.
In connection with the graphical user interface 302 of fig. 3, as shown in fig. 6, in the graphical user interface 302, a first indication identifier 30 has been displayed in the graphical user interface 302 in response to a first triggering operation for the first control 20. Based on the graphical user interface 302, in the graphical user interface 309 shown in fig. 6, if the player slides downward a certain distance with the first control 20 as a starting point when the first trigger operation is applied, the first indication mark 30 displayed in the graphical user interface 302 is switched to be displayed as the second indication mark 31 displayed in the graphical user interface 309. In the graphical user interface 309 shown in fig. 6, the above-described first sliding operation is an operation of sliding from the position of the first control 20 shown in the dotted line box and filled in light gray to the position of the first control 20 shown in the solid line box and filled in dark gray. Of course, the display forms herein are merely examples, and do not constitute limitation of the present embodiment.
Based on the above-described graphical user interface 309, as in the graphical user interface 310 shown in fig. 6, after the player can display the second indication mark 31 by sliding the first control 20 downward in the graphical user interface 309, in a case where the downward sliding operation is not interrupted (i.e., the player does not raise his hand), the second sliding operation having the sliding direction opposite to the sliding direction of the above-described first sliding operation is performed for the first control 20, and the termination position of the second sliding operation is the home position of the first control, the switching of the first game skill to the second game skill, that is, the first game skill is redetermined to the skill to be released of the first virtual character, is canceled, and the second indication mark 31 displayed in the graphical user interface 309 is switched to be displayed as the first indication mark 30. In the graphical user interface 310 shown in fig. 6, the above-described second sliding operation is to slide the first control 20, which is shown in a dotted line box and filled in light gray, to the position where the first control 20, which is shown in a solid line box and filled in dark gray, is located. Of course, the display forms herein are merely examples, and do not constitute limitation of the present embodiment.
In an alternative embodiment, if the targeting object is a second virtual character, displaying a first skill switch control at a corresponding position of the first control; and determining the preset second game skill as the skill to be released by taking the first sliding operation of the first control, which is continuous with the first triggering operation, as the first sliding operation taking the first control as a starting point and taking the first skill switching control as an ending point.
That is, in this embodiment, when the aim object is detected as the second virtual character, first, a first skill switching control is displayed in the graphical user interface, and when the player applies an operation to the first skill switching control, a preset second game skill is determined as a skill to be released. By displaying a skill switching control in the graphical user interface, clear and instant skill switching guide information can be provided for the player, and the player can quickly become familiar with skill switching operation according to the first skill switching control, so that the learning cost of the player is reduced.
It can be understood that the corresponding position of the first control may be a position preset for the first control and used for displaying the first skill switching control, and the position is not particularly limited in this embodiment, and may be adjusted according to the layout of the display position of the control in the game.
As shown in fig. 7, in combination with the graphical user interface 300, the graphical user interface 301, and the graphical user interface 302 in fig. 3, after the first indication mark 30 is displayed in the graphical user interface 302, if the pointing object is the second virtual character 13, the first skill switching control 21 is displayed in the vicinity of the first control 20 displayed in the graphical user interface 311. After the first skill switch control 21 is displayed, the player may perform a sliding operation along the sliding path indicated by the broken line 16 without interruption of the pressing operation, as in the graphical user interface 312 shown in fig. 7, when the termination position of the sliding operation is located at the position where the first skill switch control 21 is located, determine the second game skill as the skill to be released, and switch the first indication mark 30 displayed in the graphical user interface 311 to the second indication mark 31 in the graphical user interface 312.
In an alternative embodiment, it may be understood that, when the skill switching operation is an operation for the first control, if a selection function for a skill release direction of a skill to be released is further set for the first control, the difficulty of self-consistent logic of each game corresponding to the first control is increased, and the operation difficulty of a player is also easily increased.
To address the above, in this embodiment, a second control may be provided in the graphical user interface; the second control is used for controlling the first virtual character to move in the game scene; on this basis, the selection operation of the skill release direction for the skill to be released in the above embodiment may include a trigger operation for the second control. The above step S230 may be implemented specifically as follows.
In response to a second trigger operation for the second control, the first virtual character is controlled to move in the scene area, and a moving direction of the first virtual character is determined as a skill release direction, and an aim object within a skill release range in the skill release direction is determined.
That is, in this embodiment, the movement direction of the first virtual character may be taken as the skill release direction. The selection operation and skill switching operation of the skill releasing direction are respectively realized by adopting the two controls, so that the operation difficulty of a player and the difficulty of self-consistent relation between game logics can be reduced.
As shown in fig. 8, in conjunction with the graphical user interface 300 of fig. 3, a second control 22 is also displayed in the graphical user interface 300, the second control 22 including a rocker 23 and a control operating area boundary 24. Based on the graphical user interface 300, when a pressing operation is applied to the first control 20, the graphical user interface 300 is switched to be displayed as a graphical user interface 301, and the second control 22 is also displayed in the graphical user interface 301. Based on the graphical user interface 301, when the pressing operation for the first control 20 is not interrupted, a second triggering operation is applied for the second control 22, specifically, a sliding operation may be applied for the rocker 23 in the second control 22, for example, the rocker 23 is slid to the right within the control operation area boundary 24, the state in which the rocker 23 is not moved is represented in the unfilled state in the graphical user interface 302, and the state after the movement of the rocker is represented in the gray filled state. The first virtual character 12 is controlled to move to the right in the scene area 11 in response to the direction of sliding for the rocker 23 and a first indication mark 30 to the right is displayed as in the graphical user interface 302. It will be appreciated that the direction of movement of the first virtual character 12 and the direction of skill release indicated by the first indicator 30 remain consistent with the direction of sliding of the rocker 23. That is, in the present embodiment, the direction indicated by the second trigger operation is taken as the skill release direction of the skill to be released.
In an alternative embodiment, in step S210, a second skill switch control is further provided in the graphical user interface; the method for switching skills in a game provided by the embodiment of the application can further comprise the following step S280.
Step S280: and in response to a third trigger operation for the second skill switching control, configuring a preset second game skill for the first control.
Optionally, the second skill switch control is highlighted according to a third trigger operation. Highlighting the second skill switch control after being triggered may prompt the player that the first control has been equipped with the second game skill.
It is to be understood that this step S280 may be performed before the above step S220 or before the above step S230, and the present embodiment is not particularly limited.
Accordingly, in the step S240, if the target object is the second virtual character, the predetermined second game skill is determined to be the skill to be released, and the first control is required to be executed when the predetermined second game skill is configured.
The game logic corresponding to the second skill switching control is to configure a preset second game skill for the first control, namely, an association relation is established between the first control and the preset second game skill, so that when a player triggers the first control in a certain way, the first virtual character can be controlled by the first control to release the second game skill. In other words, when the player does not trigger the second skill switching control, the first control does not have the second game skill, and at this time, if the player triggers the first control, only the first game skill can be released; if the player triggers the second skill switching control, the second game skill can be configured for the first control, and then the player can realize skill switching through different triggering modes or different triggering occasions so as to control the first virtual character to release the second game skill through the first control.
The third triggering operation may include, but is not limited to, a clicking operation, a pressing operation, a touch operation, a shortcut key operation, a voice command operation, a space gesture operation, etc. for the second skill switch control, which is not limited.
In this embodiment, highlighting may include highlighting that the second skill switch control is displayed in a different manner than the current second skill switch control. Highlighting may include one or more of the following exemplary display modes: highlighting, stroking, control style adjustment, additional special effects, or strobing. Highlighting refers to displaying the display brightness of the second skill-switching control after being triggered at a brightness that exceeds the original display brightness. The tracing display refers to thickening display or display with preset color of the border of the second skill switching control after being triggered. The control style adjustment display refers to displaying the control display style of the second skill switching control after being triggered in a mode different from the original control display style, for example, adjusting the square control to be a round control, that is, distinguishing and displaying the second skill switching control before and after being triggered in the control display style of different shapes. The stroboscopic display means that the triggered second skill switching control is flashed according to the preset frequency within the preset time, and the additional special effect display means that the flame special effect, the icing special effect and the like are added to the surface of the second skill switching control. In this embodiment, an exemplary description is given with highlighting as highlighting.
As shown in fig. 9, in conjunction with the graphical user interface 300 shown in fig. 3, a second skill switch control 25 is also displayed in the graphical user interface 300 in addition to the first control 20, and after the player clicks on this second skill switch control 25, a preset second game skill is configured for the first control 20, and the second skill switch control 25 is highlighted (shown highlighted in a gray filled state) in the graphical user interface 313 in fig. 9. At this time, it is indicated that the second game skill has been assembled for the first control, and on this premise, a subsequent skill switching operation is performed.
In an alternative embodiment, a third control is further provided in the graphical user interface, where the third control is configured to control the movement of the first virtual character in the game scene. If the target object is the second virtual character, the determining the preset second game skill as the skill to be released may be specifically implemented as follows.
If the aiming object is a second virtual character, displaying a third skill switching control at a corresponding position of a control operation area of the third control under the condition that a preset second game skill is not configured for the first control; and responding to a fourth triggering operation for the third skill switching control, controlling the first virtual character to move in the game scene, and determining the preset second game skill as the skill to be released.
The embodiment is a specific manner of realizing skill switching when the player does not trigger the second skill switching control, i.e. the first control is not equipped with the preset second game skill.
It should be noted that the third control in this embodiment and the second control in the foregoing are controls for controlling the first virtual character to move in the game scene. But the difference is that the second control can also be used to select the skill release direction of the skill to be released, see the description of fig. 8 above; while the third control in this embodiment is only used to control the movement of the first avatar and cannot be used to select the skill release direction of the skill to be released.
The second control and the third control may be displayed with the same or different control identifiers, and in this embodiment, the second control and the third control are respectively displayed with the same control identifier.
In general, the third control may include a virtual rocker and a control operation area, where the virtual rocker is located at a center of the control operation area, and a function of controlling the first virtual character to move in the game scene is achieved by adjusting a position of the virtual rocker in the control operation area.
The corresponding position of the control operation area of the third control may be understood as a position preset for the third control and used for displaying the third skill switching control, for example, the corresponding position may include, but is not limited to, the periphery of the control operation area of the third control, or the control operation area of the third control is divided into a first area and a second area; the first area is used for controlling the first virtual character to move, and the second area is used for controlling the first virtual character to move and realizing skill switching.
The above description of the fourth triggering operation for the third skill switching control may refer to the first triggering operation, the second triggering operation and the third triggering operation, and the operation manner may be determined according to specific requirements, which is not particularly limited in this embodiment. In this embodiment, the fourth trigger operation is exemplified by a sliding operation with the third control as a start point and the third skill switching control as an end point.
As shown in fig. 10, in conjunction with the graphical user interface 300 of fig. 9, a third control 26 (within the dashed box) is also provided in the graphical user interface 300, and the third control 26 may include a rocker 27 and a control manipulation area 28, with the player manipulating the rocker 27 to slide in the control manipulation area 28 to control movement of the first virtual character 12 in the game scene. At this time, if the second game skill control 25 is not triggered, the second game skill is not assembled for the first control 20, and switching from the first game skill to the second game skill when the target object is the second virtual character cannot be achieved.
In the above game scenario, when a pressing operation is applied to the first control 20 in the graphical user interface 300 shown in fig. 10 to determine the first game skill as a skill to be released and a selection operation is performed for the skill release direction of the skill to be released, the graphical user interface 300 is switched to be displayed as the graphical user interface 314, and the third control 26 is also displayed in the graphical user interface 314 and the first indication mark 30 is displayed. Based on the graphical user interface 314, when the pressing operation on the first control 20 and the selection operation on the skill release direction of the skill to be released are not interrupted, if the aiming object is the second virtual character (i.e. is a player teammate), displaying the third skill switching control 29 around the third control 26 at the periphery of the control operation area 28 of the third control 26, i.e. in the dark gray display area around the third control 26 in the graphical user interface 314;
After displaying the third skill switch control 29 described above in the graphical user interface 314, the player may apply a fourth trigger operation to the third skill switch control 29, for example, applying a sliding operation along the sliding path shown by the dashed line 17 to the rocker 27 in the graphical user interface 315, and indicating that the rocker is triggered in the gray filled state in the graphical user interface 315. When the joystick 27 is located inside the control operation area 28, the first virtual character is controlled to move in the game scene, as shown by the graphical user interface 316, and when the contact point position of the sliding operation moves to the position where the third skill switching control 29 is located (the position indicated by the hand-shaped cursor in the figure), the preset second game skill is determined as the skill to be released, and at the same time, the first indication mark 30 displayed in the graphical user interface 315 is switched and displayed as the second indication mark 31 shown in the graphical user interface 316.
In an alternative embodiment, it may be understood that, when the skill switching operation is a fourth triggering operation for the third skill switching control, and the fourth triggering operation is a sliding operation with the third control as a starting point and the third skill switching control as an end point, if a selection function for a skill releasing direction of a skill to be released is further set for the third control, a difficulty of game logic self-consistency corresponding to the third control, where the game logic self-consistency controls the movement of the first virtual character and selects the skill releasing direction, is increased, and the operation difficulty of a player is also easily increased.
To solve the above-described problem, in this embodiment, the selection operation of the skill release direction for the skill to be released may be performed by the first control simultaneously with the function of determining the skill to be released for the first control. For example, the first game skill is determined to be the skill to be released through the pressing operation of the first control, the sliding operation is executed for the first control under the condition that the pressing operation is not finished, and the skill releasing direction of the skill to be released by the first virtual character is determined according to the sliding direction corresponding to the sliding operation.
As shown in fig. 11, in combination with the graphical user interface 300 and the graphical user interface 314 in fig. 10, in the graphical user interface 300, a pressing operation is applied to the first control 20 to determine the first game skill as a skill to be released, at this time, the graphical user interface 300 is displayed switched to the graphical user interface 317, the first control 20 is highlighted in the gray-filled state in the graphical user interface 317, but at this time, even if the first game skill is determined as a skill to be released, the skill release direction of the skill to be released is not determined, and therefore, the first indication mark 30 is not displayed in the graphical user interface 317; on this basis, if the pressing operation is not completed, a slide operation is applied to the upper right, in which the first control 20 filled with light gray is slid from the position indicated by the dotted line box to the position indicated by the solid line box and filled with dark gray, and the graphical user interface 317 is displayed as the graphical user interface 314; in response to the sliding operation, the first indication identifier 30 is displayed in the graphical user interface 314. The first indication identifies that the indicated skill release direction is consistent with the sliding direction of the sliding operation applied for the first control 20.
It should be noted that the dashed lines in fig. 3 to 11 are lines that are fictitious for easy understanding, and these dashed lines do not exist on the graphical user interface displayed by the terminal device.
Thus, the method provided in this embodiment is described, in a game, by detecting a game camp to which a target object whose skill to be released belongs in a skill release range in a skill release direction, when the target object is a second virtual character belonging to the same camp as a first virtual character controlled by a player, skill switching can be implemented, and a preset second game skill for interaction with a teammate is determined as the skill to be released of the first virtual character. And controlling the second virtual character to move to a position indicated by the second game skill by releasing the second game skill for the second virtual character. Therefore, the game skill switching can be realized according to the game camping of the aiming object, and the team fighting capacity in the game is enhanced; in addition, the player does not need to execute complicated operation, and skill switching is automatically realized according to the game camping to which the aiming object belongs after the aiming object is determined according to conventional operation, so that the team fight efficiency is improved.
Corresponding to the method for switching skills in a game provided by the embodiment of the present application, the embodiment of the present application further provides a device 400 for switching skills in a game, as shown in fig. 12, where the device 400 includes: a display unit 401, a determination unit 402, and a control unit 403;
A display unit 401 for providing a graphical user interface through the terminal device, the graphical user interface comprising a first control and at least part of a game scene of a game; the game scene comprises a scene area for providing preset competitive activities, wherein the scene area comprises a first virtual role and a second virtual role, and the first virtual role and the second virtual role belong to the same camp; the first control is used for controlling the first virtual character to release the first game skill;
A determining unit 402, configured to determine, in response to a first trigger operation for a first control, a first game skill as a skill to be released of a first virtual character;
a determining unit 402, further configured to determine, in response to a selection operation for a skill release direction of a skill to be released in the case where the first trigger operation is continued, an aiming object located within the skill release range in the skill release direction selected by the selection operation;
a determining unit 402, configured to determine a preset second game skill as a skill to be released if the targeting object is a second virtual character;
A control unit 403 for controlling the second virtual character to move to a position indicated by the second game skill through the second game skill in response to the end of the first trigger operation.
Optionally, the control unit 403 is specifically configured to control, by the second game skill, the movement of the second virtual character to the target position indicated by the second game skill in response to the end of the first triggering operation.
Optionally, the target location indicated by the second game skill includes a current location of the first virtual character in the scene area
Optionally, the scene area further includes a third virtual role, where the third virtual role and the first virtual role belong to different camps;
the control unit 403 is further configured to, if the target object is a third virtual character, control the first virtual character to release the first game skill for the third virtual character in response to the end of the first trigger operation.
Optionally, the control unit 403 is further configured to control, by the first game skill, the third virtual character to move a distance indicated by the first game skill in the first direction; the first direction is a ray direction from the position of the first virtual character to the position of the third virtual character;
Optionally, the display unit 401 is further configured to display, according to a selection operation, a first indication identifier corresponding to the first game skill in the graphical user interface; the first indication identifies a skill release direction and a skill release range for indicating a first game skill.
Optionally, the display unit 401 is further configured to switch and display the first indication identifier as the second indication identifier when determining the preset second game skill as the skill to be released; the second indication identifier is used for indicating a movement direction in which the second game skill controls the second virtual character to be moved.
Optionally, the determining unit 402 is specifically configured to respond to a selection operation for a skill release direction of the skill to be released, and take, as the targeting object of the skill to be released, the virtual character that is located within the skill release range in the skill release direction selected by the selection operation and is closest to the location where the first virtual character is located.
Optionally, the determining unit 402 is specifically configured to determine, in response to the skill switching operation, a preset second game skill as the skill to be released if the targeting object is the second virtual character.
Optionally, the skill switching operation includes: a sliding operation for the first control that is continuous with the first triggering operation.
Optionally, the display unit 401 is specifically configured to display a first skill switching control at a corresponding position of the first control if the targeting object is a second virtual character;
The determining unit 402 is specifically configured to determine, in response to a sliding operation with the first control as a starting point and the first skill switching control as an ending point, a preset second game skill as a skill to be released.
Optionally, a second control is further provided in the graphical user interface, where the second control is used to control the first virtual character to move in the game scene;
Optionally, the determining unit 402 is specifically configured to, in case the first trigger operation is continuous, control the first virtual character to move in the scene area in response to the second trigger operation for the second control, and determine the moving direction of the first virtual character as the skill releasing direction; a sighting target within a skill release range in a skill release direction is determined.
Optionally, a second skill switching control is also provided in the graphical user interface; the apparatus 400 further comprises a configuration unit 404;
the configuring unit 404 is configured to configure a preset second game skill for the first control in response to a third trigger operation for the second skill switching control;
the determining unit 402 is specifically configured to determine, when the first control is configured with a preset second game skill, the preset second game skill as the skill to be released if the targeting object is a second virtual character.
Optionally, the display unit 401 is further configured to highlight the second skill switching control according to a third trigger operation.
Optionally, a third control is further provided in the graphical user interface, where the third control is used to control the first virtual character to move in the game scene;
Optionally, the determining unit 402 is specifically configured to display a third skill switching control at a corresponding position of a control operation area of a third control if the aiming object is a second virtual character in a case that a preset second game skill is not configured for the first control; and responding to a fourth triggering operation for the third skill switching control, controlling the first virtual character to move in the game scene, and determining the preset second game skill as the skill to be released.
Optionally, the fourth triggering operation for the third skill switching control includes: and taking the third control as a starting point and taking the third skill switching control as a sliding operation of an ending point.
Optionally, the selecting operation for the skill release direction of the skill to be released includes: a sliding operation for the first control that is continuous with the first triggering operation.
Optionally, the determining unit 402 is configured to determine the first game skill as the skill to be released in response to the skill switch cancel operation in a case where the skill switch operation is continued.
Corresponding to the method for switching skills in a game provided by the embodiment of the present application, the embodiment of the present application further provides an electronic device for implementing the method for switching skills in a game, as shown in fig. 13, where the electronic device includes: a processor 501; and a memory 502 for storing a program of the skill switching method in the game, the apparatus, after being powered on and running the program of the skill switching method in the game by the processor, performs the steps of:
Providing a graphical user interface through the terminal device, the graphical user interface comprising at least part of a game scene of a game and a first control; the game scene comprises a scene area for providing preset competitive activities, wherein the scene area comprises a first virtual role and a second virtual role, and the first virtual role and the second virtual role belong to the same camp; the first control is used for controlling the first virtual character to release the first game skill;
In response to a first trigger operation for the first control, determining a first game skill as a skill to be released for the first virtual character;
in the case where the first trigger operation is continued, determining, in response to a selection operation for a skill release direction of the skill to be released, a targeting object located within the skill release range in the skill release direction selected by the selection operation;
if the aiming object is a second virtual character, determining a preset second game skill as a skill to be released;
and controlling the movement of the second virtual character through the second game skill in response to the ending of the first triggering operation.
Corresponding to the method for switching skills in a game provided by the embodiment of the present application, the embodiment of the present application further provides a computer-readable storage medium storing a program for the method for switching skills in a game, the program being executed by a processor to perform the steps of:
Providing a graphical user interface through the terminal device, the graphical user interface comprising at least part of a game scene of a game and a first control; the game scene comprises a scene area for providing preset competitive activities, wherein the scene area comprises a first virtual role and a second virtual role, and the first virtual role and the second virtual role belong to the same camp; the first control is used for controlling the first virtual character to release the first game skill;
In response to a first trigger operation for the first control, determining a first game skill as a skill to be released for the first virtual character;
in the case where the first trigger operation is continued, determining, in response to a selection operation for a skill release direction of the skill to be released, a targeting object located within the skill release range in the skill release direction selected by the selection operation;
if the aiming object is a second virtual character, determining a preset second game skill as a skill to be released;
and controlling the movement of the second virtual character through the second game skill in response to the ending of the first triggering operation.
It should be noted that, for the detailed description of the apparatus, the electronic device, and the computer readable storage medium provided in the embodiments of the present application, reference may be made to the related description of the embodiments of the skill switching method in the game provided in the embodiments of the present application, which is not repeated here.
While the application has been described in terms of preferred embodiments, it is not intended to be limiting, but rather, it will be apparent to those skilled in the art that various changes and modifications can be made herein without departing from the spirit and scope of the application as defined by the appended claims.
In one typical configuration, the electronic device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
The memory may include volatile memory in a computer-readable medium, random Access Memory (RAM) and/or nonvolatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). Memory is an example of computer-readable media.
1. Computer readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable operations, data structures, modules of the program, or other data. Examples of storage media for a computer include, but are not limited to, phase change memory (PRAM), static Random Access Memory (SRAM), dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), read Only Memory (ROM), electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium, which can be used to store information that can be accessed by a computing device. Computer readable media, as defined herein, does not include non-transitory computer readable media (transmission media), such as modulated data signals and carrier waves.
2. It will be appreciated by those skilled in the art that embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
While the application has been described in terms of preferred embodiments, it is not intended to be limiting, but rather, it will be apparent to those skilled in the art that various changes and modifications can be made herein without departing from the spirit and scope of the application as defined by the appended claims.

Claims (21)

1. A method of skill switching in a game, the method comprising:
Providing a graphical user interface through a terminal device, the graphical user interface comprising a first control and at least part of a game scene of a game; the game scene comprises a scene area for providing preset competitive activities, wherein the scene area comprises a first virtual role and a second virtual role, and the first virtual role and the second virtual role belong to the same camping; the first control is used for controlling the first virtual character to release a first game skill;
Determining the first game skill as a skill to be released of the first virtual character in response to a first trigger operation for the first control;
In the case that the first trigger operation is continued, in response to a selection operation for a skill release direction of the skill to be released, determining an aim object located within a skill release range in the skill release direction selected by the selection operation;
If the aiming object is the second virtual character, determining a preset second game skill as the skill to be released;
And controlling the second virtual character to move through the second game skill in response to the first triggering operation ending.
2. The method of claim 1, wherein controlling the movement of the second virtual character by the second game skill in response to the first triggering operation ending comprises:
and controlling the second virtual character to move to a target position indicated by the second game skill through the second game skill in response to the first trigger operation ending.
3. The method of claim 2, wherein the target location indicated by the second game skill comprises a current location of the first virtual character in the scene area.
4. The method of claim 1, further comprising a third virtual character in the scene area, the third virtual character belonging to a different camp than the first virtual character; the method further comprises the steps of:
and if the aiming object is the third virtual character, responding to the ending of the first triggering operation, and controlling the first virtual character to release the first game skill aiming at the third virtual character.
5. The method according to claim 4, wherein the method further comprises:
controlling, by the first game skill, the third virtual character to move in a first direction by a distance indicated by the first game skill; the first direction is a ray direction from the location of the first virtual character to the location of the third virtual character.
6. The method according to claim 1, wherein the method further comprises:
Displaying a first indication identifier corresponding to the first game skill in the graphical user interface according to the selection operation; the first indication identifies a skill release direction and a skill release range for indicating the first game skill.
7. The method of claim 6, wherein the method further comprises:
When the preset second game skill is determined to be the skill to be released, the first indication mark is switched and displayed as a second indication mark; the second indication identifier is used for indicating the second game skill to control the movement direction of the second virtual character to be moved.
8. The method of claim 1, wherein the determining, in response to a selection operation for a skill-release direction of the skill to be released, a targeting object that is within a skill-release range in the skill-release direction selected by the selection operation, comprises:
responding to the selection operation aiming at the skill release direction of the skill to be released, and taking the virtual character which is positioned in the skill release range in the skill release direction selected by the selection operation and is closest to the position of the first virtual character as the aiming object of the skill to be released.
9. The method of claim 1, wherein if the target object is the second virtual character, determining a preset second game skill as the skill to be released comprises:
And if the aiming object is the second virtual character, responding to skill switching operation, and determining a preset second game skill as the skill to be released.
10. The method of claim 9, wherein the skill switch operation comprises: a sliding operation for the first control that is continuous with the first triggering operation.
11. The method of claim 10, wherein if the aim object is the second virtual character, the step of determining a preset second game skill as the skill to be released in response to a sliding operation for the first control that is continuous with the first triggering operation, comprises:
if the aiming object is the second virtual character, displaying a first skill switching control at a corresponding position of the first control;
And responding to the sliding operation taking the first control as a starting point and the first skill switching control as an ending point, and determining a preset second game skill as the skill to be released.
12. The method according to any one of claims 1 to 11, wherein a second control is further provided in the graphical user interface, the second control being used to control the movement of the first virtual character in the game scene;
The determining, in response to a selection operation for a skill release direction of the skill to be released in the case where the first trigger operation is continued, a targeting object located within the skill release range in the skill release direction selected by the selection operation, includes:
Controlling the first virtual character to move in the scene area in response to a second trigger operation for the second control under the condition that the first trigger operation is continuous, and determining the moving direction of the first virtual character as the skill releasing direction;
A sighting object is determined that is within a skill release range in the skill release direction.
13. The method of claim 1, wherein a second skill switch control is also provided in the graphical user interface; the method further comprises the steps of:
In response to a third trigger operation for the second skill switching control, configuring the preset second game skill for the first control;
and if the aiming object is the second virtual character, determining a preset second game skill as the skill to be released, including:
And if the first control is configured with the preset second game skill, if the aiming object is the second virtual character, determining the preset second game skill as the skill to be released.
14. The method of claim 13, wherein the method further comprises:
And highlighting the second skill switching control according to the third triggering operation.
15. The method of claim 13, wherein a third control is further provided in the graphical user interface, the third control for controlling movement of the first virtual character in the game scene; and if the aiming object is the second virtual character, determining a preset second game skill as the skill to be released, including:
if the preset second game skill is not configured for the first control, if the aiming object is the second virtual character, displaying a third skill switching control at a corresponding position of a control operation area of the third control;
And responding to a fourth triggering operation for the third skill switching control, controlling the first virtual character to move in the game scene, and determining the preset second game skill as the skill to be released.
16. The method of claim 15, wherein the fourth triggering operation for the third skill switch control comprises:
and taking the third control as a starting point and taking the third skill switching control as a sliding operation of an ending point.
17. A method according to any one of claims 13 to 16, wherein the selecting operation of the skill release direction for the skill to be released comprises: a sliding operation for the first control that is continuous with the first triggering operation.
18. The method according to claim 9, wherein the method further comprises:
in a case where the skill switching operation is continued, the first game skill is determined as the skill to be released in response to a skill switching cancellation operation.
19. A skill switching device in a game, the device comprising: a display unit, a determination unit and a control unit;
The display unit is used for providing a graphical user interface through the terminal equipment, wherein the graphical user interface comprises at least part of game scenes of a game and a first control; the game scene comprises a scene area for providing preset competitive activities, wherein the scene area comprises a first virtual role and a second virtual role, and the first virtual role and the second virtual role belong to the same camping; the first control is used for controlling the first virtual character to release a first game skill;
the determining unit is used for responding to a first triggering operation for the first control, and determining the first game skill as the skill to be released of the first virtual character;
The determining unit is further configured to determine, in response to a selection operation for a skill release direction of the skill to be released in the case where the first trigger operation is continued, an aiming object located within a skill release range in the skill release direction selected by the selection operation;
The determining unit is further configured to determine a preset second game skill as the skill to be released if the targeting object is the second virtual character;
the control unit is used for responding to the end of the first triggering operation and controlling the second virtual character to move through the second game skill.
20. An electronic device, comprising:
a processor; and
A memory for storing a data processing program, the electronic device being powered on and executing the program by the processor, to perform the method of any one of claims 1 to 18.
21. A computer readable storage medium, characterized in that a data processing program is stored, which program is run by a processor, performing the method according to any of claims 1-18.
CN202410302289.6A 2024-03-15 2024-03-15 Skill switching method and device in game, electronic equipment and readable storage medium Pending CN118286675A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202410302289.6A CN118286675A (en) 2024-03-15 2024-03-15 Skill switching method and device in game, electronic equipment and readable storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202410302289.6A CN118286675A (en) 2024-03-15 2024-03-15 Skill switching method and device in game, electronic equipment and readable storage medium

Publications (1)

Publication Number Publication Date
CN118286675A true CN118286675A (en) 2024-07-05

Family

ID=91683846

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202410302289.6A Pending CN118286675A (en) 2024-03-15 2024-03-15 Skill switching method and device in game, electronic equipment and readable storage medium

Country Status (1)

Country Link
CN (1) CN118286675A (en)

Similar Documents

Publication Publication Date Title
WO2022151946A1 (en) Virtual character control method and apparatus, and electronic device, computer-readable storage medium and computer program product
US20240091645A1 (en) Skill range indication and adjustment in a virtual scene
US20230076343A1 (en) Virtual item selection interface
CN112416196B (en) Virtual object control method, device, equipment and computer readable storage medium
JP7498362B2 (en) Method, apparatus, electronic device and storage medium for controlling movement of virtual objects in a game
WO2022257653A1 (en) Virtual prop display method and apparatus, electronic device and storage medium
US20220305384A1 (en) Data processing method in virtual scene, device, storage medium, and program product
CN113426140B (en) Screenshot editing method and device in game, storage medium and computer equipment
JP7501977B2 (en) Method, apparatus, device, medium and computer program for selecting a virtual object interaction mode
CN114225372A (en) Virtual object control method, device, terminal, storage medium and program product
CN114296597A (en) Object interaction method, device, equipment and storage medium in virtual scene
CN118286675A (en) Skill switching method and device in game, electronic equipment and readable storage medium
KR20230054486A (en) Optional indication of off-screen object presence
KR20200052758A (en) Method, apparatus and computer program for displaying interaction graphic user interface
WO2024060924A1 (en) Interaction processing method and apparatus for virtual scene, and electronic device and storage medium
CN118161861A (en) Method and device for controlling virtual object in game, electronic equipment and storage medium
WO2023231557A1 (en) Interaction method for virtual objects, apparatus for virtual objects, and device, storage medium and program product
WO2023221944A1 (en) Virtual character control method and apparatus, and electronic device and storage medium
WO2024152681A1 (en) Interaction method and apparatus based on virtual object, electronic device, and storage medium
CN117839207A (en) Interaction control method and device in game, electronic equipment and readable storage medium
CN118831312A (en) Game control method and device, electronic equipment and readable storage medium
KR20230153101A (en) Method and apparatus for displaying graphic user interface
CN116688496A (en) Task prompting method and device, storage medium and electronic equipment
CN116271811A (en) Game operation method and device and electronic equipment
CN118491086A (en) Interaction control method and device in game, electronic equipment and readable storage medium

Legal Events

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