WO2024011952A1 - 游戏技能的显示控制方法、装置和电子设备 - Google Patents

游戏技能的显示控制方法、装置和电子设备 Download PDF

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Publication number
WO2024011952A1
WO2024011952A1 PCT/CN2023/084081 CN2023084081W WO2024011952A1 WO 2024011952 A1 WO2024011952 A1 WO 2024011952A1 CN 2023084081 W CN2023084081 W CN 2023084081W WO 2024011952 A1 WO2024011952 A1 WO 2024011952A1
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WIPO (PCT)
Prior art keywords
skill
delayed
release
indication mark
delay
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PCT/CN2023/084081
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English (en)
French (fr)
Inventor
苗浩琦
Original Assignee
网易(杭州)网络有限公司
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Publication of WO2024011952A1 publication Critical patent/WO2024011952A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level

Definitions

  • the present disclosure relates to the field of game interaction technology, and in particular, to a display control method, device and electronic device for game skills.
  • the throwing operation of grenades or other props with delayed explosion effects is an important part of the core combat experience of the game.
  • the game interface will display the grenade's throwing preview line (the throwing preview line is composed of a parabola and the impact point) and the grenade explosion range, and the grenade will be displayed at the top of the throwing preview line. Explosion countdown. In the game interface, there is a certain distance between the displayed grenade explosion range and the grenade explosion countdown.
  • the purpose of this disclosure is to provide a method, device and electronic device for displaying and controlling game skills, so as to reduce the player's operational difficulty and psychological burden and improve the player's gaming experience.
  • the present disclosure provides a display control method for game skills, providing a graphical user interface through a terminal device; the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled through the terminal device;
  • the method includes: responding to a triggering operation for the delayed skill, displaying a skill indicator of the delayed skill in the game scene; wherein the skill indicator is used to: indicate the scene area affected by the delayed skill after the delayed skill is released; control
  • the display format of the skill indicator changes according to the preset rules to indicate the charging time of the delayed skill release through the display format; in response to the release operation of the delayed skill, the delayed skill is controlled to be released in the scene area indicated by the skill indicator.
  • the present disclosure provides a display control device for game skills, which provides a graphical user interface through a terminal device; the graphical user interface includes at least part of a game scene, and the game scene includes a display control device through a terminal device.
  • the controlled virtual character includes: a logo display module configured to respond to the triggering operation of the delay skill and display the skill indicator logo of the delay skill in the game scene; wherein the skill indicator logo is used to: indicate the delay After the skill is released, the scene area affected by the delayed skill; the display control module is configured to control the display format of the skill indication mark according to the preset rules to indicate the charging time of the delayed skill release through the display format; the skill release module , configured to respond to the release operation of the delayed skill, and control the delayed skill to be released in the scene area indicated by the skill indicator.
  • the present disclosure provides an electronic device.
  • the electronic device includes a processor and a memory.
  • the memory stores machine-executable instructions that can be executed by the processor.
  • the processor executes the machine-executable instructions to implement the above game skills. display control method.
  • the present disclosure provides a computer-readable storage medium storing computer-executable instructions that, when called and executed by a processor, cause processing
  • the device implements the display control method of the above game skills.
  • the present disclosure provides a display control method, device and electronic device for game skills.
  • a skill indication mark of the delay skill is displayed in the game scene.
  • the skill indication mark is used to indicate the delay.
  • the scene area affected by the delayed skill is delayed; the display format of the skill indicator is then controlled to change according to the preset rules to indicate the charging time of the delayed skill release through the display format; and then in response to the release operation of the delayed skill, Control the delayed skill to be released in the scene area indicated by the skill indicator.
  • the scene area affected by the delay skill and the released charging time are integrated and displayed through the skill indicator in the game scene, so that the player can view the scene area affected by the delay skill at the same time.
  • Check whether the released charging time reaches the extended release time which avoids the player's vision from constantly switching between the affected area and the charging time when releasing the delayed skill, reducing the player's operational difficulty and psychological burden, and improving the player's gaming experience .
  • Figure 1 is a schematic diagram showing a grenade explosion countdown and a grenade explosion range provided in the prior art according to an optional embodiment of the present disclosure
  • Figure 2 is a flow chart of a method for controlling the display of game skills provided by an optional embodiment of the present disclosure
  • Figure 3 is a flow chart of another method for controlling the display of game skills provided by an optional embodiment of the present disclosure
  • Figure 4 is a schematic diagram of a skill indicator mark of a grenade provided by an optional embodiment of the present disclosure
  • Figure 5 is a schematic diagram of a fan-shaped progress bar provided by an optional embodiment of the present disclosure.
  • Figure 6 is a schematic diagram of a circular progress bar provided by an optional embodiment of the present disclosure.
  • Figure 7 is a flow chart of another method for controlling the display of game skills provided by an optional embodiment of the present disclosure.
  • Figure 8 is a schematic structural diagram of a game skill display control device provided by an optional embodiment of the present disclosure.
  • Figure 9 is a schematic structural diagram of an electronic device provided by an optional embodiment of the present disclosure.
  • grenades In shooting or other adventure survival games, grenades, as a typical throwing item with a delayed explosion effect, are an indispensable combat prop. The throwing operation of grenades or other props with delayed explosion effects is an important part of the core combat experience of the game.
  • the grenade's throwing preview line When a player triggers a grenade, the grenade's throwing preview line will be displayed in the game interface, and the grenade explosion countdown will also be displayed at the top of the throwing preview line.
  • the throwing preview line consists of a parabola and a landing point; if If a player needs to trigger the explosion range of a grenade, a reminder will usually be displayed through a circular UI (User Interface) with the impact point as the center.
  • Figure 1 shows a schematic diagram showing the grenade explosion countdown and grenade explosion range provided in the prior art. 5s in Figure 1 represents the grenade explosion countdown, and the circular area represents the grenade explosion
  • embodiments of the present disclosure provide a display control method, device and electronic device for game skills.
  • This technology can be applied to shooting or other adventure survival games, in scenes where game skills are released, especially in scenes where props with delayed explosion effects are thrown.
  • the display control method of game skills can be run on a terminal device or server.
  • the terminal device may be a local terminal device.
  • the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
  • cloud gaming refers to a gaming method based on cloud computing.
  • the running body of the game program and the game screen rendering body are separated.
  • the storage and operation of the information interaction method are completed on the cloud game server.
  • the role of the client device is used to receive and send data.
  • the presentation of the game screen can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is the cloud cloud gaming server.
  • the player operates the client device to send operating instructions to the cloud game server.
  • the cloud game server runs the game according to the operating instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network.
  • the cloud game server performs operations through the client device. Decode and output game screen.
  • the terminal device may be a local terminal device.
  • the local terminal device stores game programs and is used to present game screens.
  • the local terminal device is used to interact with players through a graphical user interface, that is, conventionally downloading, installing and running game programs through electronic devices.
  • the local terminal device may provide the graphical user interface to the player in a variety of ways. For example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection.
  • the local terminal device may include a display screen and a processor.
  • the display screen is used to present a graphical user interface.
  • the graphical user interface includes a game screen.
  • the processor is used to run the game, generate the graphical user interface, and control the graphical user interface. displayed on the display screen.
  • the embodiment of the present disclosure provides a method for controlling the display of game skills, providing a graphical user interface through a terminal device; the graphical user interface includes at least part of the game scene, and the game scene includes Virtual character controlled by the terminal device; as shown in Figure 2, the method includes the following specific steps:
  • Step S202 in response to the triggering operation for the delay skill, display the skill indication mark of the delay skill in the game scene; wherein the skill indication mark is used to indicate the scene area affected by the delay skill after the delay skill is released.
  • a virtual character can be displayed in the above game scene, and the virtual character can use delay skills.
  • This delayed skill can be a combat prop with a delayed explosion effect thrown by the player (the combat prop can be a grenade, a mine, etc.), or a skill released by the player with a delayed attack power, or it can be set according to research and development needs. Other skills that can be released with delay.
  • the above-mentioned triggering operation of the delay skill can be the operation of the player clicking, pressing or dragging the delay skill, or the operation of clicking, pressing or dragging the skill triggering control.
  • the skill triggering control can usually be displayed on the graphical user interface.
  • this skill trigger control is used to control the triggering of delayed skills.
  • the delayed skill is a combat prop (for example, a grenade)
  • the triggering operation for the delayed skill may be an operation of unplugging the safety of the combat prop.
  • the skill indicator of the delayed skill will be displayed in the game scene. The skill indicator is used to indicate the scene area affected by the delayed skill after the delayed skill is released.
  • the scene area affected by the above delay skills can be determined according to the power of the delay skill. Usually, the power of the delay skill The larger the value, the larger the scene area affected.
  • the shape of the scene area affected by the delay skill can be determined according to the properties of the delay skill. For example, if the delay skill corresponds to a grenade explosion, then the scene area affected by the grenade explosion (also called the explosion range) can be used to predict the impact of the grenade. Points are represented by circular areas.
  • Step S204 Control the display format of the skill indication mark to change according to preset rules, so as to indicate the charging duration of the delayed skill release through the display format.
  • the display format of the above-mentioned skill indication mark can be changed according to the preset rules, and through this display format, the skill indication mark can also be used to indicate the charging time of the delayed skill release.
  • the charging time can also be understood as the delay of the delayed skill release. time countdown.
  • the delayed skill can be released with a delay, but it needs to be released before the charging time reaches the delayed release time of the delayed skill. Otherwise, the delayed skill will become invalid or the delayed skill will act on itself (for example, the delayed skill is When the grenade explodes, if the grenade explosion time has passed and the grenade has not been thrown, the grenade will blow up the avatar itself).
  • the skill indicator can not only indicate the scene area affected by the delayed skill, but also display the release time of the delayed skill in the scene area, so that the scene area and the charging time of the released skill can be displayed at close range (that is, integrated display ), to avoid the scene area affected by the delay skill and the charging time being displayed too far apart in the interface.
  • close range that is, integrated display
  • the visual focus needs to be repeatedly between the charging time and the scene area affected. The problem of switching between players can be reduced, thereby reducing the player's operating pressure and the insecurity of throwing.
  • the preset rules corresponding to the display format of the above-mentioned skill indicator mark can be set according to the research and development needs.
  • the scene area affected by the delayed skill indicated by the skill indicator mark can be displayed as a gradually larger circle.
  • area to display the charging time of the delayed skill release that is, as the circular area becomes larger, the charging time gradually decreases; you can also display the progress in the scene area affected by the delayed skill indicated by the skill indicator.
  • a gradually increasing progress bar displays the charging duration of the delayed skill release; the countdown number corresponding to the charging duration can also be directly displayed on the scene area affected by the delayed skill indicated by the skill indicator mark, and this number is used to indicate the time; and
  • the color change can be used to indicate the charging time of the delayed skill release according to the control skill indicator mark. (For example, the color change from dark to light or from light to dark can be used to indicate the charging time of the delayed skill release, which can be set according to research and development needs).
  • Step S206 In response to the release operation for the delayed skill, control the delayed skill to be released in the scene area indicated by the skill indication mark.
  • the above-mentioned release operation of the delayed skill can be an operation that triggers a certain control in the graphical user interface, or it can be a drag operation of the delayed skill, etc.
  • the specific settings can be set according to the research and development needs, and there are no specific limitations here. .
  • the delayed skill will be released in the scene area indicated by the skill indicator.
  • the skill indicator will be displayed in the game scene to allow the player to intuitively see the skill. Scope of action. After the delayed skill release is completed, the skill indicator will disappear immediately, thereby reducing the display pressure of the graphical user interface.
  • An embodiment of the present disclosure provides a display control method for game skills.
  • a skill indication mark of the delay skill is displayed in the game scene.
  • the skill indication mark is used to indicate after the delay skill is released. , delay the scene area affected by the skill; and then control the display format of the skill indicator to change according to the preset rules. to indicate the charging time of the delayed skill release through the display format; and then respond to the release operation of the delayed skill, and control the delayed skill to be released in the scene area indicated by the skill indicator.
  • the scene area affected by the delay skill and the released charging time are integrated and displayed through the skill indicator in the game scene, so that the player can view the scene area affected by the delay skill at the same time.
  • Check whether the released charging time reaches the extended release time which avoids the player's vision from constantly switching between the affected area and the charging time when releasing the delayed skill, reducing the player's operational difficulty and psychological burden, and improving the player's gaming experience .
  • the embodiment of the present disclosure also provides another method for controlling the display of game skills.
  • This method is implemented on the basis of the above embodiment.
  • This method focuses on controlling the display format of the skill indication mark to change according to preset rules to indicate through the display format.
  • the specific process of delaying the charging time of skill release (specifically implemented through the following step S304); as shown in Figure 3, the method includes the following specific steps:
  • Step S302 in response to the pressing operation on the skill trigger control, display the skill indication mark of the delay skill in the game scene; wherein the skill indication mark is used to indicate the scene area affected by the delay skill after the delay skill is released.
  • the above-mentioned skill trigger control can be set in the lower right corner or lower left corner of the graphical user interface or other convenient location for user operation.
  • the skill trigger control is used to control the triggering of delayed skills.
  • the delay skill is a grenade
  • the skill trigger control can be the trigger control corresponding to the grenade.
  • Step S304 control the skill indication mark to indicate the charging time of the delayed skill release by the progress change of the progress bar.
  • the charging time of the delayed skill release can be integrated into the scene area indicated by the skill indicator in the form of a progress bar, so that when the player releases the skill, he can view the charged time of the delayed skill release at the same time. Duration and affected scene area to prevent players from switching sight between the charging duration of delayed skill release and the affected scene area.
  • the scene area indicated by the above-mentioned skill indication mark may be a circular area; the center of the circular area may be the predicted landing point of the skill release.
  • the player predicts the release of the skill based on the enemy's movement path, the player will Adjust the landing point of skill release.
  • the scene area marked by the skill indicator will also change accordingly.
  • the skill indication mark is a circular progress bar, so the center of the circle of the skill indication mark can be used as the center, and the progress change of the progress bar can be displayed in a circular style that continues to expand from a radius of zero to indicate the charging time of the delayed skill. ; Among them, the radius when the progress bar is full is equal to the radius of the skill indicator, and the full value of the progress bar is equal to the delayed release duration of the delayed skill. It can also be understood that when the radius of the circular progress bar expands to the same radius as the scene area indicated by the skill indicator, it will no longer expand. After the delay skill is triggered, the circular progress bar continues to expand, and the delay skill is released. The charging time gradually decreases as time goes by. When the charging time reaches zero, the delayed skill will be automatically released.
  • the radius expansion speed (equivalent to the target speed) of the above-mentioned ever-expanding circular pattern is determined by: obtaining the radius of the skill indicator mark and the delayed release duration of the delayed skill; according to the radius of the skill indicator mark and The ratio of the delayed release duration is used to obtain the target speed.
  • the radius corresponding to the scene area indicated by the skill indicator is R
  • the delayed release duration of the delayed skill is t
  • Figure 4 is a schematic diagram of the skill indicator mark of the grenade provided by the embodiment of the present disclosure.
  • the lower right corner of Figure 4 shows the skill trigger Control, when the player presses the skill to trigger the control, the circular progress bar will continue to expand from a radius of 0, and explode when the radius reaches the scene area affected by the grenade (equivalent to the explosion range of the grenade); if the player explodes If you throw the grenade before throwing it, the explosion range and circular progress bar will always be displayed at the impact point until the grenade explodes and disappears.
  • the large circle in Figure 4 represents the scene area affected by the grenade
  • the small circle represents the expanding circular progress bar
  • the dotted line represents the throwing pre-drawing line.
  • the circle in this circular area is the landing point of the throwing pre-drawing line. It is also the predicted landing point of the grenade.
  • the above-mentioned skill indication mark is circular; the above-mentioned step S304 can also be implemented through the following steps 10-11:
  • Step 10 A sector formed by the center of the circle of the skill indication mark and the specified arc on the outline of the skill indication mark is used as a progress bar.
  • Step 11 starting from the center of the above circle, continuously fill the inner area of the fan with a target pattern to indicate the charging duration of the delayed skill; where the full value of the progress bar is equal to the delayed release duration of the delayed skill.
  • the above target style can be set according to research and development needs.
  • it can be an expanding fan-shaped progress bar starting from the line connecting the center of the circle of the skill indicator mark and the preset point on the outline of the skill indicator mark, or the accumulation of delayed skill release.
  • the duration is represented by a fan-shaped progress bar with increasing progress to represent the decrease in the duration of the released power.
  • the progress increasing speed of the fan-shaped progress bar may be the ratio of the circumference of the circle corresponding to the skill indicator mark and the delayed release duration of the delayed skill.
  • Figure 5 shows a schematic diagram of a fan-shaped progress bar.
  • the lower right corner of Figure 5 shows a skill trigger control.
  • the fan-shaped progress bar starts from the center of the circle of the skill indicator mark and the center of the skill indicator mark.
  • the line connecting the preset points on the outline begins to expand.
  • the preset point can be set according to research and development needs.
  • the sector corresponding to the shaded part in Figure 5 is the expanding sector progress bar.
  • the specific implementation of the above step S304 also includes: using the outline of the skill indication mark as a progress bar, and displaying progress changes starting from a designated point on the outline of the skill indication mark to indicate the delay of skill release. Charging time.
  • a progress bar corresponding to the charging time of the delayed skill release can be displayed on the outer edge or inner edge of the outline of the skill indicator mark, so that the scene area affected by the delayed skill and the released charging time can be viewed at the same time.
  • the change speed of the progress change can be obtained through the ratio of the perimeter of the outline of the skill indication mark to the delayed release duration of the delayed skill.
  • the progress bar corresponding to the charging time of the delayed skill release includes: a circular progress bar that starts from the specified position in the outline of the skill indicator mark and increases the progress according to the changing speed; if the progress of the circular progress bar increases to At the starting point, the delayed skill will be released automatically.
  • the above designated locations can be set according to R&D needs. Anywhere.
  • Figure 6 shows a schematic diagram of a circular progress bar.
  • the skill trigger control is displayed in the lower right corner of Figure 6.
  • the circular progress bar increases the progress from the starting point.
  • the circular progress bar When the progress reaches the starting point, the delayed skill is released.
  • the annular area corresponding to the shaded part in Figure 6 is the expanding annular progress bar.
  • Step S306 In response to the release operation for the delayed skill, control the delayed skill to be released in the scene area indicated by the skill indication mark.
  • the delayed skill before receiving the release operation for the delayed skill, can also be controlled to be released at the current location of the virtual character in response to the charging time reaching the delayed release duration of the delayed skill. Therefore, the delayed skill needs to be released when the charging time reaches the delayed release time of the delayed skill to prevent the delayed skill from acting on the virtual character itself.
  • Step S308 After the delayed skill release is completed, the skill indication mark is canceled in the graphical user interface.
  • the skill indicator Before the delayed skill is released, the skill indicator will always be displayed in the graphical user interface, allowing players to intuitively see the scope of the delayed skill. After the delayed skill release is completed, canceling the display of the skill release logo in the graphical user interface can reduce the display pressure on the graphical user interface and improve the player's gaming experience.
  • the skill indicator will be controlled to indicate the charging time of the delayed skill release with the progress change of the progress bar, and the charging time will be displayed on the delay indicated by the skill indicator.
  • the scene area affected by the delayed skill is visually enhanced to enhance the correlation between the scene area affected by the delayed skill and the charging time of the skill release, thus avoiding the phenomenon of delayed skills acting on oneself due to players ignoring the charging time prompt; At the same time, it avoids the visual focus repeatedly switching between the charging duration prompt and the range of influence when the player predicts the movement path of the enemy and releases the skill, thereby reducing the difficulty of accurately releasing the skill and improving the sense of security when releasing the skill.
  • the embodiment of the present disclosure also provides another method for controlling the display of game skills.
  • This method is implemented on the basis of the above embodiment.
  • This method focuses on controlling the display format of the skill indication mark to change according to preset rules to indicate through the display format.
  • the specific process of charging the delayed skill release (specifically implemented through the following step S704), and the specific process of controlling the release of the delayed skill in the scene area indicated by the skill indicator in response to the release operation of the delayed skill (specifically implemented through the following step S704)
  • the following step S706 is implemented); as shown in Figure 7, the method includes the following specific steps:
  • Step S702 in response to the triggering operation of the delay skill, display the skill indication mark of the delay skill in the game scene.
  • the skill indication mark is used to indicate the scene area affected by the delay skill after the delay skill is released.
  • Step S704 control the skill indication mark to indicate the charging time of the delayed skill release by a digital change.
  • the number can be used to directly represent the charging time of the delayed skill release, so that players can more intuitively see the time left to release the skill.
  • the charging duration of the delayed skill release is integrated and displayed in the scene area indicated by the skill indicator, allowing players to view the scene area affected by the delayed skill and the charging duration of the delayed skill at the same time.
  • Step S706 in response to the release operation of the delayed skill, control the combat props corresponding to the delayed skill to be thrown to the scene area indicated by the skill indicator.
  • the charging time reaches the delayed release time of the delayed skill, control the delay The skill is released in the scene area indicated by the skill indicator.
  • players can simultaneously view the charging time of skill release and the scene area affected by the delayed skill, which avoids the player's skill being affected by ignoring the skill countdown during the process of releasing the delayed skill. phenomenon; at the same time, it also avoids the phenomenon that the visual focus needs to be repeatedly switched when the player predicts the throw based on the enemy's movement path, thus reducing the operating pressure and the insecurity of skill release.
  • embodiments of the present disclosure provide a display control device for game skills, which provides a graphical user interface through a terminal device; the graphical user interface includes at least part of a game scene, and the game scene includes a graphical user interface through a terminal device.
  • Controlled virtual character as shown in Figure 8, the device includes:
  • the logo display module 80 is configured to respond to the triggering operation of the delayed skill and display the skill indicator logo of the delayed skill in the game scene; wherein the skill indicator logo is used to indicate the impact of the delayed skill after the delayed skill is released. scene area.
  • the display control module 81 is configured to control the display format of the skill indication mark to change according to preset rules, so as to indicate the storage duration of the delayed skill release through the display format.
  • the skill release module 82 is configured to respond to the release operation for the delayed skill and control the delayed skill to be released in the scene area indicated by the skill indication mark.
  • the display control device of the above-mentioned game skills first responds to the triggering operation of the delayed skill and displays the skill indicator mark of the delayed skill in the game scene.
  • the skill indicator mark is used to indicate the scene affected by the delayed skill after the delayed skill is released. area; and then controls the display format of the skill indicator to change according to the preset rules to indicate the charging time of the delayed skill release through the display format; and then responds to the release operation of the delayed skill, controlling the delayed skill to be displayed in the area indicated by the skill indicator.
  • Scene area released In this method, when the delay skill is triggered, the scene area affected by the delay skill and the released charging time are integrated and displayed through the skill indicator in the game scene, so that the player can view the scene area affected by the delay skill at the same time. Check whether the released charging time reaches the extended release time, which avoids the player's vision from constantly switching between the affected area and the charging time when releasing the delayed skill, reducing the player's operational difficulty and psychological burden, and improving the player's gaming experience .
  • the above-mentioned skill release module 82 is also configured to perform: in response to the release operation of the delayed skill, control the combat prop corresponding to the delayed skill to be thrown to the scene area indicated by the skill indicator, and when the charging time reaches the delayed release of the delayed skill When the duration is determined, the delayed skill is controlled to be released in the scene area indicated by the skill indicator.
  • the above device also includes an automatic release module, configured to perform: before receiving the release operation for the delayed skill, respond to the delayed release duration of the delayed skill when the charging time reaches it, and control the delayed release of the delayed skill in the virtual character. The current location is released.
  • the above-mentioned display control module 81 is configured to perform: control the skill indication mark to indicate the storage duration of the delayed skill release by the progress change of the progress bar.
  • the above-mentioned skill indication mark is a circular progress bar; the above-mentioned display control module 81 is also configured to perform: with the center of the circle of the skill indication mark as the center, display the progress bar in a circular style that continues to expand starting from a radius of zero.
  • the progress changes to indicate the charging time of the delayed skill; among them, the radius when the progress bar is full and the skill indicator The radius of the target is the same, and the full value of the progress bar is equal to the delayed release duration of the delayed skill.
  • the above device also includes a target speed determination module configured to: obtain the radius of the skill indication mark and the delayed release duration of the delayed skill; obtain the target according to the ratio of the radius of the skill indication mark and the delayed release duration speed.
  • the above-mentioned display control module 81 is also configured to perform: starting from the radius of zero, continuously expanding the radius of the circular pattern at the target speed to display the progress change of the progress bar.
  • the above-mentioned skill indication mark is circular; the above-mentioned display control module 81 is also configured to execute: a sector formed by the center of the circle of the skill indication mark and the specified arc on the outline of the skill indication mark serves as a progress bar; from the center of the circle Initially, the inner area of the sector is continuously filled with a target pattern to indicate the charging time of the delayed skill; where the full value of the progress bar is equal to the delayed release duration of the delayed skill.
  • the above-mentioned display control module 81 is also configured to: use the outline of the skill indication mark as a progress bar, and display progress changes starting from a designated point on the outline of the skill indication mark to indicate the charging time of the delayed skill release. .
  • the above device also includes a change speed determination module configured to: obtain the change speed of the progress change through the ratio of the circumference of the outline of the skill indicator and the delayed release duration of the delayed skill.
  • the above-mentioned display control module 81 is also configured to: control the skill indication mark to indicate the storage duration of the delayed skill release by numerical changes.
  • the above-mentioned display control module 81 is also configured to: control the skill indication mark to change color to indicate the storage duration of the delayed skill release.
  • the above device also includes a display cancellation module configured to perform, in response to the release operation for the delayed skill, control the delayed skill to be released in the scene area indicated by the skill indication mark.
  • the above method also includes: in the graphical user Cancel the display of skill indicators in the interface.
  • An embodiment of the present disclosure also provides an electronic device.
  • the electronic device includes a processor and a memory.
  • the memory stores machine-executable instructions that can be executed by the processor.
  • the processor executes the machine-executable instructions. To realize the display control method of the above game skills.
  • a graphical user interface is provided through a terminal device; the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled by the terminal device; the method includes: in response to a triggering operation for a delayed skill,
  • the skill indication mark displays the delay skill in the game scene; among them, the skill indication mark is used to: indicate the scene area affected by the delay skill after the delay skill is released; control the display format of the skill indication mark to change according to the preset rules to pass
  • the display format indicates the charging time of the delayed skill release; in response to the release operation of the delayed skill, the delayed skill is controlled to be released in the scene area indicated by the skill indicator mark.
  • the delay skill when the delay skill is triggered, the scene area affected by the delay skill and the released charging time are integrated and displayed through the skill indicator in the game scene, so that the player can view the delay While checking the area of the scene affected by the skill, whether the released charging time reaches the extended release time, it avoids the player's line of sight from constantly switching between the affected area and the charging time when releasing the delayed skill, reducing the player's operational difficulty and psychological burden. , improving the player’s gaming experience.
  • the above step of responding to the release operation of the delayed skill and controlling the release of the delayed skill in the scene area indicated by the skill indicator includes: responding to the release operation of the delayed skill, controlling the corresponding delay skill The combat props are thrown into the scene area indicated by the skill indicator mark.
  • the charging time reaches the delayed release time of the delayed skill, the delayed skill is controlled to be released in the scene area indicated by the skill indicator mark.
  • the above method before receiving a release operation for the delayed skill, the above method further includes: responding to the charging time reaching the delayed release time of the delayed skill, controlling the delayed skill to be released at the current location of the virtual character. .
  • the step of controlling the display format of the skill indication mark to change according to preset rules to indicate the charging duration of the delayed skill release through the display format includes: controlling the progress change of the skill indication mark to a progress bar. Indicates the charging time of delayed skill release.
  • the skill indication mark is a circular progress bar; the control skill indication mark uses the progress change of the progress bar to indicate the step of delaying the release of the skill, including: the center of the circle marked with the skill indication mark. As the center, a circular style that continues to expand starting from zero radius displays the progress changes of the progress bar to indicate the charging time of the delayed skill; among them, the radius of the progress bar when it is full is equal to the radius of the skill indicator, and the progress The full value of the bar is equal to the delayed release duration of the delayed skill.
  • the above method also includes: obtaining the radius of the skill indication mark and the delayed release duration of the delayed skill; obtaining the target speed according to the ratio of the radius of the skill indication mark and the delayed release duration; the above-mentioned starting radius is
  • the steps of using an ever-expanding circular style starting from zero to show the progress changes of the progress bar include: starting from a radius of zero and continuously expanding the radius of the circular style at the target speed to show the progress changes of the progress bar.
  • the above-mentioned skill indication mark is a circle; the above-mentioned control skill indication mark indicates the step of delaying the release of the skill by the progress change of the progress bar, including: the center of the circle marked by the skill indication mark and the skill indication.
  • the sector formed by the specified arc on the logo outline serves as the progress bar; starting from the center of the circle, the internal area of the sector is continuously filled with the target pattern to indicate the charging time of the delay skill; where the full value of the progress bar is equal to the delay of the delay skill Release duration.
  • the above-mentioned step of controlling the skill indication mark to indicate the charging duration of the delayed skill release with the progress change of the progress bar includes: using the outline of the skill indication mark as the progress bar, and changing the outline of the skill indication mark from the outline of the skill indication mark. The specified point begins to display progress changes to indicate the charging time of the delayed skill release.
  • the above method further includes: obtaining the change speed of the progress change through the ratio of the circumference of the outline of the skill indication mark to the delayed release duration of the delayed skill.
  • the step of controlling the display format of the skill indication mark to change according to preset rules to indicate the charging duration of the delayed skill release through the display format includes: controlling the skill indication mark to change in numbers to indicate the delay. The charging time for skill release.
  • the step of controlling the display format of the skill indication mark to change according to preset rules to indicate the charging duration of delayed skill release through the display format includes: controlling the skill indication mark to change color to indicate the delay. The charging time for skill release.
  • the above method further includes: canceling the display of the skill indicator in the graphical user interface. .
  • the electronic device shown in FIG. 9 also includes a bus 102 and a communication interface 103.
  • the processor 101, the communication interface 103 and the memory 100 are connected through the bus 102.
  • the memory 100 may include high-speed random access memory (RAM, Random Access Memory), and may also include non-volatile memory (non-volatile memory), such as at least one disk memory.
  • RAM random access memory
  • non-volatile memory non-volatile memory
  • the communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which can be wired or wireless), and the Internet, wide area network, local network, metropolitan area network, etc. can be used.
  • the bus 102 may be an ISA bus, a PCI bus, an EISA bus, etc.
  • the bus can be divided into address bus, data bus, control bus, etc. For ease of presentation, only one bidirectional arrow is used in Figure 9, but it does not mean that there is only one bus or one type of bus.
  • the processor 101 may be an integrated circuit chip with signal processing capabilities. During the implementation process, each step of the above method can be completed by instructions in the form of hardware integrated logic circuits or software in the processor 101 .
  • the above-mentioned processor 101 can be a general-purpose processor, including a central processing unit (Central Processing Unit, referred to as CPU), a network processor (Network Processor, referred to as NP), etc.; it can also be a digital signal processor (Digital Signal Processing, referred to as DSP). ), Application Specific Integrated Circuit (ASIC for short), Field-Programmable Gate Array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, and discrete hardware components.
  • CPU Central Processing Unit
  • NP Network Processor
  • DSP Digital Signal Processing
  • ASIC Application Specific Integrated Circuit
  • FPGA Field-Programmable Gate Array
  • a general-purpose processor may be a microprocessor or the processor may be any conventional processor, etc.
  • the steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly implemented by a hardware decoding processor, or executed by a combination of hardware and software modules in the decoding processor.
  • the software module can be located in random access memory, flash memory, read-only memory, programmable read-only memory or electrically erasable programmable memory, registers and other mature storage media in this field.
  • the storage medium is located in the memory 100.
  • the processor 101 reads the information in the memory 100 and completes the steps of the method in the foregoing embodiment in combination with its hardware.
  • Embodiments of the present disclosure also provide a computer-readable storage medium that stores computer-executable instructions.
  • the computer-executable instructions When the computer-executable instructions are called and executed by the processor, the computer-executable instructions cause the processor to
  • the specific implementation of the display control method for realizing the above game skills can be found in the method embodiments, and will not be described again here.
  • a graphical user interface is provided through a terminal device; the graphical user interface includes at least part of a game scene, and the game scene includes a virtual character controlled through the terminal device; the method includes: responding to a triggering operation for a delay skill, in the game scene Display the skill indicator of the delayed skill; among them, the skill indicator is used to: indicate the delay After the delayed skill is released, the scene area affected by the delayed skill; the display format of the control skill indicator changes according to the preset rules to indicate the charging time of the delayed skill release through the display format; in response to the release operation of the delayed skill, control Delayed skills are released in the scene area indicated by the skill indicator.
  • the scene area affected by the delay skill and the released charging time are integrated and displayed through the skill indicator in the game scene, so that the player can view the delay skill While affecting the scene area, check whether the released charging time reaches the extended release time, which avoids the player's line of sight from constantly switching between the affected area and the charging time when releasing the delayed skill, reducing the player's operational difficulty and psychological burden. Improves the player's gaming experience.
  • the above step of responding to the release operation of the delayed skill and controlling the release of the delayed skill in the scene area indicated by the skill indicator includes: responding to the release operation of the delayed skill, controlling the corresponding delay skill The combat props are thrown into the scene area indicated by the skill indicator mark.
  • the charging time reaches the delayed release time of the delayed skill, the delayed skill is controlled to be released in the scene area indicated by the skill indicator mark.
  • the above method before receiving a release operation for the delayed skill, the above method further includes: responding to the charging time reaching the delayed release time of the delayed skill, controlling the delayed skill to be released at the current location of the virtual character. .
  • the step of controlling the display format of the skill indication mark to change according to preset rules to indicate the charging duration of the delayed skill release through the display format includes: controlling the progress change of the skill indication mark to a progress bar. Indicates the charging time of delayed skill release.
  • the skill indication mark is a circular progress bar; the control skill indication mark uses the progress change of the progress bar to indicate the step of delaying the release of the skill, including: the center of the circle marked with the skill indication mark. As the center, a circular style that continues to expand starting from zero radius displays the progress changes of the progress bar to indicate the charging time of the delayed skill; among them, the radius of the progress bar when it is full is equal to the radius of the skill indicator, and the progress The full value of the bar is equal to the delayed release duration of the delayed skill.
  • the above method also includes: obtaining the radius of the skill indication mark and the delayed release duration of the delayed skill; obtaining the target speed according to the ratio of the radius of the skill indication mark and the delayed release duration; the above-mentioned starting radius is
  • the steps of using an ever-expanding circular style starting from zero to show the progress changes of the progress bar include: starting from a radius of zero and continuously expanding the radius of the circular style at the target speed to show the progress changes of the progress bar.
  • the above-mentioned skill indication mark is a circle; the above-mentioned control skill indication mark indicates the step of delaying the release of the skill by the progress change of the progress bar, including: the center of the circle marked by the skill indication mark and the skill indication.
  • the sector formed by the designated arc on the logo outline serves as the progress bar; starting from the center of the circle, the internal area of the sector is continuously filled with the target pattern to indicate the charging time of the delay skill; where the full value of the progress bar is equal to the delay of the delay skill Release duration.
  • the above-mentioned step of controlling the skill indication mark to indicate the charging duration of the delayed skill release with the progress change of the progress bar includes: using the outline of the skill indication mark as the progress bar, and changing the outline of the skill indication mark from the outline of the skill indication mark. The specified point begins to display progress changes to indicate the charging time of the delayed skill release.
  • the above method further includes: obtaining the change speed of the progress change through the ratio of the circumference of the outline of the skill indication mark to the delayed release duration of the delayed skill.
  • the step of controlling the display format of the skill indication mark to change according to preset rules to indicate the charging duration of the delayed skill release through the display format includes: controlling the skill indication mark to change in numbers to indicate the delay. The charging time for skill release.
  • the step of controlling the display format of the skill indication mark to change according to preset rules to indicate the charging duration of delayed skill release through the display format includes: controlling the skill indication mark to change color to indicate the delay. The charging time for skill release.
  • the above method further includes: canceling the display of the skill indicator in the graphical user interface. .
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium.
  • the technical solution of the present disclosure is essentially or the part that contributes to the existing technology or the part of the technical solution can be embodied in the form of a software product.
  • the computer software product is stored in a storage medium, including Several instructions are used to cause a computer device (which may be a personal computer, terminal device, or network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), magnetic disk or optical disk and other media that can store program code. .

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Abstract

本公开提供了一种游戏技能的显示控制方法、装置和电子设备,响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识,技能指示标识指示延时技能释放后影响的场景区域;控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长;响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。该方式中,延时技能被触发时,通过技能指示标识将延时技能影响的场景区域和释放的蓄力时长集成显示,从而玩家可在查看延时技能影响的场景区域的同时查看蓄力时长,避免了玩家在释放延时技能时视线不断在影响范围和蓄力时长之间切换,减少了玩家的操作难度和心理负担,提升了玩家的游戏体验。 (图2)

Description

游戏技能的显示控制方法、装置和电子设备
相关申请的交叉引用
本公开要求于2022年07月13日提交的申请号为202210825015.6、名称为“游戏技能的显示控制方法、装置和电子设备”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入本文。
技术领域
本公开涉及游戏交互技术领域,尤其是涉及一种游戏技能的显示控制方法、装置和电子设备。
背景技术
在射击类或其他冒险生存类游戏中,手雷或其他具有延时爆炸效果道具的投掷操作是游戏核心战斗体验的重要组成部分。相关技术中,当玩家触发手雷时,在游戏界面中会显示手雷的投掷预瞄线(该投掷预瞄线由抛物线和落点构成)和手雷爆炸范围,并在投掷预瞄线的顶部显示手雷爆炸倒计时。在游戏界面中,显示的手雷爆炸范围和手雷爆炸倒计时之间有一定的距离,当玩家结合敌人移动路径和手雷爆炸倒计时计算最佳投掷时间和落点位置时,视线会不断在落点和爆炸倒计时之间切换,从而增加了玩家的操作难度和心理负担,影响玩家的游戏体验。
需要说明的是,上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的相关技术的信息。
发明内容
本公开的目的在于提供一种游戏技能的显示控制方法、装置和电子设备,以减少玩家的操作难度和心理负担,提升玩家的游戏体验。
第一方面,本公开提供了一种游戏技能的显示控制方法,通过终端设备提供一图形用户界面;该图形用户界面中包括至少部分游戏场景,该游戏场景中包括通过终端设备控制的虚拟角色;该方法包括:响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识;其中,技能指示标识用于:指示延时技能释放后,延时技能影响的场景区域;控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长;响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。
第二方面,本公开提供了一种游戏技能的显示控制装置,通过终端设备提供一图形用户界面;该图形用户界面中包括至少部分游戏场景,该游戏场景中包括通过终端设备 控制的虚拟角色;该装置包括:标识显示模块,被配置为执行响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识;其中,技能指示标识用于:指示延时技能释放后,延时技能影响的场景区域;显示控制模块,被配置为执行控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长;技能释放模块,被配置为执行响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。
第三方面,本公开提供了一种电子设备,该电子设备包括处理器和存储器,该存储器存储有能够被处理器执行的机器可执行指令,该处理器执行机器可执行指令以实现上述游戏技能的显示控制方法。
第四方面,本公开提供了一种计算机可读存储介质,该计算机可读存储介质存储有计算机可执行指令,该计算机可执行指令在被处理器调用和执行时,该计算机可执行指令促使处理器实现上述游戏技能的显示控制方法。
本公开实施例带来了以下有益效果:
本公开提供的一种游戏技能的显示控制方法、装置和电子设备,首先响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识,该技能指示标识用于指示延时技能释放后,延时技能影响的场景区域;进而控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长;然后响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。该方式中,延时技能被触发时,在游戏场景中通过技能指示标识将延时技能影响的场景区域和释放的蓄力时长集成显示,从而玩家可在查看延时技能影响的场景区域的同时查看释放的蓄力时长是否达到延长释放时间,避免了玩家在释放延时技能时视线不断在影响范围和蓄力时长之间切换,减少了玩家的操作难度和心理负担,提升了玩家的游戏体验。
本公开的其他特征和优点将在随后的说明书中阐述,或者,部分特征和优点可以从说明书推知或毫无疑义地确定,或者通过实施本公开的上述技术即可得知。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施方式,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开具体实施方式或相关技术中的技术方案,下面将对具体实施方式或相关技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本公开的一些实施方式,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1为本公开一种可选的实施例提供的现有技术中提供的手雷爆炸倒计时和手雷爆炸范围的显示示意图;
图2为本公开一种可选的实施例提供的一种游戏技能的显示控制方法的流程图;
图3为本公开一种可选的实施例提供的另一种游戏技能的显示控制方法的流程图;
图4为本公开一种可选的实施例提供的手雷的技能指示标识的示意图;
图5为本公开一种可选的实施例提供的一种扇形进度条的示意图;
图6为本公开一种可选的实施例提供的一种环形进度条的示意图;
图7为本公开一种可选的实施例提供的另一种游戏技能的显示控制方法的流程图;
图8为本公开一种可选的实施例提供的一种游戏技能的显示控制装置的结构示意图;
图9为本公开一种可选的实施例提供的一种电子设备的结构示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。
因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。
在射击类或其他冒险生存类游戏中,手雷作为典型的具有延时爆炸效果的投掷类物品,是不可或缺的战斗道具。手雷或其他具有延时爆炸效果道具的投掷操作是游戏核心战斗体验的重要组成部分。相关技术中,当玩家触发手雷时,在游戏界面中会显示手雷的投掷预瞄线,在投掷预瞄线的顶部还会显示手雷爆炸倒计时,该投掷预瞄线由抛物线和落点构成;如果需要像玩家触发手雷爆炸范围,通常会通过一个以落点为圆心的圆形UI(User Interface,用户界面)进行显示提醒。如图1所示为现有技术中提供的手雷爆炸倒计时和手雷爆炸范围的显示示意图,图1中的5s代表了手雷爆炸倒计时,圆形区域代表了手雷爆炸范围。
在游戏界面中,显示的手雷爆炸范围和手雷爆炸倒计时之间有一定的距离,容易出现下述两种情况对玩家游戏体验造成严重影响:1)当玩家全神贯注调整手雷落点时,忽略爆炸倒计时而发生“自雷”现象;2)当玩家结合敌人移动路径和手雷爆炸倒计时计算最佳投掷时间和落点位置时,视线会不断在落点和爆炸倒计时之间切换,并且还要根据敌人的行动实时调整,从而增加了玩家的操作难度和心理负担。
基于上述问题,本公开实施例提供了一种游戏技能的显示控制方法、装置和电子设备。该技术可以应用于射击类或其他冒险生存类游戏中,游戏技能的释放场景中,尤其是具有延时爆炸效果道具的投掷场景中。
在本公开的一种实施例中的游戏技能的显示控制方法,可以运行于终端设备或者是 服务器。其中,终端设备可以为本地终端设备。当游戏技能的显示控制方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,信息交互方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的终端设备为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,终端设备可以为本地终端设备。以游戏为例,本地终端设备存储有游戏程序并用于呈现游戏画面。本地终端设备用于通过图形用户界面与玩家进行交互,即,常规的通过电子设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本公开实施例提供了一种游戏技能的显示控制方法,通过终端设备提供一图形用户界面;该图形用户界面中包括至少部分游戏场景,该游戏场景中包括通过终端设备控制的虚拟角色;如图2所示,该方法包括如下具体步骤:
步骤S202,响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识;其中,技能指示标识用于:指示延时技能释放后,延时技能影响的场景区域。
上述游戏场景中可以显示有虚拟角色,该虚拟角色可以使用延时技能。该延时技能可以是玩家投掷具有延时爆炸效果的战斗道具(该战斗道具可以是手雷、地雷等),也可以是玩家释放的具有延时攻击力的技能,还可以是根据研发需求设置的其他可延时释放的技能。
上述对延时技能的触发操作,可以是玩家点击、按压或者拖拽延时技能的操作,还可以是点击、按压或者拖拽技能触发控件的操作,该技能触发控件通常可显示在图形用户界面中,该技能触发控件用于控制延时技能的触发。例如,如果延时技能为战斗道具(例如,手雷),针对延时技能的触发操作可以是拔掉战斗道具的保险的操作。在具体实现时,当玩家触发延时技能时,在游戏场景中会显示延时技能的技能指示标识,该技能指示标识用于指示延时技能释放后,延时技能影响的场景区域。
上述延时技能影响的场景区域可以根据延时技能的威力确定,通常延时技能的威力 越大,影响的场景区域越大。该延时技能影响的场景区域的形状可以根据延时技能的属性确定,例如,如果延时技能对应手雷爆炸,那么手雷爆炸影响的场景区域(也可称为爆炸范围)可以用以预判落点为圆形的圆形区域表示。
步骤S204,控制上述技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长。
上述技能指示标识的显示格式可以按照预设规则变化,且通过该显示格式使得技能指示标识也可用来指示延时技能释放的蓄力时长,该蓄力时长也可以理解为延时技能释放的延时倒计时。具体地,延时技能可以延时释放,但是需要在蓄力时长到达延时技能的延时释放时长前释放,不然会导致延时技能失效或者延时技能作用于自身(例如,延时技能为手雷爆炸时,如果超过了手雷的爆炸时间还未投掷手雷,那么手雷将会炸掉虚拟角色自身)。
通过技能指示标识既可指示延时技能影响的场景区域,又可在场景区域内显示延时技能的释放时间,从而使得场景区域和释放技能释放的蓄力时长近距离显示(也即是集成显示),避免了延时技能影响的场景区域和蓄力时长在界面中显示的距离过大,玩家根据敌人移动路径进行预判技能释放时,视觉焦点需要反复在蓄力时长和影响的场景区域之间切换的问题,从而可减少玩家操作压力和投掷的不安全感。
在具体实现时,上述技能指示标识的显示格式对应的预设规则可以根据研发需求进行设定,例如,可以在技能指示标识指示的延时技能影响的场景区域上,以逐渐变大的圆形区域来显示延时技能释放的蓄力时长,也即是随着圆形区域的变大,蓄力时长逐渐变少;还可以在技能指示标识指示的延时技能影响的场景区域上,以进度逐渐增加的进度条来显示延时技能释放的蓄力时长;也可以在技能指示标识指示的延时技能影响的场景区域上直接显示蓄力时长对应的倒计时数字,该数字用于指示时间;还可以根据控制技能指示标识以颜色变化指示延时技能释放的蓄力时长。(例如,可以通过颜色由深到浅的变化或者由浅到深的变化,来指示延时技能释放的蓄力时长,具体可根据研发需求设置)。
步骤S206,响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。
上述对延时技能的释放操作,可以是触发图形用户界面中的某一控件的操作,还可以是对延时技能的拖拽操作等,具体可根据研发需求设定,在此不做具体限定。当玩家释放延时技能时,延时技能会在技能指示标识指示的场景区域释放,在延时技能释放完成前,技能指示标识会一直显示在游戏场景中,以使玩家直观的看到技能的作用范围。延时技能释放完成后,技能指示标识会立即消失,从而减小图形用户界面的显示压力。
本公开实施例提供的一种游戏技能的显示控制方法,首先响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识,该技能指示标识用于指示延时技能释放后,延时技能影响的场景区域;进而控制技能指示标识的显示格式按照预设规则变 化,以通过显示格式指示延时技能释放的蓄力时长;然后响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。该方式中,延时技能被触发时,在游戏场景中通过技能指示标识将延时技能影响的场景区域和释放的蓄力时长集成显示,从而玩家可在查看延时技能影响的场景区域的同时查看释放的蓄力时长是否达到延长释放时间,避免了玩家在释放延时技能时视线不断在影响范围和蓄力时长之间切换,减少了玩家的操作难度和心理负担,提升了玩家的游戏体验。
本公开实施例还提供了另一种游戏技能的显示控制方法,该方法在上述实施例的基础上实现,该方法重点描述控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长的具体过程(具体通过下述步骤S304实现);如图3所示,该方法包括如下具体步骤:
步骤S302,响应针对技能触发控件的按压操作,在游戏场景中显示延时技能的技能指示标识;其中,技能指示标识用于:指示延时技能释放后,延时技能影响的场景区域。
上述技能触发控件可以设置在图形用户界面的右下角或者左下角等方便用户操作的位置,该技能触发控件用于控制延时技能的触发。例如,如果延时技能为手雷,该技能触发控件可以是手雷对应的触发控件。
步骤S304,控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长。
在具体实现时,可以将延时技能释放的蓄力时长以进度条的形式,集成显示到技能指示标识指示的场景区域中,从而玩家在释放技能时,可同时查看延时技能释放的蓄力时长和影响的场景区域,避免玩家在延时技能释放的蓄力时长和影响的场景区域之间切换视线。
在一些实施例中,上述技能指示标识指示的场景区域可为圆形区域;该圆形区域的圆心可以是预判的技能释放的落点,玩家根据敌人移动路径进行预判技能释放时,会调整技能释放的落点,技能释放的落点的变化,技能指示标识的场景区域也会跟随变化。
具体地,技能指示标识为圆形的进度条,因而可以技能指示标识的圆心为中心,从半径为零开始不断扩大的圆形样式展示进度条的进度变化,以指示延时技能的蓄力时长;其中,进度条满值时的半径与技能指示标识的半径相等,且进度条的满值等于延时技能的延迟释放时长。也可以理解为圆形的进度条的半径扩大到与技能指示标识指示的场景区域对应的半径相同时,不再扩大,延时技能被触发后,圆形进度条不断扩大,延时技能释放的蓄力时长随着时间的推移逐渐减少,当蓄力时长变为零时,延时技能将自动释放。
在具体实现时,上述不断扩大的圆形样式的半径扩大速度(相当于目标速度)的确定方式为:获取技能指示标识的半径,以及延时技能的延迟释放时长;根据技能指示标识的半径与延迟释放时长的比值,获得目标速度。例如,技能指示标识指示的场景区域对应的半径为R,延时技能的延迟释放时长为t,那么目标速度v=R/t,当r=R时,延时 技能自动释放。
为了便于对圆形进度条进行理解,以延时技能为手雷爆炸为例,如图4所示为本公开实施例提供的手雷的技能指示标识的示意图,图4中的右下角显示有技能触发控件,当玩家按下该技能触发控件时,圆形的进度条便从半径为0开始不断扩大,半径达到和手雷影响的场景区域(相当于手雷的爆炸范围)相等时爆炸;如果玩家在爆炸前将手雷投掷出去,则爆炸范围和圆形进度条始终会显示在落点处,直至手雷爆炸后消失。图4中的大圆圈代表手雷影响的场景区域,小圆圈代表正在不断扩大的圆形的进度条,虚线代表了投掷预描线,该圆形区域的圆形为投掷预描线的落点,也是手雷的预判落点。图4中的左侧还显示有取消控件,当玩家按下技能触发控件时,再点击取消控件即可取消触发操作。
在一些实施例中,上述技能指示标识为圆形;上述步骤S304还可以通过下述步骤10-11实现:
步骤10,由技能指示标识的圆心以及技能指示标识轮廓上的指定弧形构成的扇形作为进度条。
步骤11,从上述圆心开始,以目标样式不断填充扇形内部区域,以指示延时技能的蓄力时长;其中,进度条的满值等于延时技能的延迟释放时长。
上述目标样式可以根据研发需求设定,例如,可以是从技能指示标识的圆心与技能指示标识的轮廓上的预设点的连线开始,不断扩大的扇形进度条,延时技能释放的蓄力时长以进度不断增加的扇形进度条,来表征释放的蓄力时长的减少。具体地,扇形进度条的进度增加速度可以是技能指示标识对应的圆形的周长与延时技能的延时释放时长的比值。
如图5所示为一种扇形进度条的示意图,图5中的右下角显示有技能触发控件,当玩家按下该技能触发控件时,扇形进度条从技能指示标识的圆心与技能指示标识的轮廓上的预设点的连线开始不断扩大,扇形进度条的覆盖区域与技能指示标识指示的圆形时,释放延时技能,该预设点可以根据研发需求设置。图5中阴影部分对应的扇形即为正在不断扩大的扇形进度条。
在可选实施例中,上述步骤S304的具体实现方式,还包括:将技能指示标识的轮廓上作为进度条,从技能指示标识轮廓上的指定点开始显示进度变化,以指示延时技能释放的蓄力时长。在具体实现时,可以在技能指示标识的轮廓的外边缘或者内边缘,显示延时技能释放的蓄力时长对应的进度条,从而可以同时查看延时技能影响的场景区域和释放的蓄力时长。具体地,可以通过技能指示标识的轮廓的周长与延时技能的延迟释放时长的比值,获得进度变化的变化速度。
具体地,上述延时技能释放的蓄力时长对应的进度条包括:以技能指示标识的轮廓中的指定位置为起始点,按照变化速度增加进度的环形进度条;如果环形进度条的进度增加至起始点的位置,延时技能将自动释放。上述指定位置可以是根据研发需求设置的 任意位置。
如图6所示为一种环形进度条的示意图,图6中的右下角显示有技能触发控件,当玩家按下该技能触发控件时,环形进度条便从起始点开始增加进度,环形进度条的进度增加至起始点时,释放延时技能。图6中阴影部分对应的环形区域即为正在不断扩大的环形进度条。
步骤S306,响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。
在具体实现时,在接收到针对延时技能的释放操作前,还可响应蓄力时长到达延时技能的延迟释放时长,控制延时技能在虚拟角色当前所在的位置释放。因而,需要在蓄力时长达到延时技能的延时释放时长时,释放延时技能,以避免延时技能作用于虚拟角色自身。
步骤S308,当延时技能释放完成后,在图形用户界面中取消显示技能指示标识。
在延时技能释放完成之前,在图形用户界面中会一直显示技能指示标识,从而可使玩家直观的看到延时技能的作用范围。在延时技能释放完成之后,在图形用户界面中取消显示技能释放标识,可以减少图形用户界面的显示压力,提升玩家游戏体验。
上述游戏技能的显示控制方法,如果玩家触发了延时技能,将控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长,且该蓄力时长显示在技能指示标识指示的延时技能影响的场景区域,以从视觉上加强延时技能影响的场景区域和技能释放的蓄力时长的关联度,避免了玩家忽略蓄力时长提示而导致的延时技能作用于自身的现象;同时,避免了玩家根据敌人移动路径进行预判释放技能时,视觉焦点反复在蓄力时长提示和影响范围之间切换,从而降低精准释放技能的难度,提高技能释放的安全感。
本公开实施例还提供了另一种游戏技能的显示控制方法,该方法在上述实施例的基础上实现,该方法重点描述控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长的具体过程(具体通过下述步骤S704实现),以及响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放的具体过程(具体通过下述步骤S706实现);如图7所示,该方法包括如下具体步骤:
步骤S702,响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识,该技能指示标识用于:指示延时技能释放后,延时技能影响的场景区域。
步骤S704,控制技能指示标识以数字变化指示延时技能释放的蓄力时长。
在具体实现时,可用数字直接表示延时技能释放的蓄力时长,从而可以玩家更加直观的查看到释放技能所剩的时间。同时,将延时技能释放的蓄力时长集成显示在技能指示标识指示的场景区域内,可使玩家同时查看延时技能影响的场景区域和延时技能的蓄力时长。
步骤S706,响应针对延时技能的释放操作,控制延时技能对应的战斗道具投掷至技能指示标识指示的场景区域,当蓄力时长到达延时技能的延迟释放时长时,控制延时 技能在技能指示标识指示的场景区域释放。
上述游戏技能的显示控制方法,玩家可同时查看技能释放的蓄力时长和延时技能影响的场景区域,避免了玩家在释放延时技能的过程中,由于忽略技能倒计时而导致的技能作用于自身的现象;同时,也避免了玩家根据敌人移动路径进行预判投掷时,视觉焦点需要反复切换的现象,从而减少了操作压力和技能释放的不安全感。
对应于上述方法实施例,本公开实施例提供了一种游戏技能的显示控制装置,通过终端设备提供一图形用户界面;该图形用户界面中包括至少部分游戏场景,该游戏场景中包括通过终端设备控制的虚拟角色;如图8所示,该装置包括:
标识显示模块80,被配置为执行响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识;其中,技能指示标识用于:指示延时技能释放后,延时技能影响的场景区域。
显示控制模块81,被配置为执行控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长。
技能释放模块82,被配置为执行响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。
上述游戏技能的显示控制装置,首先响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识,该技能指示标识用于指示延时技能释放后,延时技能影响的场景区域;进而控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长;然后响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。该方式中,延时技能被触发时,在游戏场景中通过技能指示标识将延时技能影响的场景区域和释放的蓄力时长集成显示,从而玩家可在查看延时技能影响的场景区域的同时查看释放的蓄力时长是否达到延长释放时间,避免了玩家在释放延时技能时视线不断在影响范围和蓄力时长之间切换,减少了玩家的操作难度和心理负担,提升了玩家的游戏体验。
上述技能释放模块82,还被配置为执行:响应针对延时技能的释放操作,控制延时技能对应的战斗道具投掷至技能指示标识指示的场景区域,当蓄力时长到达延时技能的延迟释放时长时,控制延时技能在技能指示标识指示的场景区域释放。
在具体实现时,上述装置还包括自动释放模块,被配置为执行:在接收到针对延时技能的释放操作前,响应蓄力时长到达延时技能的延迟释放时长,控制延时技能在虚拟角色当前所在的位置释放。
具体地,上述显示控制模块81,被配置为执行:控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长。
进一步地,上述技能指示标识为圆形的进度条;上述显示控制模块81,还被配置为执行:以技能指示标识的圆心为中心,从半径为零开始不断扩大的圆形样式展示进度条的进度变化,以指示延时技能的蓄力时长;其中,进度条满值时的半径与技能指示标 识的半径相等,且进度条的满值等于延时技能的延迟释放时长。
在具体实现时,上述装置还包括目标速度确定模块,被配置为执行:获取技能指示标识的半径,以及延时技能的延迟释放时长;根据技能指示标识的半径与延迟释放时长的比值,获得目标速度。上述显示控制模块81,还被配置为执行:从半径为零开始,以目标速度不断扩大圆形样式的半径,以展示进度条的进度变化。
在具体实现时,上述技能指示标识为圆形;上述显示控制模块81,还被配置为执行:由技能指示标识的圆心以及技能指示标识轮廓上的指定弧形构成的扇形作为进度条;从圆心开始,以目标样式不断填充扇形内部区域,以指示延时技能的蓄力时长;其中,进度条的满值等于延时技能的延迟释放时长。
进一步地,上述显示控制模块81,还被配置为执行:将技能指示标识的轮廓上作为进度条,从技能指示标识轮廓上的指定点开始显示进度变化,以指示延时技能释放的蓄力时长。
在具体实现时,上述装置还包括变化速度确定模块,被配置为执行:通过技能指示标识的轮廓的周长与延时技能的延迟释放时长的比值,获得进度变化的变化速度。
在实际应用中,上述显示控制模块81,还被配置为执行:控制技能指示标识以数字变化指示延时技能释放的蓄力时长。
进一步地,上述显示控制模块81,还被配置为执行:控制技能指示标识以颜色变化指示延时技能释放的蓄力时长。
在具体实现时,上述装置还包括取消显示模块,被配置为执行在响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放之后,上述方法还包括:在图形用户界面中取消显示技能指示标识。
本公开实施例所提供的游戏技能的显示控制装置,其实现原理及产生的技术效果和前述方法实施例相同,为简要描述,装置实施例部分未提及之处,可参考前述方法实施例中相应内容。
本公开实施例还提供了一种电子设备,如图9所示,该电子设备包括处理器和存储器,该存储器存储有能够被处理器执行的机器可执行指令,该处理器执行机器可执行指令以实现上述游戏技能的显示控制方法。
具体地,通过终端设备提供一图形用户界面;该图形用户界面中包括至少部分游戏场景,该游戏场景中包括通过终端设备控制的虚拟角色;该方法包括:响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识;其中,技能指示标识用于:指示延时技能释放后,延时技能影响的场景区域;控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长;响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。
上述游戏技能的显示控制方法中,当延时技能被触发时,在游戏场景中通过技能指示标识将延时技能影响的场景区域和释放的蓄力时长集成显示,从而玩家可在查看延时 技能影响的场景区域的同时查看释放的蓄力时长是否达到延长释放时间,避免了玩家在释放延时技能时视线不断在影响范围和蓄力时长之间切换,减少了玩家的操作难度和心理负担,提升了玩家的游戏体验。
在可选的实施方式中,上述响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放的步骤,包括:响应针对延时技能的释放操作,控制延时技能对应的战斗道具投掷至技能指示标识指示的场景区域,当蓄力时长到达延时技能的延迟释放时长时,控制延时技能在技能指示标识指示的场景区域释放。
在可选的实施方式中,在接收到针对延时技能的释放操作前,上述方法还包括:响应蓄力时长到达延时技能的延迟释放时长,控制延时技能在虚拟角色当前所在的位置释放。
在可选的实施方式中,上述控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长的步骤,包括:控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长。
在可选的实施方式中,上述技能指示标识为圆形的进度条;上述控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长的步骤,包括:以技能指示标识的圆心为中心,从半径为零开始不断扩大的圆形样式展示进度条的进度变化,以指示延时技能的蓄力时长;其中,进度条满值时的半径与技能指示标识的半径相等,且进度条的满值等于延时技能的延迟释放时长。
在可选的实施方式中,上述方法还包括:获取技能指示标识的半径,以及延时技能的延迟释放时长;根据技能指示标识的半径与延迟释放时长的比值,获得目标速度;上述从半径为零开始不断扩大的圆形样式展示进度条的进度变化的步骤,包括:从半径为零开始,以目标速度不断扩大圆形样式的半径,以展示进度条的进度变化。
在可选的实施方式中,上述技能指示标识为圆形;上述控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长的步骤,包括:由技能指示标识的圆心以及技能指示标识轮廓上的指定弧形构成的扇形作为进度条;从圆心开始,以目标样式不断填充扇形内部区域,以指示延时技能的蓄力时长;其中,进度条的满值等于延时技能的延迟释放时长。
在可选的实施方式中,上述控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长的步骤,包括:将技能指示标识的轮廓上作为进度条,从技能指示标识轮廓上的指定点开始显示进度变化,以指示延时技能释放的蓄力时长。
在可选的实施方式中,上述方法还包括:通过技能指示标识的轮廓的周长与延时技能的延迟释放时长的比值,获得进度变化的变化速度。
在可选的实施方式中,上述控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长的步骤,包括:控制技能指示标识以数字变化指示延时技能释放的蓄力时长。
在可选的实施方式中,上述控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长的步骤,包括:控制技能指示标识以颜色变化指示延时技能释放的蓄力时长。
在可选的实施方式中,上述响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放的步骤之后,上述方法还包括:在图形用户界面中取消显示技能指示标识。
进一步地,图9所示的电子设备还包括总线102和通信接口103,处理器101、通信接口103和存储器100通过总线102连接。
其中,存储器100可能包含高速随机存取存储器(RAM,Random Access Memory),也可能还包括非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器。通过至少一个通信接口103(可以是有线或者无线)实现该系统网元与至少一个其他网元之间的通信连接,可以使用互联网,广域网,本地网,城域网等。总线102可以是ISA总线、PCI总线或EISA总线等。所述总线可以分为地址总线、数据总线、控制总线等。为便于表示,图9中仅用一个双向箭头表示,但并不表示仅有一根总线或一种类型的总线。
处理器101可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器101中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器101可以是通用处理器,包括中央处理器(Central Processing Unit,简称CPU)、网络处理器(Network Processor,简称NP)等;还可以是数字信号处理器(Digital Signal Processing,简称DSP)、专用集成电路(Application Specific Integrated Circuit,简称ASIC)、现成可编程门阵列(Field-Programmable Gate Array,简称FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本公开实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本公开实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器100,处理器101读取存储器100中的信息,结合其硬件完成前述实施例的方法的步骤。
本公开实施例还提供了一种计算机可读存储介质,该计算机可读存储介质存储有计算机可执行指令,该计算机可执行指令在被处理器调用和执行时,该计算机可执行指令促使处理器实现上述游戏技能的显示控制方法,具体实现可参见方法实施例,在此不再赘述。
通过终端设备提供一图形用户界面;该图形用户界面中包括至少部分游戏场景,该游戏场景中包括通过终端设备控制的虚拟角色;该方法包括:响应针对延时技能的触发操作,在游戏场景中显示延时技能的技能指示标识;其中,技能指示标识用于:指示延 时技能释放后,延时技能影响的场景区域;控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长;响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放。
上述游戏技能的显示控制方法中,当延时技能被触发时,在游戏场景中通过技能指示标识将延时技能影响的场景区域和释放的蓄力时长集成显示,从而玩家可在查看延时技能影响的场景区域的同时查看释放的蓄力时长是否达到延长释放时间,避免了玩家在释放延时技能时视线不断在影响范围和蓄力时长之间切换,减少了玩家的操作难度和心理负担,提升了玩家的游戏体验。
在可选的实施方式中,上述响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放的步骤,包括:响应针对延时技能的释放操作,控制延时技能对应的战斗道具投掷至技能指示标识指示的场景区域,当蓄力时长到达延时技能的延迟释放时长时,控制延时技能在技能指示标识指示的场景区域释放。
在可选的实施方式中,在接收到针对延时技能的释放操作前,上述方法还包括:响应蓄力时长到达延时技能的延迟释放时长,控制延时技能在虚拟角色当前所在的位置释放。
在可选的实施方式中,上述控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长的步骤,包括:控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长。
在可选的实施方式中,上述技能指示标识为圆形的进度条;上述控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长的步骤,包括:以技能指示标识的圆心为中心,从半径为零开始不断扩大的圆形样式展示进度条的进度变化,以指示延时技能的蓄力时长;其中,进度条满值时的半径与技能指示标识的半径相等,且进度条的满值等于延时技能的延迟释放时长。
在可选的实施方式中,上述方法还包括:获取技能指示标识的半径,以及延时技能的延迟释放时长;根据技能指示标识的半径与延迟释放时长的比值,获得目标速度;上述从半径为零开始不断扩大的圆形样式展示进度条的进度变化的步骤,包括:从半径为零开始,以目标速度不断扩大圆形样式的半径,以展示进度条的进度变化。
在可选的实施方式中,上述技能指示标识为圆形;上述控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长的步骤,包括:由技能指示标识的圆心以及技能指示标识轮廓上的指定弧形构成的扇形作为进度条;从圆心开始,以目标样式不断填充扇形内部区域,以指示延时技能的蓄力时长;其中,进度条的满值等于延时技能的延迟释放时长。
在可选的实施方式中,上述控制技能指示标识以进度条的进度变化指示延时技能释放的蓄力时长的步骤,包括:将技能指示标识的轮廓上作为进度条,从技能指示标识轮廓上的指定点开始显示进度变化,以指示延时技能释放的蓄力时长。
在可选的实施方式中,上述方法还包括:通过技能指示标识的轮廓的周长与延时技能的延迟释放时长的比值,获得进度变化的变化速度。
在可选的实施方式中,上述控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长的步骤,包括:控制技能指示标识以数字变化指示延时技能释放的蓄力时长。
在可选的实施方式中,上述控制技能指示标识的显示格式按照预设规则变化,以通过显示格式指示延时技能释放的蓄力时长的步骤,包括:控制技能指示标识以颜色变化指示延时技能释放的蓄力时长。
在可选的实施方式中,上述响应针对延时技能的释放操作,控制延时技能在技能指示标识指示的场景区域释放的步骤之后,上述方法还包括:在图形用户界面中取消显示技能指示标识。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,终端设备,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
在本公开的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本公开和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本公开的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应所述以权利要求的保护范围为准。

Claims (15)

  1. 一种游戏技能的显示控制方法,通过终端设备提供一图形用户界面;所述图形用户界面中包括至少部分游戏场景,所述游戏场景中包括通过所述终端设备控制的虚拟角色;所述方法包括:
    响应针对延时技能的触发操作,在所述游戏场景中显示所述延时技能的技能指示标识;其中,所述技能指示标识用于:指示所述延时技能释放后,所述延时技能影响的场景区域;
    控制所述技能指示标识的显示格式按照预设规则变化,以通过所述显示格式指示所述延时技能释放的蓄力时长;
    响应针对所述延时技能的释放操作,控制所述延时技能在所述技能指示标识指示的场景区域释放。
  2. 根据权利要求1所述的方法,其中,所述响应针对所述延时技能的释放操作,控制所述延时技能在所述技能指示标识指示的场景区域释放的步骤,包括:
    响应针对所述延时技能的释放操作,控制所述延时技能对应的战斗道具投掷至所述技能指示标识指示的场景区域,当所述蓄力时长到达所述延时技能的延迟释放时长时,控制所述延时技能在所述技能指示标识指示的场景区域释放。
  3. 根据权利要求1所述的方法,其中,在接收到针对所述延时技能的释放操作前,所述方法还包括:
    响应所述蓄力时长到达所述延时技能的延迟释放时长,控制所述延时技能在所述虚拟角色当前所在的位置释放。
  4. 根据权利要求1所述的方法,其中,所述控制所述技能指示标识的显示格式按照预设规则变化,以通过所述显示格式指示所述延时技能释放的蓄力时长的步骤,包括:控制所述技能指示标识以进度条的进度变化指示所述延时技能释放的蓄力时长。
  5. 根据权利要求4所述的方法,其中,所述技能指示标识为圆形的进度条;
    所述控制所述技能指示标识以进度条的进度变化指示所述延时技能释放的蓄力时长的步骤,包括:
    以所述技能指示标识的圆心为中心,从半径为零开始不断扩大的圆形样式展示所述进度条的进度变化,以指示所述延时技能的蓄力时长;
    其中,所述进度条满值时的半径与所述技能指示标识的半径相等,且所述进度条的满值等于所述延时技能的延迟释放时长。
  6. 根据权利要求5所述的方法,其中,所述方法还包括:
    获取所述技能指示标识的半径,以及所述延时技能的延迟释放时长;
    根据所述技能指示标识的半径与所述延迟释放时长的比值,获得目标速度;
    所述从半径为零开始不断扩大的圆形样式展示所述进度条的进度变化的步骤,包括:
    从半径为零开始,以所述目标速度不断扩大所述圆形样式的半径,以展示所述进度 条的进度变化。
  7. 根据权利要求4所述的方法,其中,所述技能指示标识为圆形;
    所述控制所述技能指示标识以进度条的进度变化指示所述延时技能释放的蓄力时长的步骤,包括:
    由所述技能指示标识的圆心以及所述技能指示标识轮廓上的指定弧形构成的扇形作为进度条;
    从所述圆心开始,以目标样式不断填充所述扇形内部区域,以指示所述延时技能的蓄力时长;
    其中,所述进度条的满值等于所述延时技能的延迟释放时长。
  8. 根据权利要求4所述的方法,其中,所述控制所述技能指示标识以进度条的进度变化指示所述延时技能释放的蓄力时长的步骤,包括:
    将所述技能指示标识的轮廓上作为进度条,从所述技能指示标识轮廓上的指定点开始显示进度变化,以指示所述延时技能释放的蓄力时长。
  9. 根据权利要求8所述的方法,其中,所述方法还包括:
    通过所述技能指示标识的轮廓的周长与所述延时技能的延迟释放时长的比值,获得所述进度变化的变化速度。
  10. 根据权利要求1所述的方法,其中,所述控制所述技能指示标识的显示格式按照预设规则变化,以通过所述显示格式指示所述延时技能释放的蓄力时长的步骤,包括:
    控制所述技能指示标识以数字变化指示所述延时技能释放的蓄力时长。
  11. 根据权利要求1所述的方法,其中,所述控制所述技能指示标识的显示格式按照预设规则变化,以通过所述显示格式指示所述延时技能释放的蓄力时长的步骤,包括:
    控制所述技能指示标识以颜色变化指示所述延时技能释放的蓄力时长。
  12. 根据权利要求1所述的方法,其中,所述响应针对所述延时技能的释放操作,控制所述延时技能在所述技能指示标识指示的场景区域释放的步骤之后,所述方法还包括:
    在所述图形用户界面中取消显示所述技能指示标识。
  13. 一种游戏技能的显示控制装置,通过终端设备提供一图形用户界面;所述图形用户界面中包括至少部分游戏场景,所述游戏场景中包括通过所述终端设备控制的虚拟角色;所述装置包括:
    标识显示模块,被配置为执行响应针对延时技能的触发操作,在所述游戏场景中显示所述延时技能的技能指示标识;其中,所述技能指示标识用于:指示所述延时技能释放后,所述延时技能影响的场景区域;
    显示控制模块,被配置为执行控制所述技能指示标识的显示格式按照预设规则变化,以通过所述显示格式指示所述延时技能释放的蓄力时长;
    技能释放模块,被配置为执行响应针对所述延时技能的释放操作,控制所述延时技 能在所述技能指示标识指示的场景区域释放。
  14. 一种电子设备,包括处理器和存储器,所述存储器存储有能够被所述处理器执行的机器可执行指令,所述处理器执行所述机器可执行指令以实现权利要求1至12任一项所述的游戏技能的显示控制方法。
  15. 一种计算机可读存储介质,所述计算机可读存储介质存储有计算机可执行指令,所述计算机可执行指令在被处理器调用和执行时,所述计算机可执行指令促使所述处理器实现权利要求1至12任一项所述的游戏技能的显示控制方法。
PCT/CN2023/084081 2022-07-13 2023-03-27 游戏技能的显示控制方法、装置和电子设备 WO2024011952A1 (zh)

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