WO2024051069A1 - Game skill control method and apparatus, electronic device, and storage medium - Google Patents

Game skill control method and apparatus, electronic device, and storage medium Download PDF

Info

Publication number
WO2024051069A1
WO2024051069A1 PCT/CN2023/073005 CN2023073005W WO2024051069A1 WO 2024051069 A1 WO2024051069 A1 WO 2024051069A1 CN 2023073005 W CN2023073005 W CN 2023073005W WO 2024051069 A1 WO2024051069 A1 WO 2024051069A1
Authority
WO
WIPO (PCT)
Prior art keywords
skill
range
game
target
virtual character
Prior art date
Application number
PCT/CN2023/073005
Other languages
French (fr)
Chinese (zh)
Inventor
李伟楠
Original Assignee
网易(杭州)网络有限公司
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 网易(杭州)网络有限公司 filed Critical 网易(杭州)网络有限公司
Publication of WO2024051069A1 publication Critical patent/WO2024051069A1/en

Links

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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • 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

Definitions

  • the present disclosure relates to the field of game technology, and in particular to a game skill control method, device, electronic device and storage medium.
  • the purpose of this disclosure is to provide a game skill control method, device, electronic device and storage medium to address the deficiencies in the above related technologies, which can improve the release efficiency of range release skills.
  • the present disclosure provides a game skill control method that provides a graphical user interface through a terminal device, the graphical user interface includes at least one virtual character in a game scene, and the virtual character is configured to pass through the The terminal device performs control, and the method includes:
  • a target position is determined in the second position, and the skill range identifier corresponding to the first skill is switched from the first position to the target position for display. .
  • the present disclosure provides a game skill control device that provides a graphical user interface through a terminal device.
  • the graphical user interface includes at least one virtual character in a game scene, and the virtual character is configured to pass through the Terminal equipment is controlled, and the device includes:
  • a display module configured to display a skill range identifier corresponding to the first skill at a first position in the game scene in response to the first triggering operation for the first skill, wherein the first skill is a range release skill.
  • a determination module configured to determine a second position corresponding to the first skill in the game scene, where the second position is a candidate display position of the skill range identifier
  • a switching module configured to respond to a position switching operation for the first skill, determine a target position in the second position, and switch the skill range identifier corresponding to the first skill from the first position to the target position.
  • the target position is displayed.
  • the present disclosure provides an electronic device, including: a processor, a storage medium, and a bus.
  • the storage medium stores machine-readable instructions executable by the processor.
  • the processor Communicating with the storage medium through a bus, the processor executes the machine-readable instructions to perform the steps of the game skill control method in any one of the preceding embodiments.
  • the present disclosure provides a computer-readable storage medium.
  • a computer program is stored on the computer-readable storage medium.
  • the computer program executes the game skill control as described in any one of the preceding embodiments. Method steps.
  • Embodiments of the present disclosure provide a game skill control method, device, electronic device and storage medium.
  • the method can provide a graphical user interface through a terminal device.
  • the graphical user interface includes at least one virtual character in a game scene.
  • the virtual character Configured to be controlled through a terminal device, the method includes: in response to a first triggering operation for the first skill, displaying a skill range identifier corresponding to the first skill at a first position in the game scene, where the first skill is a range Release the skill; determine the second position corresponding to the first skill in the game scene, where the second position is the candidate display position of the skill range identifier; determine a target position in the second position in response to the position switching operation for the first skill , switching the skill range identifier corresponding to the first skill from the first position to the target position for display, enabling the target position to be quickly determined in the second position corresponding to the first skill in the game scene for releasing the first skill without Players can effectively improve the control efficiency of range release skills by manually switching
  • Figure 1 is an architecture diagram of a cloud interaction system provided by an embodiment of the present disclosure
  • Figure 2 is a schematic flowchart of a game skill control method provided by an embodiment of the present disclosure
  • FIG. 3 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure.
  • FIG. 4 is a schematic flowchart of yet another game skill control method provided by an embodiment of the present disclosure.
  • FIG. 5 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure.
  • Figure 6 is a schematic diagram of the farthest release range of a first skill provided by an embodiment of the present disclosure
  • FIG. 7 is a schematic flowchart of yet another game skill control method provided by an embodiment of the present disclosure.
  • Figure 8 is a schematic diagram of a second position in a game scene provided by an embodiment of the present disclosure.
  • Figure 9 is a schematic diagram of a game controller provided by an embodiment of the present disclosure.
  • FIG. 10 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure.
  • Figure 11 is a functional module schematic diagram of a game skill control device provided by an embodiment of the present disclosure.
  • Figure 12 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • embodiments of the present disclosure provide a game skill control method, which can improve range release. Skill release efficiency.
  • the game skill control method in one embodiment of the present disclosure can be run on a terminal device or a server.
  • the terminal device may be a local terminal device.
  • the game skill control method runs on the server, the game skill control method can be implemented and executed based on a cloud interaction system, where the cloud interaction system can include a server and a client device.
  • Figure 1 is an architecture diagram of a cloud interaction system provided by an embodiment of the present disclosure.
  • the system may include: a client device 10 and a server 20, where the client device 10 can be connected to the server 20 through a network 30 .
  • cloud applications such as cloud games
  • 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 game character transmission method are completed on the cloud game server.
  • the role of the client device 10 is used for data processing.
  • the client device 10 can be a display device with a data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; however, information processing
  • the terminal device is a cloud game server in the cloud.
  • the player When playing a game, the player operates the client device 10 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 10 through the network. Finally, through the client The device 10 decodes and outputs the 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.
  • FIG. 2 is a schematic flowchart of a game skill control method provided by an embodiment of the present disclosure.
  • the execution subject of the method can be the above-mentioned terminal device or a server.
  • the method can provide a graphical user interface through the terminal device.
  • the virtual character is configured to be controlled through a terminal device.
  • the virtual characters in the game scene may include the target virtual character controlled by the target player through the terminal device, other virtual characters controlled by other players, non-player virtual characters (non-player characters, NPC), etc., which are not limited here.
  • the method may include:
  • the first skill is the range release skill, and the scope or effect of the range release skill can cover a certain area.
  • the skill range identifier is the range damage identifier corresponding to the range release skill.
  • the player can intuitively know the skill attack range or skill attack area corresponding to the range release skill.
  • Area release skills can be understood as AOE (Area of effect) skills, that is, skills that can attack the area around the target virtual character or a designated area.
  • This skill can also be understood as a group attack skill, which can attack multiple enemy virtual characters at once. , causing damage to all enemy virtual characters within the skill attack range (for example, blood loss, cooling, etc.).
  • range release skills may include: frost skills, flame skills, stun skills, etc., which are not limited here and may vary according to actual application scenarios.
  • frost skill can cause frost damage to all enemy avatars within the skill range mark;
  • flame skill can cause burning damage to all enemy avatars within the skill range mark;
  • stun skill can cause burning damage to all enemy avatars within the skill range mark. All enemy avatars will be stunned.
  • the special effects of skills corresponding to each range of release skills are not limited to this.
  • the first skill can be any one of the above range release skill types. Of course, it can also be other types of range release skills, which are not limited here.
  • the first trigger operation can be generated based on the touch screen through trigger operations such as click, slide, long press, and drag, or it can be generated based on an external control device, which is not limited here.
  • the external control device can be communicated and connected with the terminal device.
  • the external control device can include but is not limited to: keyboard, mouse, game controller and other devices.
  • the application scenarios can vary.
  • the first position in the game scene in response to the first triggering operation, can be determined according to preset rules.
  • the first position in the game scene can be a designated position in the game scene, such as a certain castle. In front of, or it can be the current location of the target avatar, or it can be an area in the game scene where the avatars are densely populated, or it can be the area where the avatar with the strongest combat effectiveness among the enemy avatars is located, There is no limitation here, and it may vary according to the actual application scenario.
  • the first position in the game scene can be determined based on the touch parameters of the first trigger operation.
  • the touch parameters of the first trigger operation can include: touch strength, touch direction, Touch speed, etc. are not limited here.
  • the touch parameters of the first triggering operation may include touch intensity.
  • the touch intensity is less than the first preset threshold, it may be determined that the first position in the game scene is the game.
  • the touch intensity is greater than the first preset threshold but less than the second preset threshold, it can be determined that the first position in the game scene is the current position where the target virtual character is located.
  • the method of determining the first position in the game scene is not limited to this, and may be different according to the actual application scenario.
  • the second position corresponding to the first skill in the game scene can be determined according to preset rules.
  • the second position corresponding to the first skill can be determined according to the current position of each virtual character in the game scene, or the game scene can be specified.
  • the default position in is the second position corresponding to the first skill, which is not limited here.
  • the determined second positions may include multiple, for example, 2, 3, 5, etc., which are not limited here and may vary according to different game scenarios.
  • the second position is a candidate display position for the skill range identifier, that is, the second position can be used as an alternative display area for the skill range identifier.
  • the position switching operation of the first skill can be generated based on the touch screen of the terminal device, or can be generated based on an external control device connected to the terminal device, which is not limited here.
  • a target position can be determined among the above-determined second positions.
  • any second position among at least one second position can be determined as a target in a random selection manner.
  • the position may be determined based on the current location of the target virtual character, or may be determined based on the distribution of each virtual character in the game scene, which is not limited here.
  • the skill range identifier corresponding to the first skill can be switched from the first position to the target position for display. It can be understood that at this time, the target position displayed by the skill range identifier can be used as the first The release position of the skill.
  • the embodiments of the present disclosure can quickly determine the target position for releasing the first skill in the second position corresponding to the first skill in the game scene, without requiring the player to manually control it multiple times. Switching the release position of range release skills, therefore, the control efficiency of range release skills can be effectively improved.
  • embodiments of the present disclosure provide a game skill control method, which can provide a graphical user interface through a terminal device.
  • the graphical user interface includes at least one virtual character in a game scene, and the virtual character is configured to control the game through the terminal device.
  • Controlling includes: in response to a first trigger operation for the first skill, displaying a skill range identifier corresponding to the first skill at a first position in the game scene, where the first skill is a range release skill; determining the game scene in the second position corresponding to the first skill, where the second position is the candidate display position of the skill range identifier; in response to the position switching operation for the first skill, a target position is determined in the second position, and the first skill is The skill range indicator switches from the first position to the target position for display, enabling the target position to be quickly determined in the second position corresponding to the first skill in the game scene for releasing the first skill without requiring the player to manually control it multiple times. Switching the release position of range release skills can effectively improve the control efficiency of range release skills.
  • FIG 3 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure.
  • the above method also includes:
  • the second skill may be a range release skill of a different type from the first skill among the above range release skill types.
  • the first skill can be a frost skill
  • the second skill can be a flame skill.
  • the types of range release skills corresponding to the first skill and the second skill are not limited to this. Depending on the actual application scenario, they can also be Other types of range release skills.
  • the skill switching operation for the first skill can be generated based on the terminal device, or can be generated by an external control device connected to the terminal device, which is not limited here.
  • an external control device connected to the terminal device, which is not limited here.
  • the player can select a second skill among multiple range release skills by clicking on the preset buttons on the game controller (such as cross keys, function keys, trigger buttons, etc.). And generate a skill switching operation for the first skill based on the second skill.
  • the first skill configured by the target virtual character can be switched to the second skill, and the second skill can be displayed at the target position.
  • the corresponding skill range identifier is a skill that specifies the skill range for the first skill.
  • the skill range identifier corresponding to the first skill and the skill range identifier corresponding to the second skill may be different.
  • the embodiment of the present disclosure does not limit the expression form of the skill range identifier corresponding to each skill, and it can be flexibly set according to the actual application scenario.
  • the skill switching operation can be generated at any time, for example, it can be generated after the above-mentioned step S101, or it can be generated after the above-mentioned step S102, or it can be generated after the above-mentioned step S103, No limitation is made here.
  • the applicability of the method of the present disclosure can be improved.
  • Figure 4 is a schematic flowchart of yet another game skill control method provided by an embodiment of the present disclosure.
  • the skill range identifier corresponding to the first skill is displayed at the first position in the game scene, including:
  • the first position may be determined in different ways.
  • the preset range may be a regular area such as a circular area, a sector area, a triangular area, etc., or it may be an irregular area, which is not limited here.
  • the first position is further determined.
  • the current position of the target virtual character can be the first position, and the skill range identifier corresponding to the first skill can be displayed accordingly.
  • the skill range identifier corresponding to the first skill can be displayed on the soles of the target avatar's feet, or the skill range identifier corresponding to the first skill can be displayed at a certain distance from the target avatar, which is not limited here.
  • the target player has a high probability of wanting to launch a virtual attack on other virtual characters
  • the player closest to the target virtual character can be determined
  • the current position of other virtual characters is the first position
  • the skill range identifier corresponding to the first skill is displayed at the first position. It is understandable that based on the first position, the range release corresponding to the first skill can be released in time. skill, so that it can cause maximum virtual damage to other virtual characters closest to the target virtual character, improving the lethality of the first skill.
  • the first position can also be determined based on the hostile relationship between other virtual characters within the preset range and the target virtual character. For example, you can determine the location of the enemy avatar closest to the target avatar.
  • the current position is the first position.
  • the specific determination method is not limited to this.
  • the terminal device is connected to an external control device, where the connection between the terminal device and the external control device can be established through a wired connection or through wireless technology, which is not limited here.
  • external control devices please refer to the relevant content mentioned above and will not be repeated here.
  • the skill range identifier corresponding to the first skill is displayed at the first position in the game scene, including:
  • the external control device is a game controller as an example.
  • the direction controller of the external control device may be a game joystick.
  • the player can control the joystick to move in any direction based on the game joystick to generate the third A trigger operation, in response to the first trigger operation, the first position can be determined according to the first trigger operation, and the skill range identifier corresponding to the first skill can be displayed at the first position.
  • the first position in the game scene can be determined according to the touch parameters corresponding to the first trigger operation, where the touch parameters can include but are not limited to: the toggle direction and toggle amplitude of the game joystick, where Not limited.
  • the direction controller of the keyboard may include: a left direction control key, a right direction control key, an up direction control key, and a down direction control key, which are not limited here.
  • Figure 5 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure.
  • the external control device is a game controller.
  • the above-mentioned first triggering operation is generated according to the toggle operation of the joystick based on the game controller, and determines the second position corresponding to the first skill in the game scene, including:
  • the preset angle range can be 60°, 120°, 180°, etc., which is not limited here and can be flexibly set according to the actual application scenario.
  • the first triggering operation when the first triggering operation is generated based on a rocker toggle operation of the game controller, the first triggering operation may be used to adjust the orientation of the target virtual character controlled by the target player.
  • the farthest release range of the first skill it can be determined based on the current position of the target avatar, the orientation of the target avatar as a benchmark, and a combination of the preset angle range and the preset distance threshold.
  • Figure 6 is a schematic diagram of the farthest release range of a first skill provided by an embodiment of the present disclosure.
  • the preset angle range is 60°
  • the current position of the target virtual character is N
  • the first trigger operation is used to control the direction of the target virtual character to be the direction pointed by the arrow in the illustration.
  • the farthest release range of the first skill may include a sector-shaped area (part of the sector-shaped area not shown) that is offset 30° up and down based on the orientation of the target virtual character and is within a preset distance threshold.
  • the value of the preset distance threshold can be 5 meters, 10 meters, etc., which is not limited here.
  • S402. Determine the second position corresponding to the first skill based on the current position of at least one other virtual character within the furthest release range of the first skill, and switch and display the skill range identifier corresponding to the first skill at the second position at a preset frequency. .
  • the preset frequency may be 0.3 seconds, 0.5 seconds, 0.8 seconds, etc., which is not limited here.
  • the second position corresponding to the first skill can be further determined based on the current position of at least one other virtual character within the farthest release range.
  • the second position corresponding to the first skill may include the positions of other virtual characters within the farthest release range, or may include the center position of the area where other virtual characters are concentrated within the farthest release range, etc. There is no limitation here, and it may vary according to the actual application scenario.
  • the skill range identifier corresponding to the first skill can be switched and displayed at each second position at a preset frequency. It is understandable that during the switching process, the player can intuitively know the skill attack range corresponding to the first skill by looking at the skill range mark corresponding to the first skill, so that the player can select the second position according to the desired skill release position.
  • the target position is used to release the skill in a range, which improves the release efficiency of the skill in the range.
  • Figure 7 is a schematic flowchart of yet another game skill control method provided by an embodiment of the present disclosure.
  • the second position corresponding to the first skill is determined based on the current position of at least one other virtual character within the farthest release range of the first skill, including:
  • the farthest release range of the first skill can be obtained
  • the projection positions of the character models corresponding to any two other virtual characters in the virtual character and calculate the distance between any two projection positions as the first distance.
  • the first distance refers to the straight-line distance between the projection positions of the character models corresponding to the two other virtual characters.
  • the preset distance threshold can be set in advance by the game system, or can be customized by the player, which is not limited here. Based on the above description, the second position corresponding to the first skill can be determined according to the relationship between each first distance and the preset distance threshold. Regarding the specific determination process, please refer to the relevant content below.
  • the above method determines the second position corresponding to the first skill based on the first distance between any two other virtual characters and the preset distance threshold, including:
  • the projection position corresponding to each virtual character except the target virtual character is the second position corresponding to the first skill, and/or, if the first distance is less than the preset distance threshold, the midpoint position corresponding to the first distance is the second position.
  • Figure 8 is a schematic diagram of a second position in a game scene provided by an embodiment of the present disclosure.
  • the second position corresponding to the first skill may be the projected position of the character model corresponding to each virtual character, and the virtual characters A, B, C, D, E, F, and G correspond to The projection position can be the second position corresponding to the first skill.
  • the midpoint position corresponding to the first distance may be the second position corresponding to the first skill, wherein the midpoint position corresponding to the first distance may be the second position corresponding to the first skill.
  • the midpoint position is also the midpoint position of the straight line corresponding to the first distance.
  • the midpoint positions H, I, J, K, and L can be the second position corresponding to the first skill. It can be understood that by applying the embodiments of the present disclosure, the maximum degree of damage can be caused to two other virtual characters corresponding to the first distance at the same time.
  • the method of determining the second position corresponding to the first skill is not limited to this. Depending on the actual application scenario, it can also be any position on the linear distance corresponding to the first distance.
  • the above method also includes:
  • the target virtual character is controlled to release the first skill based on the target position.
  • the second triggering operation may be generated based on the terminal device or an external control device connected to the terminal device, which is not limited here.
  • the first skill can be released at the target position to target all enemy virtual characters, other virtual objects, etc. around the target position.
  • the other virtual objects may include but are not limited to: virtual trees, virtual houses, virtual pets, etc., which are not limited here.
  • the damage caused to the virtual trees may be : The virtual trees are destroyed, the virtual trees stop growing, the virtual trees suffer from insect disasters, etc. There are no limitations here and may vary according to the actual application scenarios.
  • the terminal device is connected to an external control device, and the above method also includes:
  • external control devices may include keyboards, mice, game controllers, etc., which are not limited here.
  • the direction keys in the keyboard can include: left direction key, right direction key, up direction key, and down direction key; the default keys can include any key in the keyboard, which is not limited here; the mouse is used as the For example, the second trigger operation can be generated by clicking the left button of the mouse.
  • the specific generation method is not limited to this.
  • Figure 9 is a schematic diagram of a game controller provided by an embodiment of the present disclosure.
  • the external control device may be a game controller.
  • the game controller may include a joystick 51 .
  • it may also include a cross key 52 and a function key 53 , trigger button (not shown in the figure), etc., are not limited here.
  • the player can generate a second trigger operation based on any button in the game controller.
  • FIG. 10 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure.
  • determining a target position in the second position in response to the position switching operation for the first skill, includes:
  • control the skill range identifier corresponding to the first skill In response to the position switching operation for the first skill, control the skill range identifier corresponding to the first skill to jump and display in the second position, and determine the target position.
  • the position switching operation for the first skill can be generated by pushing the handle rocker.
  • the skill range identifier corresponding to the first skill can be controlled to jump and display between multiple second positions. It is understandable that in this process, the corresponding skill range of the first skill is displayed by jumping. With the skill range mark, players can intuitively know the second position corresponding to each jump, making it easier for players to quickly determine the target position.
  • a determination instruction for the current second position can be generated based on the terminal device or an external control device connected to the terminal device. , in response to the determination instruction, the current second position can be determined as the target position.
  • the skill range identifier corresponding to the first skill can be controlled to stop jumping and displayed at the target position, so that the player can quickly lock the target position through the skill range identifier corresponding to the first skill.
  • the second position corresponding to the first skill determined according to the aforementioned method includes M1, M2 and M3, and M1, M2 and M3 are respectively one of the projection positions N corresponding to the target virtual character a.
  • the second distances between are X1, X2 and X3.
  • X2 is greater than X1 and
  • the corresponding projection position N is the farthest.
  • the skill range identifier corresponding to the first skill can be sequentially jumped and displayed in a manner from near to far.
  • the display position of the skill range indicator corresponding to the first skill can be efficiently switched.
  • the switching efficiency of the range release skill can be effectively improved and the release of the range release skill by the player can be simplified. operation burden, and can also improve operation efficiency.
  • the above method further includes:
  • the position translation operation for the first skill can be generated by a triggering method different from the position switching operation.
  • the positional translation operation of the first skill can be generated through the combined operation of the handle shoulder keys and the handle joystick.
  • the specific generation method is not limited to this and can be different according to the actual application scenario.
  • the first skill can continue to be controlled.
  • the corresponding skill range identifier starts from the target position and translates in the game scene.
  • the translation can be up, down, left, right, etc., and is not limited here; during the translation process, if the current translation is determined If the position matches the player's expected position, then the translated position can be determined as the new target position.
  • the translation distance may be related to the trigger duration of the position translation operation and the unit displacement distance, where the longer the trigger duration of the position translation operation, the The skill range indicator corresponding to the first skill will move farther in the game scene, otherwise, it will be closer.
  • step S601 can be used to The target position is determined in the step S602 to realize the preliminary selection of the target position. Combined with the step S602, the fine-tuning of the target position can be further realized and the applicability of the disclosed method is improved.
  • a position switching operation for the first skill can be generated by pushing the joystick of the controller, and in response to the position Switching operation can quickly perform jump switching among multiple second positions to determine the target position; based on the determined target position, when the handle shoulder button is continuously pressed, a pair of pairs can be generated by pushing the handle rocker.
  • the skill range identifier corresponding to the first skill can be controlled to translate from the target position in the game scene, and a new target position is determined through translation.
  • jump switching and panning switching methods can be flexibly switched.
  • the switch will return to Jump switching logic, that is, by pushing the handle rocker to generate a position switching operation for the first skill, in response to the position switching operation, jump switching can be quickly performed among multiple second positions to determine the target position.
  • the above-mentioned second positions include multiple second positions, and each second position is distinctively identified in the game scene.
  • each second position can be differentiated in the game scene by color, pattern, etc., so that players can quickly identify each second position, and then when determining the target position, they can identify the multiple second positions. Quickly confirm.
  • the present disclosure does not limit the display method of the skill range identification corresponding to the first skill.
  • the display method can be displayed through patterns. , colors, special effects and other combinations for display. Or, it can be visually displayed based on the specific function of the first skill to improve the player's gaming experience.
  • FIG 11 is a functional module schematic diagram of a game skill control device provided by an embodiment of the present disclosure.
  • the game skill control device can provide a graphical user interface through a terminal device, and the graphical user interface includes at least one virtual character in a game scene.
  • the virtual character is configured to be controlled through the terminal device.
  • the basic principles and technical effects of the device are the same as those in the corresponding method embodiments. For the sake of brief description, for parts not mentioned in this embodiment, please refer to the corresponding parts in the method embodiments. content.
  • the game skill control device 100 includes:
  • the display module 110 is configured to, in response to the first triggering operation for the first skill, display the skill range identifier corresponding to the first skill at the first position in the game scene, where the first skill is range release. Skill;
  • the determination module 120 is used to determine the second position corresponding to the first skill in the game scene, wherein the second position is the candidate display position of the skill range identifier;
  • the switching module 130 is configured to determine a target position in the second position in response to the position switching operation for the first skill, and switch the skill range identifier corresponding to the first skill from the first position to The target location is displayed.
  • the switching module 130 is further configured to, in response to a skill switching operation for the first skill, switch the first skill to a second skill, and display the first skill at the target position.
  • the display module 110 is specifically configured to, in response to the first triggering operation for the first skill, determine whether there are other virtual characters within a preset range based on the current location of the target virtual character.
  • the terminal device is connected to an external control device, and the display module 110 is specifically configured to receive the first trigger operation sent by the external control device based on the control operation of the direction controller.
  • the first position in the game scene displays the skill range identifier corresponding to the first skill.
  • the external control device is a game controller
  • the first triggering operation is generated according to the toggle operation of the game controller based on the joystick.
  • the determination module 120 is specifically used to trigger the operation based on the joystick. Toggle direction and pre Set the angle range, and determine the farthest release range of the first skill according to the current position of the target virtual character;
  • the skill range identifier corresponding to the skill Determine the second position corresponding to the first skill according to the current position of at least one other virtual character within the furthest release range of the first skill, and switch and display the first skill at the second position at a preset frequency
  • the skill range identifier corresponding to the skill is
  • the determination module 120 is specifically configured to calculate the first distance between the projection positions corresponding to any two other virtual characters within the farthest release range of the first skill;
  • the second position corresponding to the first skill is determined based on the first distance between any two other virtual characters and the preset distance threshold.
  • the determination module 120 is specifically configured to determine that the projection position corresponding to each virtual character except the target virtual character is the second position corresponding to the first skill, and/ Or, if the first distance is less than the preset distance threshold, the midpoint position corresponding to the first distance is the second position corresponding to the first skill.
  • the game skill control further includes: a control module, configured to control the release of the target virtual character based on the target position in response to the second triggering operation of the first skill at the target position. Said first skill.
  • the terminal device is connected to an external control device, and the control module is also configured to receive the third control message sent by the external control device based on the release operation of the direction key or the control operation of the preset key. 2. Trigger operation.
  • the determination module 120 is specifically configured to control the skill range identifier corresponding to the first skill to jump in the second position in response to the position switching operation for the first skill. Display and determine the target location.
  • the determination module 120 is further configured to, in response to the position translation operation for the first skill, control the skill range identifier corresponding to the first skill to start at the target position. Panning in the game scene described above.
  • the second positions include multiple second positions, and each second position is distinctively identified in the game scene.
  • the above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more application specific integrated circuits (ASIC for short), or one or more microprocessors, or, One or more Field Programmable Gate Array (FPGA for short), etc.
  • ASIC application specific integrated circuit
  • FPGA Field Programmable Gate Array
  • the processing element can be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU for short) or other processors that can call program code.
  • these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).
  • SOC system-on-a-chip
  • FIG. 12 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
  • the electronic device may be a terminal device or a server.
  • the electronic device may include: a processor 210, a storage medium 220 and a bus 230.
  • the storage medium 220 stores machine-readable instructions executable by the processor 210.
  • the processor 210 communicates with the storage
  • the media 220 communicate with each other through the bus 230, and the processor 210 executes machine-readable instructions to perform the following steps:
  • a target position is determined in the second position, and the skill range identifier corresponding to the first skill is switched from the first position to the target position for display. .
  • the processor 210 is further configured to, in response to a skill switching operation for the first skill, switch the first skill to a second skill, and display the second skill at the target position.
  • the skill range mark corresponding to the skill knowledge.
  • the processor 210 when the processor 210 displays the skill range identifier corresponding to the first skill at the first position in the game scene in response to the first triggering operation for the first skill, the processor 210 is specifically configured to: In response to the first triggering operation for the first skill, based on the current location of the target virtual character, determine whether there are other virtual characters within a preset range;
  • the terminal device is connected to an external control device, and the processor 210 displays the first skill at a first position in the game scene in response to the first triggering operation for the first skill.
  • the processor 210 displays the first skill at a first position in the game scene in response to the first triggering operation for the first skill.
  • the first trigger operation sent by the external control device based on the control operation of the direction controller is received, and the skill range identifier corresponding to the first skill is displayed at the first position in the game scene.
  • the external control device is a game controller
  • the first triggering operation is generated according to the joystick toggle operation of the game controller
  • the processor 210 determines the first skill in the game scene. When corresponding to the second position, it is specifically used for:
  • the skill range identifier corresponding to the skill Determine the second position corresponding to the first skill according to the current position of at least one other virtual character within the furthest release range of the first skill, and switch and display the first skill at the second position at a preset frequency
  • the skill range identifier corresponding to the skill is
  • the processor 210 when determining the second position corresponding to the first skill based on the current position of at least one other virtual character within the farthest release range of the first skill, the processor 210 is specifically used to:
  • the second position corresponding to the first skill is determined based on the first distance between any two other virtual characters and the preset distance threshold.
  • the processor 210 when determining the second position corresponding to the first skill based on the first distance between any two other virtual characters and the preset distance threshold, is specifically configured to:
  • the projection position corresponding to each virtual character except the target virtual character is the second position corresponding to the first skill, and/or, if the first distance is less than a preset distance threshold, the The midpoint position corresponding to the first distance is the second position corresponding to the first skill.
  • processor 210 is also used to:
  • the target virtual character is controlled to release the first skill based on the target position.
  • the terminal device is connected to an external control device, and the processor 210 is further configured to: receive the release operation of the external control device based on the direction key, or the second control operation sent by the preset key. Trigger action.
  • the processor 210 when determining a target position in the second position in response to the position switching operation for the first skill, is specifically configured to:
  • control the skill range identifier corresponding to the first skill In response to the position switching operation for the first skill, control the skill range identifier corresponding to the first skill to jump and display in the second position, and determine the target position;
  • the second positions include multiple second positions, and each second position is distinctively identified in the game scene.
  • the present disclosure also provides a computer-readable storage medium.
  • a computer program is stored on the computer-readable storage medium. The computer program is executed when the processor runs, and the processor performs the following steps:
  • a target position is determined in the second position, and the skill range identifier corresponding to the first skill is switched from the first position to the target position for display. .
  • the processor is further configured to, in response to a skill switching operation for the first skill, switch the first skill to a second skill, and display the second skill at the target position.
  • the corresponding skill range identifier is further configured to, in response to a skill switching operation for the first skill, switch the first skill to a second skill, and display the second skill at the target position.
  • the processor when the processor displays the skill range identifier corresponding to the first skill at the first position in the game scene in response to the first triggering operation for the first skill, the processor is specifically configured to respond In the first triggering operation for the first skill, based on the current position of the target virtual character, determine whether there are other virtual characters within the preset range;
  • the terminal device is connected to an external control device, and in response to the first triggering operation for the first skill, the processor displays the first skill corresponding to the first position in the game scene.
  • the skill range is marked, it is specifically used for:
  • the first trigger operation sent by the external control device based on the control operation of the direction controller is received, and the skill range identifier corresponding to the first skill is displayed at the first position in the game scene.
  • the external control device is a game controller
  • the first triggering operation is generated according to a joystick toggle operation of the game controller
  • the processor determines that the first skill in the game scene corresponds to When in the second position, it is specifically used for:
  • the skill range identifier corresponding to the skill Determine the second position corresponding to the first skill according to the current position of at least one other virtual character within the furthest release range of the first skill, and switch and display the first skill at the second position at a preset frequency
  • the skill range identifier corresponding to the skill is
  • the processor determines the second position corresponding to the first skill based on the current position of at least one other virtual character within the farthest release range of the first skill, it is specifically used to:
  • the second position corresponding to the first skill is determined based on the first distance between any two other virtual characters and the preset distance threshold.
  • the processor when determining the second position corresponding to the first skill based on the first distance between any two other virtual characters and the preset distance threshold, is specifically configured to:
  • the projection position corresponding to each virtual character except the target virtual character is the second position corresponding to the first skill, and/or, if the first distance is less than a preset distance threshold, the The midpoint position corresponding to the first distance is the second position corresponding to the first skill.
  • the processor is also used to:
  • the target virtual character is controlled to release the first skill based on the target position.
  • the terminal device is connected to an external control device, and the processor 210 is further configured to: receive the release operation of the external control device based on the direction key, or the second control operation sent by the preset key. Trigger action.
  • the processor determines a target position in the second position in response to the position switching operation for the first skill, it is specifically configured to:
  • control the skill range identifier corresponding to the first skill In response to the position switching operation for the first skill, control the skill range identifier corresponding to the first skill to jump and display in the second position, and determine the target position;
  • the second positions include multiple second positions, and each second position is distinctively identified in the game scene.
  • the disclosed devices and methods can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of units is only a logical function division. In actual implementation, there may be other division methods.
  • multiple units or components may be combined or integrated. to another system, or some features can be ignored, or not implemented.
  • the coupling or direct coupling or communication connection between each other shown or discussed may be through some interfaces, and the indirect coupling or communication connection of the devices or units may be in electrical, mechanical or other forms.
  • a unit described as a separate component may or may not be physically separate.
  • a component shown as a unit may or may not be a physical unit, that is, it may be located in one place, or it may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in various embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of hardware plus software functional units.
  • the above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium.
  • the above-mentioned software functional unit is stored in a storage medium and includes a number of instructions to cause a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute the methods of various embodiments of the present disclosure. Some steps.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviation: ROM), random access memory (English: Random Access Memory, abbreviation: RAM), magnetic disk or optical disk, etc.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The present invention relates to the technical field of games, and provides a game skill control method and apparatus, an electronic device, and a storage medium. The method comprises: in response to a first trigger operation for a first skill, displaying, at a first position in a game scene, a skill range identifier corresponding to the first skill, wherein the first skill is an area-of-effect skill; determining second positions corresponding to the first skill in the game scene, wherein the second positions are candidate display positions of the skill range identifier; and in response to a position switching operation for the first skill, determining a target position from the second positions, and switching the skill range identifier corresponding to the first skill from the first position to the target position for display. Therefore, a target position can be quickly determined from second positions corresponding to a first skill in a game scene, so as to cast the first skill, and a player does not need to switch the casting position of an area-of-effect skill by means of multiple times of manual control, such that the control efficiency of area-of-effect skills can be effectively improved.

Description

游戏技能控制方法、装置、电子设备及存储介质Game skill control method, device, electronic equipment and storage medium
相关申请的交叉引用Cross-references to related applications
本公开要求于2022年9月6日提交中国国家知识产权局的申请号为202211084667.5、名称为“游戏技能控制方法、装置、电子设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。This disclosure requests the priority of the Chinese patent application with application number 202211084667.5 and titled "Game Skill Control Method, Device, Electronic Equipment and Storage Medium" submitted to the State Intellectual Property Office of China on September 6, 2022, and its entire content is approved by This reference is incorporated into this disclosure.
技术领域Technical field
本公开涉及游戏技术领域,特别涉及一种游戏技能控制方法、装置、电子设备及存储介质。The present disclosure relates to the field of game technology, and in particular to a game skill control method, device, electronic device and storage medium.
背景技术Background technique
随着互联网技术的快速发展,人民群众日益增长的娱乐文化需求,游戏的发展已经进入到了一个新的时代,为了实现游戏的多样性,游戏中往往被配置为玩家可以控制所操纵的虚拟角色释放范围释放技能。With the rapid development of Internet technology and the people's growing entertainment and cultural needs, the development of games has entered a new era. In order to achieve the diversity of games, games are often configured so that players can control the release of virtual characters they manipulate. Range release skills.
在相关技术中,玩家控制所操纵的虚拟角色释放范围释放技能时,一般通过游戏摇杆触发。In related technologies, when a player controls the virtual character he manipulates to release a skill within a release range, it is generally triggered through a game joystick.
但由于相关技术中控制虚拟角色范围释放技能的释放方法比较单一,因此,控制过程中往往存在控制效率较低的问题。However, since the release method for controlling the range release of virtual characters in related technologies is relatively simple, there is often a problem of low control efficiency during the control process.
发明内容Contents of the invention
本公开的目的在于,针对上述相关技术中的不足,提供一种游戏技能控制方法、装置、电子设备及存储介质,可以提高范围释放技能的释放效率。The purpose of this disclosure is to provide a game skill control method, device, electronic device and storage medium to address the deficiencies in the above related technologies, which can improve the release efficiency of range release skills.
第一方面,本公开提供一种游戏技能控制方法,通过终端设备提供图形用户界面,所述图形用户界面上包含有处于游戏场景中的至少一个虚拟角色,所述虚拟角色被配置为通过所述终端设备进行控制,所述方法包括:In a first aspect, the present disclosure provides a game skill control method that provides a graphical user interface through a terminal device, the graphical user interface includes at least one virtual character in a game scene, and the virtual character is configured to pass through the The terminal device performs control, and the method includes:
响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识,其中,所述第一技能为范围释放技能;In response to the first triggering operation for the first skill, display the skill range identifier corresponding to the first skill at the first position in the game scene, where the first skill is a range release skill;
确定所述游戏场景中所述第一技能对应的第二位置,其中,所述第二位置为所述技能范围标识的候选显示位置;Determine a second position corresponding to the first skill in the game scene, where the second position is a candidate display position of the skill range identifier;
响应于针对所述第一技能的位置切换操作,在所述第二位置中确定一目标位置,将所述第一技能对应的技能范围标识从所述第一位置切换至所述目标位置进行显示。In response to the position switching operation for the first skill, a target position is determined in the second position, and the skill range identifier corresponding to the first skill is switched from the first position to the target position for display. .
第二方面,本公开提供一种游戏技能控制装置,通过终端设备提供图形用户界面,所述图形用户界面上包含有处于游戏场景中的至少一个虚拟角色,所述虚拟角色被配置为通过所述终端设备进行控制,所述装置包括:In a second aspect, the present disclosure provides a game skill control device that provides a graphical user interface through a terminal device. The graphical user interface includes at least one virtual character in a game scene, and the virtual character is configured to pass through the Terminal equipment is controlled, and the device includes:
显示模块,用于响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识,其中,所述第一技能为范围释放技能;A display module configured to display a skill range identifier corresponding to the first skill at a first position in the game scene in response to the first triggering operation for the first skill, wherein the first skill is a range release skill. ;
确定模块,用于确定所述游戏场景中所述第一技能对应的第二位置,其中,所述第二位置为所述技能范围标识的候选显示位置;A determination module, configured to determine a second position corresponding to the first skill in the game scene, where the second position is a candidate display position of the skill range identifier;
切换模块,用于响应于针对所述第一技能的位置切换操作,在所述第二位置中确定一目标位置,将所述第一技能对应的技能范围标识从所述第一位置切换至所述目标位置进行显示。A switching module configured to respond to a position switching operation for the first skill, determine a target position in the second position, and switch the skill range identifier corresponding to the first skill from the first position to the target position. The target position is displayed.
第三方面,本公开提供一种电子设备,包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述机器可读指令,以执行如前述实施方式任一项所述游戏技能控制方法的步骤。In a third aspect, the present disclosure provides an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor Communicating with the storage medium through a bus, the processor executes the machine-readable instructions to perform the steps of the game skill control method in any one of the preceding embodiments.
第四方面,本公开提供一种计算机可读存储介质,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如前述实施方式任一项所述游戏技能控制方法的步骤。 In a fourth aspect, the present disclosure provides a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, the computer program executes the game skill control as described in any one of the preceding embodiments. Method steps.
本公开的有益效果是:The beneficial effects of this disclosure are:
本公开实施例提供的一种游戏技能控制方法、装置、电子设备及存储介质,该方法可以通过终端设备提供图形用户界面,图形用户界面上包含有处于游戏场景中的至少一个虚拟角色,虚拟角色被配置为通过终端设备进行控制,该方法包括:响应于针对第一技能的第一触发操作,在游戏场景中的第一位置显示第一技能对应的技能范围标识,其中,第一技能为范围释放技能;确定游戏场景中第一技能对应的第二位置,其中,第二位置为技能范围标识的候选显示位置;响应于针对第一技能的位置切换操作,在第二位置中确定一目标位置,将第一技能对应的技能范围标识从第一位置切换至目标位置进行显示,实现了可以在游戏场景中第一技能对应的第二位置中快速确定目标位置用于释放第一技能,而无需玩家通过多次手动控制切换范围释放技能的释放位置,可以有效提高范围释放技能的控制效率。Embodiments of the present disclosure provide a game skill control method, device, electronic device and storage medium. The method can provide a graphical user interface through a terminal device. The graphical user interface includes at least one virtual character in a game scene. The virtual character Configured to be controlled through a terminal device, the method includes: in response to a first triggering operation for the first skill, displaying a skill range identifier corresponding to the first skill at a first position in the game scene, where the first skill is a range Release the skill; determine the second position corresponding to the first skill in the game scene, where the second position is the candidate display position of the skill range identifier; determine a target position in the second position in response to the position switching operation for the first skill , switching the skill range identifier corresponding to the first skill from the first position to the target position for display, enabling the target position to be quickly determined in the second position corresponding to the first skill in the game scene for releasing the first skill without Players can effectively improve the control efficiency of range release skills by manually switching the release position of range release skills multiple times.
附图说明Description of the drawings
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,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相关的附图。In order to explain the technical solutions of the embodiments of the present disclosure more clearly, the drawings needed to be used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present disclosure and therefore do not It should be regarded as a limitation of the scope. For those of ordinary skill in the art, other relevant drawings can also be obtained based on these drawings without exerting creative efforts.
图1为本公开实施例提供的一种云交互系统架构图;Figure 1 is an architecture diagram of a cloud interaction system provided by an embodiment of the present disclosure;
图2为本公开实施例提供的一种游戏技能控制方法的流程示意图;Figure 2 is a schematic flowchart of a game skill control method provided by an embodiment of the present disclosure;
图3为本公开实施例提供的另一种游戏技能控制方法的流程示意图;Figure 3 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure;
图4为本公开实施例提供的又一种游戏技能控制方法的流程示意图;Figure 4 is a schematic flowchart of yet another game skill control method provided by an embodiment of the present disclosure;
图5为本公开实施例提供的另一种游戏技能控制方法的流程示意图;Figure 5 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure;
图6为本公开实施例提供的一种第一技能的最远释放范围的示意图;Figure 6 is a schematic diagram of the farthest release range of a first skill provided by an embodiment of the present disclosure;
图7为本公开实施例提供的又一种游戏技能控制方法的流程示意图;Figure 7 is a schematic flowchart of yet another game skill control method provided by an embodiment of the present disclosure;
图8为本公开实施例提供的一种游戏场景中第二位置的示意图;Figure 8 is a schematic diagram of a second position in a game scene provided by an embodiment of the present disclosure;
图9为本公开实施例提供的一种游戏手柄的示意图;Figure 9 is a schematic diagram of a game controller provided by an embodiment of the present disclosure;
图10为本公开实施例提供的另一种游戏技能控制方法的流程示意图;Figure 10 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure;
图11为本公开实施例提供的一种游戏技能控制装置的功能模块示意图;Figure 11 is a functional module schematic diagram of a game skill control device provided by an embodiment of the present disclosure;
图12为本公开实施例提供的一种电子设备结构示意图。Figure 12 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure.
具体实施方式Detailed ways
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。In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments These are some embodiments of the present disclosure, but not all embodiments. The components of the embodiments of the present disclosure generally described and illustrated in the figures herein may be arranged and designed in a variety of different configurations.
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。Therefore, the following detailed description of the embodiments of the disclosure provided in the appended drawings is not intended to limit the scope of the claimed disclosure, but rather to represent selected embodiments of the disclosure. Based on the embodiments in this disclosure, all other embodiments obtained by those of ordinary skill in the art without making creative efforts fall within the scope of protection of this disclosure.
应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则在随后的附图中不需要对其进行进一步定义和解释。It should be noted that similar reference numerals and letters represent similar items in the following figures, therefore, once an item is defined in one figure, it does not need further definition and explanation in subsequent figures.
在相关技术中,玩家控制所操纵的虚拟角色释放范围释放技能时,一般通过游戏摇杆触发,其中,控制过程中,需要玩家将范围释放技能移动到敌人较多的位置上,然后释放范围释放技能以对敌方虚拟角色造成伤害。In related technologies, when a player controls the virtual character he controls to release a range release skill, it is generally triggered through a game joystick. During the control process, the player is required to move the range release skill to a location with more enemies, and then release the range release skill. Skills to cause damage to enemy avatars.
可以看出,现有范围释放技能的释放过程中,主要通过玩家将技能攻击范围移动到合适的位置后释放,而技能攻击范围的移动往往需要一定的时间,且控制过程中玩家为了避免错失范围释放技能的释放时机,往往存在技能攻击范围的释放位置远离期望释放位置的问题,也即存在范围释放技能的释放效率较低的问题。It can be seen that in the process of releasing existing range release skills, the player mainly moves the skill attack range to a suitable position and then releases it. However, the movement of the skill attack range often takes a certain amount of time, and during the control process, the player in order to avoid missing the range When releasing skills, there is often a problem that the release position of the skill attack range is far away from the expected release position, that is, there is a problem of low release efficiency of range release skills.
有鉴于此,本公开实施例提供一种游戏技能控制方法,应用该方法可以提高范围释放 技能的释放效率。In view of this, embodiments of the present disclosure provide a game skill control method, which can improve range release. Skill release efficiency.
在本公开其中一种实施例中的游戏技能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。当游戏技能控制方法运行于服务器时,该游戏技能控制方法则可以基于云交互系统来实现与执行,其中,云交互系统可以包括服务器和客户端设备。The game skill control method in one embodiment of the present disclosure can be run on a terminal device or a server. The terminal device may be a local terminal device. When the game skill control method runs on the server, the game skill control method can be implemented and executed based on a cloud interaction system, where the cloud interaction system can include a server and a client device.
图1为本公开实施例提供的一种云交互系统架构图,如图1所示,该系统可以包括:客户端设备10和服务器20,其中,客户端设备10可以与服务器20通过网络30连接。Figure 1 is an architecture diagram of a cloud interaction system provided by an embodiment of the present disclosure. As shown in Figure 1, the system may include: a client device 10 and a server 20, where the client device 10 can be connected to the server 20 through a network 30 .
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,游戏角色的传送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10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10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10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10,最后,通过客户端设备10进行解码并输出游戏画面。In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interactive system. Take cloud gaming as an example. Cloud gaming refers to a gaming method based on cloud computing. In the running mode of cloud games, the running body of the game program and the game screen rendering body are separated. The storage and operation of the game character transmission method are completed on the cloud game server. The role of the client device 10 is used for data processing. For reception, transmission and presentation of game screens, for example, the client device 10 can be a display device with a data transmission function close to the user side, such as a mobile terminal, a television, a computer, a handheld computer, etc.; however, information processing The terminal device is a cloud game server in the cloud. When playing a game, the player operates the client device 10 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 10 through the network. Finally, through the client The device 10 decodes and outputs the game screen.
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。In an optional implementation, the terminal device may be a local terminal device. Taking games as an example, 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. For example, 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.
图2为本公开实施例提供的一种游戏技能控制方法的流程示意图,该方法的执行主体可以是上述终端设备或者是服务器,其中,该方法可以通过终端设备提供图形用户界面,图形用户界面上包含有处于游戏场景中的至少一个虚拟角色,虚拟角色被配置为通过终端设备进行控制。其中,游戏场景中的虚拟角色可以包括由目标玩家通过终端设备控制的目标虚拟角色、其他玩家所控制的其他虚拟角色,非玩家虚拟角色(non-player character,NPC)等,在此不作限定。如图2所示,该方法可以包括:Figure 2 is a schematic flowchart of a game skill control method provided by an embodiment of the present disclosure. The execution subject of the method can be the above-mentioned terminal device or a server. The method can provide a graphical user interface through the terminal device. On the graphical user interface Containing at least one virtual character in a game scene, the virtual character is configured to be controlled through a terminal device. Among them, the virtual characters in the game scene may include the target virtual character controlled by the target player through the terminal device, other virtual characters controlled by other players, non-player virtual characters (non-player characters, NPC), etc., which are not limited here. As shown in Figure 2, the method may include:
S101、响应于针对第一技能的第一触发操作,在游戏场景中的第一位置显示第一技能对应的技能范围标识。S101. In response to the first triggering operation for the first skill, display the skill range identifier corresponding to the first skill at the first position in the game scene.
其中,第一技能为范围释放技能,范围释放技能的作用范围或效果可覆盖一定的区域。技能范围标识,也即范围释放技能对应的范围伤害标识,其中,根据该技能范围标识,玩家可以直观地知晓该范围释放技能对应的技能攻击范围或技能攻击区域。范围释放技能可以理解为AOE(Area of effect)技能,也即可以攻击目标虚拟角色周边区域或指定区域的技能,该技能又可理解为群体攻击技能,可以一次性攻击到多个敌方虚拟角色,对技能攻击范围内的所有敌方虚拟角色造成伤害(比如,掉血、冷却等)。Among them, the first skill is the range release skill, and the scope or effect of the range release skill can cover a certain area. The skill range identifier is the range damage identifier corresponding to the range release skill. According to the skill range identifier, the player can intuitively know the skill attack range or skill attack area corresponding to the range release skill. Area release skills can be understood as AOE (Area of effect) skills, that is, skills that can attack the area around the target virtual character or a designated area. This skill can also be understood as a group attack skill, which can attack multiple enemy virtual characters at once. , causing damage to all enemy virtual characters within the skill attack range (for example, blood loss, cooling, etc.).
在一些实施例中,范围释放技能可以包括:霜冻技能、烈焰技能、眩晕技能等,在此不作限定,根据实际的应用场景可以有所不同。其中,霜冻技能,可以对技能范围标识内的所有敌方虚拟角色造成霜冻伤害;烈焰技能,可以对技能范围标识内的所有敌方虚拟角色造成灼烧伤害;眩晕技能,可以对技能范围标识内的所有敌方虚拟角色造成眩晕特效。当然,各范围释放技能对应的技能特效并不以此为限。可选地,第一技能可以是上述范围释放技能类型中的任一种技能,当然,也可以是其他类型的范围释放技能,在此不作限定。In some embodiments, range release skills may include: frost skills, flame skills, stun skills, etc., which are not limited here and may vary according to actual application scenarios. Among them, the frost skill can cause frost damage to all enemy avatars within the skill range mark; the flame skill can cause burning damage to all enemy avatars within the skill range mark; the stun skill can cause burning damage to all enemy avatars within the skill range mark. All enemy avatars will be stunned. Of course, the special effects of skills corresponding to each range of release skills are not limited to this. Optionally, the first skill can be any one of the above range release skill types. Of course, it can also be other types of range release skills, which are not limited here.
可选地,第一触发操作可以基于触摸屏通过点击、滑动、长按、拖动等触发操作生成,又或者,可以基于外部控制设备生成,在此不作限定。其中,外部控制设备可以与终端设备通信连接,外部控制设备可以包括但不限于:键盘、鼠标、游戏手柄等设备,根据实际 的应用场景可以有所不同。Optionally, the first trigger operation can be generated based on the touch screen through trigger operations such as click, slide, long press, and drag, or it can be generated based on an external control device, which is not limited here. Among them, the external control device can be communicated and connected with the terminal device. The external control device can include but is not limited to: keyboard, mouse, game controller and other devices. Depending on the actual situation, The application scenarios can vary.
在一些实施例中,响应于第一触发操作,游戏场景中第一位置可以根据预设规则确定,可选地,游戏场景中的第一位置可以是游戏场景中的指定位置,比如,某城堡跟前,又或者,可以是目标虚拟角色所在的当前位置,再或者,可以是游戏场景中虚拟角色较为密集的区域,再或者,可以是敌方虚拟角色中战斗力最强的虚拟角色所在的区域,在此不作限定,根据实际的应用场景可以有所不同。In some embodiments, in response to the first triggering operation, the first position in the game scene can be determined according to preset rules. Optionally, the first position in the game scene can be a designated position in the game scene, such as a certain castle. In front of, or it can be the current location of the target avatar, or it can be an area in the game scene where the avatars are densely populated, or it can be the area where the avatar with the strongest combat effectiveness among the enemy avatars is located, There is no limitation here, and it may vary according to the actual application scenario.
当然,在一些实施例中,游戏场景中第一位置可以根据第一触发操作的触控参数确定,可选地,该第一触发操作的触控参数可以包括:触控力度、触控方向、触控速度等,在此不作限定。举例说明,在一些实施例中,第一触发操作的触控参数可以包括触控力度,可选地,若该触控力度小于第一预设阈值,则可以确定游戏场景中第一位置为游戏场景中的指定位置,若该触控力度大于该第一预设阈值但小于第二预设阈值,则可以确定游戏场景中第一位置为目标虚拟角色所在的当前位置。当然,游戏场景中第一位置的确定方式并不以此为限,根据实际的应用场景可以有所不同。Of course, in some embodiments, the first position in the game scene can be determined based on the touch parameters of the first trigger operation. Optionally, the touch parameters of the first trigger operation can include: touch strength, touch direction, Touch speed, etc. are not limited here. For example, in some embodiments, the touch parameters of the first triggering operation may include touch intensity. Optionally, if the touch intensity is less than the first preset threshold, it may be determined that the first position in the game scene is the game. At a designated position in the scene, if the touch intensity is greater than the first preset threshold but less than the second preset threshold, it can be determined that the first position in the game scene is the current position where the target virtual character is located. Of course, the method of determining the first position in the game scene is not limited to this, and may be different according to the actual application scenario.
S102、确定游戏场景中第一技能对应的第二位置,其中,第二位置为技能范围标识的候选显示位置。S102. Determine the second position corresponding to the first skill in the game scene, where the second position is a candidate display position of the skill range identifier.
其中,游戏场景中第一技能对应的第二位置可以根据预设规则确定,比如,可以根据游戏场景中各虚拟角色的当前位置确定第一技能对应的第二位置,又或者,可以指定游戏场景中的预设位置为第一技能对应的第二位置,在此不作限定。可选地,所确定的第二位置可以包括多个,比如,可以包括2个、3个、5个等,在此不作限定,根据游戏场景的不同,可以有所不同。The second position corresponding to the first skill in the game scene can be determined according to preset rules. For example, the second position corresponding to the first skill can be determined according to the current position of each virtual character in the game scene, or the game scene can be specified. The default position in is the second position corresponding to the first skill, which is not limited here. Optionally, the determined second positions may include multiple, for example, 2, 3, 5, etc., which are not limited here and may vary according to different game scenarios.
需要说明的是,第二位置为技能范围标识的候选显示位置,也即第二位置可以作为技能范围标识的备选显示区域。It should be noted that the second position is a candidate display position for the skill range identifier, that is, the second position can be used as an alternative display area for the skill range identifier.
S103、响应于针对第一技能的位置切换操作,在第二位置中确定一目标位置,将第一技能对应的技能范围标识从第一位置切换至目标位置进行显示。S103. In response to the position switching operation for the first skill, determine a target position in the second position, and switch the skill range identifier corresponding to the first skill from the first position to the target position for display.
可选地,第一技能的位置切换操作,可以基于终端设备的触摸屏生成,又或者,可以基于与终端设备连接的外部控制设备生成,在此不作限定。Optionally, the position switching operation of the first skill can be generated based on the touch screen of the terminal device, or can be generated based on an external control device connected to the terminal device, which is not limited here.
响应于该位置切换操作,可以在上述确定的第二位置中确定一目标位置,可选地,具体确定时,可以采用随机选择的方式在至少一个第二位置中确定任一第二位置作为目标位置,又或者,可以根据目标虚拟角色的当前位置确定,再或者,可以根据游戏场景中各虚拟角色的分布情况确定,在此不作限定。In response to the position switching operation, a target position can be determined among the above-determined second positions. Optionally, when specifically determined, any second position among at least one second position can be determined as a target in a random selection manner. The position may be determined based on the current location of the target virtual character, or may be determined based on the distribution of each virtual character in the game scene, which is not limited here.
基于所确定的目标位置,则可以将第一技能对应的技能范围标识从第一位置切换至目标位置进行显示,可以理解的是,此时,技能范围标识所显示的目标位置则可以作为第一技能的释放位置,相较于相关技术来说,本公开实施例可以在游戏场景中第一技能对应的第二位置中快速确定目标位置用于释放第一技能,而无需玩家通过多次手动控制切换范围释放技能的释放位置,因此,可以有效提高范围释放技能的控制效率。Based on the determined target position, the skill range identifier corresponding to the first skill can be switched from the first position to the target position for display. It can be understood that at this time, the target position displayed by the skill range identifier can be used as the first The release position of the skill. Compared with related technologies, the embodiments of the present disclosure can quickly determine the target position for releasing the first skill in the second position corresponding to the first skill in the game scene, without requiring the player to manually control it multiple times. Switching the release position of range release skills, therefore, the control efficiency of range release skills can be effectively improved.
综上,本公开实施例提供一种游戏技能控制方法,该方法可以通过终端设备提供图形用户界面,图形用户界面上包含有处于游戏场景中的至少一个虚拟角色,虚拟角色被配置为通过终端设备进行控制,该方法包括:响应于针对第一技能的第一触发操作,在游戏场景中的第一位置显示第一技能对应的技能范围标识,其中,第一技能为范围释放技能;确定游戏场景中第一技能对应的第二位置,其中,第二位置为技能范围标识的候选显示位置;响应于针对第一技能的位置切换操作,在第二位置中确定一目标位置,将第一技能对应的技能范围标识从第一位置切换至目标位置进行显示,实现了可以在游戏场景中第一技能对应的第二位置中快速确定目标位置用于释放第一技能,而无需玩家通过多次手动控制切换范围释放技能的释放位置,可以有效提高范围释放技能的控制效率。In summary, embodiments of the present disclosure provide a game skill control method, which can provide a graphical user interface through a terminal device. The graphical user interface includes at least one virtual character in a game scene, and the virtual character is configured to control the game through the terminal device. Controlling, the method includes: in response to a first trigger operation for the first skill, displaying a skill range identifier corresponding to the first skill at a first position in the game scene, where the first skill is a range release skill; determining the game scene in the second position corresponding to the first skill, where the second position is the candidate display position of the skill range identifier; in response to the position switching operation for the first skill, a target position is determined in the second position, and the first skill is The skill range indicator switches from the first position to the target position for display, enabling the target position to be quickly determined in the second position corresponding to the first skill in the game scene for releasing the first skill without requiring the player to manually control it multiple times. Switching the release position of range release skills can effectively improve the control efficiency of range release skills.
图3为本公开实施例提供的另一种游戏技能控制方法的流程示意图。可选地,如图3所示,上述方法还包括: Figure 3 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure. Optionally, as shown in Figure 3, the above method also includes:
S201、响应于针对第一技能的技能切换操作,将第一技能切换为第二技能,并在目标位置显示第二技能对应的技能范围标识。S201. In response to the skill switching operation for the first skill, switch the first skill to the second skill, and display the skill range identifier corresponding to the second skill at the target position.
其中,第二技能可以是上述范围释放技能类型中与第一技能不同类型的范围释放技能。比如,第一技能可以是霜冻技能,第二技能可以是烈焰技能,当然,第一技能和第二技能对应的范围释放技能的类型并不以此为限,根据实际的应用场景,还可以是其他类型的范围释放技能。Wherein, the second skill may be a range release skill of a different type from the first skill among the above range release skill types. For example, the first skill can be a frost skill, and the second skill can be a flame skill. Of course, the types of range release skills corresponding to the first skill and the second skill are not limited to this. Depending on the actual application scenario, they can also be Other types of range release skills.
可选地,针对第一技能的技能切换操作可以基于终端设备生成,又或者,可以通过与终端设备连接的外部控制设备生成,在此不作限定。关于外部控制设备的说明,可参见前述的相关内容,在此不再赘述。Optionally, the skill switching operation for the first skill can be generated based on the terminal device, or can be generated by an external control device connected to the terminal device, which is not limited here. For instructions on external control equipment, please refer to the relevant content mentioned above and will not be repeated here.
其中,以游戏手柄为例进行说明,可选地,玩家可以通过点击游戏手柄上的预设按键(例如:十字键、功能键、扳机按键等)在多个范围释放技能中选择第二技能,并基于该第二技能生成针对第一技能的技能切换操作,响应于该技能切换操作,可以将目标虚拟角色配置的第一技能切换为第二技能,并在该目标位置处显示该第二技能对应的技能范围标识。Taking a game controller as an example, optionally, the player can select a second skill among multiple range release skills by clicking on the preset buttons on the game controller (such as cross keys, function keys, trigger buttons, etc.). And generate a skill switching operation for the first skill based on the second skill. In response to the skill switching operation, the first skill configured by the target virtual character can be switched to the second skill, and the second skill can be displayed at the target position. The corresponding skill range identifier.
值得说明的是,为了便于玩家通过技能范围标识快速区别各范围释放技能,其中,第一技能对应的技能范围标识与第二技能对应的技能范围标识可以不同。当然,本公开实施例对各技能对应的技能范围标识的表现形式并不限定,根据实际的应用场景可以灵活设定。It is worth mentioning that, in order to facilitate players to quickly distinguish the skills released in each range through the skill range identifier, the skill range identifier corresponding to the first skill and the skill range identifier corresponding to the second skill may be different. Of course, the embodiment of the present disclosure does not limit the expression form of the skill range identifier corresponding to each skill, and it can be flexibly set according to the actual application scenario.
再者,还需要说明的是,技能切换操作可以在任意时机生成,比如,可以在上述S101步骤之后生成,又或者,可以在上述S102步骤之后生成、再或者,可以在上述S103步骤之后生成,在此不作限定。应用本公开实施例,可以提高本公开方法的适用性。Furthermore, it should be noted that the skill switching operation can be generated at any time, for example, it can be generated after the above-mentioned step S101, or it can be generated after the above-mentioned step S102, or it can be generated after the above-mentioned step S103, No limitation is made here. By applying the embodiments of the present disclosure, the applicability of the method of the present disclosure can be improved.
图4为本公开实施例提供的又一种游戏技能控制方法的流程示意图。可选地,如图4所示,上述响应于针对第一技能的第一触发操作,在游戏场景中的第一位置显示第一技能对应的技能范围标识,包括:Figure 4 is a schematic flowchart of yet another game skill control method provided by an embodiment of the present disclosure. Optionally, as shown in Figure 4, in response to the first triggering operation for the first skill, the skill range identifier corresponding to the first skill is displayed at the first position in the game scene, including:
S301、响应于针对第一技能的第一触发操作,基于目标虚拟角色的当前位置,确定预设范围内是否存在其他虚拟角色。S301. In response to the first triggering operation for the first skill, based on the current position of the target virtual character, determine whether there are other virtual characters within the preset range.
其中,在不同的游戏场景下,第一位置的确定方式可以有所不同。可选地,预设范围可以是一圆形区域、扇形区域、三角区域等规则区域,又或者,可以是非规则区域,在此不作限定。Among them, in different game scenarios, the first position may be determined in different ways. Optionally, the preset range may be a regular area such as a circular area, a sector area, a triangular area, etc., or it may be an irregular area, which is not limited here.
可选地,响应于该第一触发操作,可以基于目标虚拟角色的当前位置,获取该预设范围内是否有其他虚拟角色,根据获取结果,进一步确定第一位置。Optionally, in response to the first triggering operation, based on the current position of the target virtual character, it is possible to obtain whether there are other virtual characters within the preset range, and based on the acquisition result, the first position is further determined.
S302、若存在,则在游戏场景中确定距离目标虚拟角色最近的其他虚拟角色的当前位置为第一位置,并在第一位置显示第一技能对应的技能范围标识。S302. If it exists, determine the current position of the other virtual character closest to the target virtual character in the game scene as the first position, and display the skill range identifier corresponding to the first skill at the first position.
S303、若不存在,则确定目标虚拟角色的当前位置为第一位置,并在第一位置显示第一技能对应的技能范围标识。S303. If it does not exist, determine the current position of the target virtual character as the first position, and display the skill range identifier corresponding to the first skill at the first position.
在一些实施例中,若预设范围内不存在其他虚拟角色,可选地,此时可以将目标虚拟角色的当前位置为第一位置,据此显示第一技能对应的技能范围标识。比如,可以在目标虚拟角色的脚底显示该第一技能对应的技能范围标识,又或者,可以在距离目标虚拟角色一定距离的位置处显示该第一技能对应的技能范围标识,在此不作限定。In some embodiments, if there are no other virtual characters within the preset range, optionally, the current position of the target virtual character can be the first position, and the skill range identifier corresponding to the first skill can be displayed accordingly. For example, the skill range identifier corresponding to the first skill can be displayed on the soles of the target avatar's feet, or the skill range identifier corresponding to the first skill can be displayed at a certain distance from the target avatar, which is not limited here.
可选地,若预设范围内存在其他虚拟角色,考虑到在该游戏场景下,目标玩家较大概率是想向其他虚拟角色发起虚拟攻击,那么在该场景下,可以确定距离目标虚拟角色最近的其他虚拟角色的当前位置为第一位置,并在第一位置显示第一技能对应的技能范围标识,可以理解的是,此时基于该第一位置则可以及时释放第一技能对应的范围释放技能,从而可以对距离目标虚拟角色最近的其他虚拟角色造成最大程度的虚拟伤害,提高第一技能的杀伤力。Optionally, if there are other virtual characters within the preset range, considering that in this game scenario, the target player has a high probability of wanting to launch a virtual attack on other virtual characters, then in this scenario, the player closest to the target virtual character can be determined The current position of other virtual characters is the first position, and the skill range identifier corresponding to the first skill is displayed at the first position. It is understandable that based on the first position, the range release corresponding to the first skill can be released in time. skill, so that it can cause maximum virtual damage to other virtual characters closest to the target virtual character, improving the lethality of the first skill.
当然,根据实际的应用场景,还可以根据预设范围内其他虚拟角色与目标虚拟角色之间的敌对关系,确定第一位置。比如,可以确定距离目标虚拟角色最近的敌方虚拟角色的 当前位置为第一位置,当然,具体确定方式并不以此为限。Of course, according to the actual application scenario, the first position can also be determined based on the hostile relationship between other virtual characters within the preset range and the target virtual character. For example, you can determine the location of the enemy avatar closest to the target avatar. The current position is the first position. Of course, the specific determination method is not limited to this.
可选地,终端设备连接一外部控制设备,其中,终端设备与该外部控制设备之间可以通过有线连接,或,通过无线技术建立连接,在此不作限定。此外,关于外部控制设备的说明,可参见前述的相关内容,在此不再赘述。Optionally, the terminal device is connected to an external control device, where the connection between the terminal device and the external control device can be established through a wired connection or through wireless technology, which is not limited here. In addition, for descriptions of external control devices, please refer to the relevant content mentioned above and will not be repeated here.
基于上述说明,上述响应于针对第一技能的第一触发操作,在游戏场景中的第一位置显示第一技能对应的技能范围标识,包括:Based on the above description, in response to the first trigger operation for the first skill, the skill range identifier corresponding to the first skill is displayed at the first position in the game scene, including:
接收外部控制设备基于方向控制器的控制操作发送的第一触发操作,在游戏场景中的第一位置显示第一技能对应的技能范围标识。Receive the first trigger operation sent by the external control device based on the control operation of the direction controller, and display the skill range identifier corresponding to the first skill at the first position in the game scene.
其中,以外部控制设备为游戏手柄为例进行说明,外部控制设备的方向控制器可以是游戏遥杆,在一些实施例中,玩家可以基于游戏手柄通过控制摇杆朝任意方向拨动以生成第一触发操作,响应于该第一触发操作,可以根据第一触发操作确定第一位置,并在该第一位置处显示第一技能对应的技能范围标识。可选地,游戏场景中的第一位置可以根据第一触发操作对应的触控参数确定,其中,该触控参数可以包括但不限于:游戏遥杆的拨动方向、拨动幅度,在此不作限定。Herein, the external control device is a game controller as an example. The direction controller of the external control device may be a game joystick. In some embodiments, the player can control the joystick to move in any direction based on the game joystick to generate the third A trigger operation, in response to the first trigger operation, the first position can be determined according to the first trigger operation, and the skill range identifier corresponding to the first skill can be displayed at the first position. Optionally, the first position in the game scene can be determined according to the touch parameters corresponding to the first trigger operation, where the touch parameters can include but are not limited to: the toggle direction and toggle amplitude of the game joystick, where Not limited.
需要说明的是,对于不同的外部控制设备,可以对应不同的方向控制器类型。举例说明,外部控制设备为键盘时,键盘的方向控制器可以包括:左方向控制键、右方向控制键、上方向控制键以及下方向控制键,在此不作限定。It should be noted that different external control devices can correspond to different direction controller types. For example, when the external control device is a keyboard, the direction controller of the keyboard may include: a left direction control key, a right direction control key, an up direction control key, and a down direction control key, which are not limited here.
图5为本公开实施例提供的另一种游戏技能控制方法的流程示意图。可选地,外部控制设备为游戏手柄,如图5所示,上述第一触发操作根据游戏手柄基于摇杆的拨动操作生成,确定游戏场景中第一技能对应的第二位置,包括:Figure 5 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure. Optionally, the external control device is a game controller. As shown in Figure 5, the above-mentioned first triggering operation is generated according to the toggle operation of the joystick based on the game controller, and determines the second position corresponding to the first skill in the game scene, including:
S401、基于摇杆的拨动方向和预设角度范围,根据目标虚拟角色的当前位置,确定第一技能的最远释放范围。S401. Based on the rocker's toggle direction and preset angle range, determine the farthest release range of the first skill based on the current position of the target virtual character.
可选地,预设角度范围可以是60°、120°、180°等,在此不作限定,根据实际的应用场景可以灵活设置。在一些实施例中,第一触发操作根据游戏手柄基于摇杆的拨动操作生成时,第一触发操作可以用于调整目标玩家所控制的目标虚拟角色的朝向。基于该说明,可选地,确定第一技能的最远释放范围时,可以基于目标虚拟角色的当前位置,以目标虚拟角色的朝向为基准,结合预设角度范围和预设距离阈值确定。Optionally, the preset angle range can be 60°, 120°, 180°, etc., which is not limited here and can be flexibly set according to the actual application scenario. In some embodiments, when the first triggering operation is generated based on a rocker toggle operation of the game controller, the first triggering operation may be used to adjust the orientation of the target virtual character controlled by the target player. Based on this description, optionally, when determining the farthest release range of the first skill, it can be determined based on the current position of the target avatar, the orientation of the target avatar as a benchmark, and a combination of the preset angle range and the preset distance threshold.
图6为本公开实施例提供的一种第一技能的最远释放范围的示意图。参照图6所示,以预设角度范围为60°、目标虚拟角色的当前位置为N、第一触发操作用于控制目标虚拟角色的朝向为图示中箭头所指的方向为例进行说明,可选地,第一技能的最远释放范围可以包括以目标虚拟角色的朝向为基准,上下偏移30°、预设距离阈值内的扇形区域(扇形区域的部分未示出),可选地,该预设距离阈值的取值可以是5米、10米等,在此不作限定。Figure 6 is a schematic diagram of the farthest release range of a first skill provided by an embodiment of the present disclosure. Referring to Figure 6, the preset angle range is 60°, the current position of the target virtual character is N, and the first trigger operation is used to control the direction of the target virtual character to be the direction pointed by the arrow in the illustration. Optionally, the farthest release range of the first skill may include a sector-shaped area (part of the sector-shaped area not shown) that is offset 30° up and down based on the orientation of the target virtual character and is within a preset distance threshold. , the value of the preset distance threshold can be 5 meters, 10 meters, etc., which is not limited here.
S402、根据第一技能的最远释放范围内至少一个其他虚拟角色的当前位置,确定第一技能对应的第二位置,并在第二位置处以预设频率切换显示第一技能对应的技能范围标识。S402. Determine the second position corresponding to the first skill based on the current position of at least one other virtual character within the furthest release range of the first skill, and switch and display the skill range identifier corresponding to the first skill at the second position at a preset frequency. .
可选地,预设频率可以是0.3秒、0.5秒、0.8秒等,在此不作限定。基于上述说明,在确定了第一技能的最远释放范围之后,则可以根据最远释放范围内至少一个其他虚拟角色的当前位置,进一步确定第一技能对应的第二位置。在一些实施例中,第一技能对应的第二位置可以包括该最远释放范围内各其他虚拟角色所在的位置,又或者,可以包括最远释放范围内其他虚拟角色集中区域的中心位置等,在此不作限定,根据实际的应用场景可以有所不同。Optionally, the preset frequency may be 0.3 seconds, 0.5 seconds, 0.8 seconds, etc., which is not limited here. Based on the above description, after determining the farthest release range of the first skill, the second position corresponding to the first skill can be further determined based on the current position of at least one other virtual character within the farthest release range. In some embodiments, the second position corresponding to the first skill may include the positions of other virtual characters within the farthest release range, or may include the center position of the area where other virtual characters are concentrated within the farthest release range, etc. There is no limitation here, and it may vary according to the actual application scenario.
基于上述说明,在确定了第一技能对应的各第二位置后,可以以预设频率在各第二位置处切换显示第一技能对应的技能范围标识。可以理解的是,切换过程中,玩家则可以通过查看第一技能对应的技能范围标识直观地知晓第一技能对应的技能攻击范围,以便玩家可以根据期望的技能释放位置,在第二位置中选择目标位置以释放范围释放技能,提高范围释放技能的释放效率。Based on the above description, after each second position corresponding to the first skill is determined, the skill range identifier corresponding to the first skill can be switched and displayed at each second position at a preset frequency. It is understandable that during the switching process, the player can intuitively know the skill attack range corresponding to the first skill by looking at the skill range mark corresponding to the first skill, so that the player can select the second position according to the desired skill release position. The target position is used to release the skill in a range, which improves the release efficiency of the skill in the range.
图7为本公开实施例提供的又一种游戏技能控制方法的流程示意图。可选地,如图7 所示,上述根据第一技能的最远释放范围内至少一个其他虚拟角色的当前位置,确定第一技能对应的第二位置,包括:Figure 7 is a schematic flowchart of yet another game skill control method provided by an embodiment of the present disclosure. Optionally, as shown in Figure 7 As shown in the above, the second position corresponding to the first skill is determined based on the current position of at least one other virtual character within the farthest release range of the first skill, including:
S501、计算第一技能的最远释放范围内任意两个其他虚拟角色所对应投影位置之间的第一距离。S501. Calculate the first distance between the corresponding projection positions of any two other virtual characters within the farthest release range of the first skill.
其中,将本公开实施例提供的方法应用于3D游戏(比如,大型多人在线角色扮演游戏)时,在确定第一技能的最远释放范围后,可以获取该第一技能的最远释放范围内任意两个其他虚拟角色对应的角色模型的投影位置,并计算任意两个投影位置之间距离作为第一距离。值得说明的是,该第一距离指的是两个其他虚拟角色对应的角色模型的投影位置之间的直线距离。Among them, when the method provided by the embodiment of the present disclosure is applied to a 3D game (such as a massively multiplayer online role-playing game), after determining the farthest release range of the first skill, the farthest release range of the first skill can be obtained The projection positions of the character models corresponding to any two other virtual characters in the virtual character, and calculate the distance between any two projection positions as the first distance. It is worth explaining that the first distance refers to the straight-line distance between the projection positions of the character models corresponding to the two other virtual characters.
S502、根据任意两个其他虚拟角色之间的第一距离和预设距离阈值,确定第一技能对应的第二位置。S502. Determine the second position corresponding to the first skill based on the first distance between any two other virtual characters and the preset distance threshold.
预设距离阈值可以由游戏系统事先设定,又或者,可以由玩家自定义,在此不作限定。基于上述说明,可以根据各第一距离和预设距离阈值之间的大小关系,确定第一技能对应的第二位置。关于具体确定过程可参加下述的相关内容。The preset distance threshold can be set in advance by the game system, or can be customized by the player, which is not limited here. Based on the above description, the second position corresponding to the first skill can be determined according to the relationship between each first distance and the preset distance threshold. Regarding the specific determination process, please refer to the relevant content below.
可选地,上述根据任意两个其他虚拟角色之间的第一距离和预设距离阈值,确定第一技能对应的第二位置,包括:Optionally, the above method determines the second position corresponding to the first skill based on the first distance between any two other virtual characters and the preset distance threshold, including:
确定除目标虚拟角色之外各虚拟角色所对应的投影位置为第一技能对应的第二位置,和/或,若第一距离小于预设距离阈值时,第一距离对应的中点位置为第一技能对应的第二位置。Determine that the projection position corresponding to each virtual character except the target virtual character is the second position corresponding to the first skill, and/or, if the first distance is less than the preset distance threshold, the midpoint position corresponding to the first distance is the second position. The second position corresponding to one skill.
图8为本公开实施例提供的一种游戏场景中第二位置的示意图。在一些实施例中,参照图8所示,第一技能对应的第二位置可以为各虚拟角色对应的角色模型的投影位置,虚拟角色A、B、C、D、E、F、G所对应的投影位置可以为第一技能对应的第二位置。Figure 8 is a schematic diagram of a second position in a game scene provided by an embodiment of the present disclosure. In some embodiments, as shown in FIG. 8 , the second position corresponding to the first skill may be the projected position of the character model corresponding to each virtual character, and the virtual characters A, B, C, D, E, F, and G correspond to The projection position can be the second position corresponding to the first skill.
在一些实施例中,参照图8所示,若第一距离小于预设距离阈值时,则第一距离对应的中点位置可以为第一技能对应的第二位置,其中,第一距离对应的中点位置也即第一距离所对应直线的中点位置。如图8所示,中点位置H、I、J、K、L可以为第一技能对应的第二位置。可以理解的是,应用本公开实施例,可以对第一距离对应的两个其他虚拟角色同时造成最大程度的伤害。当然,需要说明的是,第一技能对应的第二位置的确定方式并不以此为限,根据实际的应用场景,也可以是该第一距离对应的直线距离上的任一位置。In some embodiments, referring to FIG. 8 , if the first distance is less than the preset distance threshold, the midpoint position corresponding to the first distance may be the second position corresponding to the first skill, wherein the midpoint position corresponding to the first distance may be the second position corresponding to the first skill. The midpoint position is also the midpoint position of the straight line corresponding to the first distance. As shown in Figure 8, the midpoint positions H, I, J, K, and L can be the second position corresponding to the first skill. It can be understood that by applying the embodiments of the present disclosure, the maximum degree of damage can be caused to two other virtual characters corresponding to the first distance at the same time. Of course, it should be noted that the method of determining the second position corresponding to the first skill is not limited to this. Depending on the actual application scenario, it can also be any position on the linear distance corresponding to the first distance.
可选地,上述方法还包括:Optionally, the above method also includes:
响应于在目标位置对第一技能的第二触发操作,控制目标虚拟角色基于目标位置释放第一技能。In response to the second triggering operation of the first skill at the target position, the target virtual character is controlled to release the first skill based on the target position.
可选地,第二触发操作可以基于终端设备或者与终端设备连接的外部控制设备生成,在此不作限定。Optionally, the second triggering operation may be generated based on the terminal device or an external control device connected to the terminal device, which is not limited here.
基于上述说明,可以理解的是,若确定该目标位置满足期望的技能释放位置,那么可以在该目标位置处释放第一技能,以对该目标位置周围的所有敌方虚拟角色、其他虚拟对象等造成伤害,可选地,该其他虚拟对象可以包括但不限于:虚拟树木、虚拟房屋、虚拟宠物等,在此不作限定,以虚拟树木为例,可选地,对虚拟树木造成的伤害可以是:虚拟树木被摧毁、虚拟树木停止生长、虚拟树木遭受虫灾等,在此不作限定,根据实际的应用场景可以有所不同。Based on the above description, it can be understood that if it is determined that the target position meets the desired skill release position, then the first skill can be released at the target position to target all enemy virtual characters, other virtual objects, etc. around the target position. Cause damage. Optionally, the other virtual objects may include but are not limited to: virtual trees, virtual houses, virtual pets, etc., which are not limited here. Taking virtual trees as an example, optionally, the damage caused to the virtual trees may be : The virtual trees are destroyed, the virtual trees stop growing, the virtual trees suffer from insect disasters, etc. There are no limitations here and may vary according to the actual application scenarios.
可选地,终端设备连接一外部控制设备,上述方法还包括:Optionally, the terminal device is connected to an external control device, and the above method also includes:
接收外部控制设备基于方向键的释放操作,或,预设按键的控制操作发送的第二触发操作。Receive the second trigger operation sent by the external control device based on the release operation of the direction key or the control operation of the preset key.
可选地,外部控制设备可以包括键盘、鼠标、游戏手柄等,在此不作限定。Optionally, external control devices may include keyboards, mice, game controllers, etc., which are not limited here.
以键盘为例进行说明,键盘中的方向键可以包括:左方向键、右方向键、上方向键以及下方向键;预设按键可以包括键盘中的任意按键,在此不作限定;以鼠标为例进行说明,第二触发操作可以通过对鼠标中左键的点击操作生成,当然,具体生成方式并不以此为限。 Taking the keyboard as an example for illustration, the direction keys in the keyboard can include: left direction key, right direction key, up direction key, and down direction key; the default keys can include any key in the keyboard, which is not limited here; the mouse is used as the For example, the second trigger operation can be generated by clicking the left button of the mouse. Of course, the specific generation method is not limited to this.
图9为本公开实施例提供的一种游戏手柄的示意图。可选地,外部控制设备可以为游戏手柄,其中,如图9所示,该游戏手柄中可以包括:摇杆51,当然,在一些实施例中,其还可以包括十字键52、功能键53、扳机按键(图中未示出)等,在此不作限定。可选地,玩家可以基于该游戏手柄中的任意按键生成第二触发操作。Figure 9 is a schematic diagram of a game controller provided by an embodiment of the present disclosure. Optionally, the external control device may be a game controller. As shown in FIG. 9 , the game controller may include a joystick 51 . Of course, in some embodiments, it may also include a cross key 52 and a function key 53 , trigger button (not shown in the figure), etc., are not limited here. Optionally, the player can generate a second trigger operation based on any button in the game controller.
图10为本公开实施例提供的另一种游戏技能控制方法的流程示意图。可选地,如图10所示,上述响应于针对第一技能的位置切换操作,在第二位置中确定一目标位置,包括:Figure 10 is a schematic flowchart of another game skill control method provided by an embodiment of the present disclosure. Optionally, as shown in Figure 10, in response to the position switching operation for the first skill, determining a target position in the second position includes:
S601、响应于针对第一技能的位置切换操作,控制第一技能对应的技能范围标识在第二位置中跳转显示,并确定目标位置。S601. In response to the position switching operation for the first skill, control the skill range identifier corresponding to the first skill to jump and display in the second position, and determine the target position.
其中,关于位置切换操作的说明可参见前述的相关内容,在此不再赘述,比如,外部控制设备为遥杆时,可以通过对手柄摇杆的推动操作生成针对第一技能的位置切换操作。当然,位置切换操作的生成方式并不以此为限。响应于针对第一技能的位置切换操作,可以控制第一技能对应技能范围标识在多个第二位置之间跳转显示,可以理解的是,在此过程中,通过跳转显示第一技能对应技能范围标识,玩家可以直观地知晓每次跳转对应的第二位置,便于玩家快速确定目标位置。The description of the position switching operation can be found in the above-mentioned relevant content, and will not be repeated here. For example, when the external control device is a joystick, the position switching operation for the first skill can be generated by pushing the handle rocker. Of course, the way the position switching operation is generated is not limited to this. In response to the position switching operation for the first skill, the skill range identifier corresponding to the first skill can be controlled to jump and display between multiple second positions. It is understandable that in this process, the corresponding skill range of the first skill is displayed by jumping. With the skill range mark, players can intuitively know the second position corresponding to each jump, making it easier for players to quickly determine the target position.
在一些实施例中,若当前跳转对应的第二位置符合或接近于玩家预期位置,可选地,可以基于终端设备或与终端设备连接的外部控制设备生成针对该当前第二位置的确定指令,响应于该确定指令,可以确定当前第二位置为目标位置。可选地,若确定了目标位置时,可以控制第一技能对应的技能范围标识停止跳转,并显示在目标位置处,以便玩家通过第一技能对应的技能范围标识快速锁定目标位置。In some embodiments, if the second position corresponding to the current jump is consistent with or close to the player's expected position, optionally, a determination instruction for the current second position can be generated based on the terminal device or an external control device connected to the terminal device. , in response to the determination instruction, the current second position can be determined as the target position. Optionally, when the target position is determined, the skill range identifier corresponding to the first skill can be controlled to stop jumping and displayed at the target position, so that the player can quickly lock the target position through the skill range identifier corresponding to the first skill.
举例说明,参照前述图8所示,若依据前述方法确定的第一技能对应的第二位置包括M1、M2以及M3,且M1、M2以及M3分别与目标虚拟角色a所对应的投影位置N之间的第二距离为X1、X2以及X3,其中,X2大于X1,X3大于X2,也即第二位置M1距离目标虚拟角色所对应的投影位置N最近,其次是M2,M3距离目标虚拟角色所对应的投影位置N最远。在一些实施例中,可以根据各第二位置与目标虚拟角色多对应的投影位置之间的拒了,依据由近到远的方式依次跳转显示第一技能对应的技能范围标识。For example, with reference to the aforementioned Figure 8, if the second position corresponding to the first skill determined according to the aforementioned method includes M1, M2 and M3, and M1, M2 and M3 are respectively one of the projection positions N corresponding to the target virtual character a. The second distances between are X1, X2 and X3. Among them, X2 is greater than X1 and The corresponding projection position N is the farthest. In some embodiments, according to the distance between each second position and the projection position corresponding to the target virtual character, the skill range identifier corresponding to the first skill can be sequentially jumped and displayed in a manner from near to far.
比如,在游戏场景中切换显示第一技能对应的技能范围标识Q时,可以先在第二位置M1处显示第一技能对应的技能范围标识Q,一预设频率(比如,0.5秒)后,可以在第二位置M2处切换显示Q,又一预设频率(比如,0.5秒)后,可以在第二位置M3处切换显示Q。可以看出,应用本公开实施例,可以高效地切换第一技能对应的技能范围标识的显示位置,相较于相关技术,可以有效提高范围释放技能的切换效率,简化玩家使用范围释放技能的释放操作负担、且还可以提高操作的效率。For example, when switching to display the skill range identifier Q corresponding to the first skill in the game scene, you can first display the skill range identifier Q corresponding to the first skill at the second position M1, and after a preset frequency (for example, 0.5 seconds), Q can be switched to display at the second position M2, and after another preset frequency (for example, 0.5 seconds), Q can be switched to display at the second position M3. It can be seen that by applying the embodiments of the present disclosure, the display position of the skill range indicator corresponding to the first skill can be efficiently switched. Compared with related technologies, the switching efficiency of the range release skill can be effectively improved and the release of the range release skill by the player can be simplified. operation burden, and can also improve operation efficiency.
可选地,继续参照图10所示,上述方法还包括:Optionally, continuing to refer to Figure 10, the above method further includes:
S602、响应于针对第一技能的位置平移操作,控制第一技能对应的技能范围标识起始于目标位置在游戏场景中进行平移。S602. In response to the position translation operation for the first skill, control the skill range identifier corresponding to the first skill to translate in the game scene starting from the target position.
其中,对第一技能的位置平移操作可以通过不同于位置切换操作的触发方式生成。比如,对第一技能的位置平移操作可以通过手柄肩键和手柄遥杆的组合操作生成,当然,具体生成方式并不以此为限,根据实际的应用场景可以有所不同。Among them, the position translation operation for the first skill can be generated by a triggering method different from the position switching operation. For example, the positional translation operation of the first skill can be generated through the combined operation of the handle shoulder keys and the handle joystick. Of course, the specific generation method is not limited to this and can be different according to the actual application scenario.
可以理解的是,对于目标位置来说,若目标位置处显示有第一技能对应的技能范围标识,在一些实施例中,响应于该对第一技能的位置平移操作,可以继续控制第一技能对应的技能范围标识起始于目标位置在游戏场景中平移,其中,该平移可以是上移、下移、左移、右移等,在此不作限定;平移过程中,若确定当前平移后的位置符合玩家预期位置,那么此时可以确定该平移后的位置为新的目标位置。It can be understood that, for the target position, if the skill range identifier corresponding to the first skill is displayed at the target position, in some embodiments, in response to the position translation operation of the first skill, the first skill can continue to be controlled. The corresponding skill range identifier starts from the target position and translates in the game scene. The translation can be up, down, left, right, etc., and is not limited here; during the translation process, if the current translation is determined If the position matches the player's expected position, then the translated position can be determined as the new target position.
值得说明的是,本公开在此并不限定每次平移的距离,可选地,平移距离可以与位置平移操作的触发时长和单位位移距离有关,其中,位置平移操作的触发时长越长,则第一技能对应的技能范围标识在游戏场景中平移的距离将越远,否则,将越近。It is worth noting that the present disclosure does not limit the distance of each translation. Alternatively, the translation distance may be related to the trigger duration of the position translation operation and the unit displacement distance, where the longer the trigger duration of the position translation operation, the The skill range indicator corresponding to the first skill will move farther in the game scene, otherwise, it will be closer.
在一些实施例中,结合上述S601步骤可以看出,实际应用过程中,可以通过S601步 骤确定目标位置,实现对目标位置的初步选择,结合S602步骤可以进一步实现对目标位置的微调,提高本公开方法的适用性。In some embodiments, it can be seen from the above step S601 that in actual application process, step S601 can be used to The target position is determined in the step S602 to realize the preliminary selection of the target position. Combined with the step S602, the fine-tuning of the target position can be further realized and the applicability of the disclosed method is improved.
举例说明,若终端设备连接有外部控制设备,且该外部控制设备为游戏手柄,在一些实施例中,可以通过对手柄摇杆的推动操作生成针对第一技能的位置切换操作,响应于该位置切换操作,可以快速在多个第二位置中进行跳转式切换确定目标位置;基于所确定的目标位置,可以在手柄肩键被持续按压的情况下,通过对手柄摇杆的推动操作生成对该第一技能的位置平移操作,响应于该位置平移操作,可以控制第一技能对应的技能范围标识在游戏场景中从该目标位置处进行平移,通过平移确定新的目标位置。For example, if the terminal device is connected to an external control device, and the external control device is a game controller, in some embodiments, a position switching operation for the first skill can be generated by pushing the joystick of the controller, and in response to the position Switching operation can quickly perform jump switching among multiple second positions to determine the target position; based on the determined target position, when the handle shoulder button is continuously pressed, a pair of pairs can be generated by pushing the handle rocker. In response to the position translation operation of the first skill, the skill range identifier corresponding to the first skill can be controlled to translate from the target position in the game scene, and a new target position is determined through translation.
值得说明的是,上述跳转切换和平移切换的方式之间可以灵活切换,基于上述举例继续说明,可选地,平移切换过程中,若取消对手柄肩键的持续按压操作,那么将切换回跳转切换逻辑,即:通过对手柄摇杆的推动操作生成针对第一技能的位置切换操作,响应于该位置切换操作,可以快速在多个第二位置中进行跳转式切换确定目标位置。It is worth noting that the above-mentioned jump switching and panning switching methods can be flexibly switched. Based on the above example to continue the explanation, optionally, during the panning switching process, if the continuous pressing operation on the handle shoulder button is cancelled, the switch will return to Jump switching logic, that is, by pushing the handle rocker to generate a position switching operation for the first skill, in response to the position switching operation, jump switching can be quickly performed among multiple second positions to determine the target position.
可选地,上述第二位置包括多个,各第二位置在游戏场景中区别化标识。Optionally, the above-mentioned second positions include multiple second positions, and each second position is distinctively identified in the game scene.
在一些实施例中,各第二位置可以在游戏场景中通过颜色、图案等进行区别化标识,以便玩家可以快速识别各第二位置,进而在确定目标位置时,可以在该多个第二位置中快速确定。In some embodiments, each second position can be differentiated in the game scene by color, pattern, etc., so that players can quickly identify each second position, and then when determining the target position, they can identify the multiple second positions. Quickly confirm.
此外,还需要说明的是,以第一技能对应的技能范围标识为例进行说明,本公开在此并不限定第一技能对应的技能范围标识的显示方式,根据实际的应用场景,可以通过图案、色彩、特效等多种方式组合进行显示。又或者,可以根据第一技能的具体功能进行形象化显示,提高玩家的游戏体验。In addition, it should be noted that, taking the skill range identification corresponding to the first skill as an example, the present disclosure does not limit the display method of the skill range identification corresponding to the first skill. According to the actual application scenario, the display method can be displayed through patterns. , colors, special effects and other combinations for display. Or, it can be visually displayed based on the specific function of the first skill to improve the player's gaming experience.
图11为本公开实施例提供的一种游戏技能控制装置的功能模块示意图,该游戏技能控制装置可以通过终端设备提供图形用户界面,图形用户界面上包含有处于游戏场景中的至少一个虚拟角色,虚拟角色被配置为通过终端设备进行控制,该装置基本原理及产生的技术效果与前述对应的方法实施例相同,为简要描述,本实施例中未提及部分,可参考方法实施例中的相应内容。如图11所示,该游戏技能控制装置100包括:Figure 11 is a functional module schematic diagram of a game skill control device provided by an embodiment of the present disclosure. The game skill control device can provide a graphical user interface through a terminal device, and the graphical user interface includes at least one virtual character in a game scene. The virtual character is configured to be controlled through the terminal device. The basic principles and technical effects of the device are the same as those in the corresponding method embodiments. For the sake of brief description, for parts not mentioned in this embodiment, please refer to the corresponding parts in the method embodiments. content. As shown in Figure 11, the game skill control device 100 includes:
显示模块110,用于响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识,其中,所述第一技能为范围释放技能;The display module 110 is configured to, in response to the first triggering operation for the first skill, display the skill range identifier corresponding to the first skill at the first position in the game scene, where the first skill is range release. Skill;
确定模块120,用于确定所述游戏场景中所述第一技能对应的第二位置,其中,所述第二位置为所述技能范围标识的候选显示位置;The determination module 120 is used to determine the second position corresponding to the first skill in the game scene, wherein the second position is the candidate display position of the skill range identifier;
切换模块130,用于响应于针对所述第一技能的位置切换操作,在所述第二位置中确定一目标位置,将所述第一技能对应的技能范围标识从所述第一位置切换至所述目标位置进行显示。The switching module 130 is configured to determine a target position in the second position in response to the position switching operation for the first skill, and switch the skill range identifier corresponding to the first skill from the first position to The target location is displayed.
在可选的实施方式中,所述切换模块130还用于响应于针对所述第一技能的技能切换操作,将所述第一技能切换为第二技能,并在所述目标位置显示所述第二技能对应的技能范围标识。In an optional implementation, the switching module 130 is further configured to, in response to a skill switching operation for the first skill, switch the first skill to a second skill, and display the first skill at the target position. The skill range identifier corresponding to the second skill.
在可选的实施方式中,所述显示模块110,具体用于响应于针对所述第一技能的第一触发操作,基于所述目标虚拟角色的当前位置,确定预设范围内是否存在其他虚拟角色;In an optional implementation, the display module 110 is specifically configured to, in response to the first triggering operation for the first skill, determine whether there are other virtual characters within a preset range based on the current location of the target virtual character. Role;
若存在,则在所述游戏场景中确定距离目标虚拟角色最近的其他虚拟角色的当前位置为所述第一位置,并在所述第一位置显示所述第一技能对应的技能范围标识;If it exists, determine the current position of the other virtual character closest to the target virtual character in the game scene as the first position, and display the skill range identifier corresponding to the first skill at the first position;
若不存在,则确定所述目标虚拟角色的当前位置为所述第一位置,并在所述第一位置显示所述第一技能对应的技能范围标识。If it does not exist, determine that the current position of the target virtual character is the first position, and display the skill range identifier corresponding to the first skill at the first position.
在可选的实施方式中,所述终端设备连接一外部控制设备,所述显示模块110,具体用于接收外部控制设备基于方向控制器的控制操作发送的所述第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识。In an optional implementation, the terminal device is connected to an external control device, and the display module 110 is specifically configured to receive the first trigger operation sent by the external control device based on the control operation of the direction controller. The first position in the game scene displays the skill range identifier corresponding to the first skill.
在可选的实施方式中,所述外部控制设备为游戏手柄,所述第一触发操作根据游戏手柄基于摇杆的拨动操作生成,所述确定模块120,具体用于基于所述摇杆的拨动方向和预 设角度范围,根据目标虚拟角色的当前位置,确定所述第一技能的最远释放范围;In an optional embodiment, the external control device is a game controller, and the first triggering operation is generated according to the toggle operation of the game controller based on the joystick. The determination module 120 is specifically used to trigger the operation based on the joystick. Toggle direction and pre Set the angle range, and determine the farthest release range of the first skill according to the current position of the target virtual character;
根据所述第一技能的最远释放范围内至少一个其他虚拟角色的当前位置,确定所述第一技能对应的第二位置,并在所述第二位置处以预设频率切换显示所述第一技能对应的技能范围标识。Determine the second position corresponding to the first skill according to the current position of at least one other virtual character within the furthest release range of the first skill, and switch and display the first skill at the second position at a preset frequency The skill range identifier corresponding to the skill.
在可选的实施方式中,所述确定模块120,具体用于计算所述第一技能的最远释放范围内任意两个其他虚拟角色所对应投影位置之间的第一距离;In an optional implementation, the determination module 120 is specifically configured to calculate the first distance between the projection positions corresponding to any two other virtual characters within the farthest release range of the first skill;
根据任意两个其他虚拟角色之间的第一距离和预设距离阈值,确定所述第一技能对应的第二位置。The second position corresponding to the first skill is determined based on the first distance between any two other virtual characters and the preset distance threshold.
在可选的实施方式中,所述确定模块120,具体用于确定除所述目标虚拟角色之外各所述虚拟角色所对应的投影位置为所述第一技能对应的第二位置,和/或,若所述第一距离小于预设距离阈值时,所述第一距离对应的中点位置为所述第一技能对应的第二位置。In an optional implementation, the determination module 120 is specifically configured to determine that the projection position corresponding to each virtual character except the target virtual character is the second position corresponding to the first skill, and/ Or, if the first distance is less than the preset distance threshold, the midpoint position corresponding to the first distance is the second position corresponding to the first skill.
在可选的实施方式中,所述游戏技能控制还包括:控制模块,用于响应于在所述目标位置对所述第一技能的第二触发操作,控制目标虚拟角色基于所述目标位置释放所述第一技能。In an optional implementation, the game skill control further includes: a control module, configured to control the release of the target virtual character based on the target position in response to the second triggering operation of the first skill at the target position. Said first skill.
在可选的实施方式中,所述终端设备连接一外部控制设备,所述控制模块,还用于接收外部控制设备基于方向键的释放操作,或,预设按键的控制操作发送的所述第二触发操作。In an optional embodiment, the terminal device is connected to an external control device, and the control module is also configured to receive the third control message sent by the external control device based on the release operation of the direction key or the control operation of the preset key. 2. Trigger operation.
在可选的实施方式中,所述确定模块120,具体用于响应于针对所述第一技能的位置切换操作,控制所述第一技能对应的技能范围标识在所述第二位置中跳转显示,并确定目标位置。In an optional implementation, the determination module 120 is specifically configured to control the skill range identifier corresponding to the first skill to jump in the second position in response to the position switching operation for the first skill. Display and determine the target location.
在可选的实施方式中,所述确定模块120,还用于响应于针对所述第一技能的位置平移操作,控制所述第一技能对应的技能范围标识起始于所述目标位置在所述游戏场景中进行平移。In an optional implementation, the determination module 120 is further configured to, in response to the position translation operation for the first skill, control the skill range identifier corresponding to the first skill to start at the target position. Panning in the game scene described above.
在可选的实施方式中,所述第二位置包括多个,各所述第二位置在所述游戏场景中区别化标识。In an optional implementation, the second positions include multiple second positions, and each second position is distinctively identified in the game scene.
上述装置用于执行前述实施例提供的方法,其实现原理和技术效果类似,在此不再赘述。The above device is used to execute the method provided in the foregoing embodiments. Its implementation principles and technical effects are similar and will not be described again here.
以上这些模块可以是被配置成实施以上方法的一个或多个集成电路,例如:一个或多个特定集成电路(Application Specific Integrated Circuit,简称ASIC),或,一个或多个微处理器,或,一个或者多个现场可编程门阵列(Field Programmable Gate Array,简称FPGA)等。再如,当以上某个模块通过处理元件调度程序代码的形式实现时,该处理元件可以是通用处理器,例如中央处理器(Central Processing Unit,简称CPU)或其它可以调用程序代码的处理器。再如,这些模块可以集成在一起,以片上系统(system-on-a-chip,简称SOC)的形式实现。The above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more application specific integrated circuits (ASIC for short), or one or more microprocessors, or, One or more Field Programmable Gate Array (FPGA for short), etc. For another example, when one of the above modules is implemented in the form of a processing element scheduler code, the processing element can be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU for short) or other processors that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).
图12为本公开实施例提供的一种电子设备结构示意图,该电子设备可以是终端设备或服务器。如图12所示,该电子设备可以包括:处理器210、存储介质220和总线230,存储介质220存储有处理器210可执行的机器可读指令,当电子设备运行时,处理器210与存储介质220之间通过总线230通信,处理器210执行机器可读指令,以执行下述步骤:FIG. 12 is a schematic structural diagram of an electronic device provided by an embodiment of the present disclosure. The electronic device may be a terminal device or a server. As shown in Figure 12, the electronic device may include: a processor 210, a storage medium 220 and a bus 230. The storage medium 220 stores machine-readable instructions executable by the processor 210. When the electronic device is running, the processor 210 communicates with the storage The media 220 communicate with each other through the bus 230, and the processor 210 executes machine-readable instructions to perform the following steps:
响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识,其中,所述第一技能为范围释放技能;In response to the first triggering operation for the first skill, display the skill range identifier corresponding to the first skill at the first position in the game scene, where the first skill is a range release skill;
确定所述游戏场景中所述第一技能对应的第二位置,其中,所述第二位置为所述技能范围标识的候选显示位置;Determine a second position corresponding to the first skill in the game scene, where the second position is a candidate display position of the skill range identifier;
响应于针对所述第一技能的位置切换操作,在所述第二位置中确定一目标位置,将所述第一技能对应的技能范围标识从所述第一位置切换至所述目标位置进行显示。In response to the position switching operation for the first skill, a target position is determined in the second position, and the skill range identifier corresponding to the first skill is switched from the first position to the target position for display. .
在可选的实施方式中,处理器210还用于响应于针对所述第一技能的技能切换操作,将所述第一技能切换为第二技能,并在所述目标位置显示所述第二技能对应的技能范围标 识。In an optional implementation, the processor 210 is further configured to, in response to a skill switching operation for the first skill, switch the first skill to a second skill, and display the second skill at the target position. The skill range mark corresponding to the skill knowledge.
在可选的实施方式中,处理器210在响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识时,具体用于响应于针对所述第一技能的第一触发操作,基于所述目标虚拟角色的当前位置,确定预设范围内是否存在其他虚拟角色;In an optional implementation, when the processor 210 displays the skill range identifier corresponding to the first skill at the first position in the game scene in response to the first triggering operation for the first skill, the processor 210 is specifically configured to: In response to the first triggering operation for the first skill, based on the current location of the target virtual character, determine whether there are other virtual characters within a preset range;
若存在,则在所述游戏场景中确定距离目标虚拟角色最近的其他虚拟角色的当前位置为所述第一位置,并在所述第一位置显示所述第一技能对应的技能范围标识;If it exists, determine the current position of the other virtual character closest to the target virtual character in the game scene as the first position, and display the skill range identifier corresponding to the first skill at the first position;
若不存在,则确定所述目标虚拟角色的当前位置为所述第一位置,并在所述第一位置显示所述第一技能对应的技能范围标识。If it does not exist, determine that the current position of the target virtual character is the first position, and display the skill range identifier corresponding to the first skill at the first position.
在可选的实施方式中,所述终端设备连接一外部控制设备,处理器210在响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识时,具体用于:In an optional implementation, the terminal device is connected to an external control device, and the processor 210 displays the first skill at a first position in the game scene in response to the first triggering operation for the first skill. When the corresponding skill range is identified, it is specifically used for:
接收外部控制设备基于方向控制器的控制操作发送的所述第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识。The first trigger operation sent by the external control device based on the control operation of the direction controller is received, and the skill range identifier corresponding to the first skill is displayed at the first position in the game scene.
在可选的实施方式中,所述外部控制设备为游戏手柄,所述第一触发操作根据游戏手柄基于摇杆的拨动操作生成,处理器210在确定所述游戏场景中所述第一技能对应的第二位置时,具体用于:In an optional embodiment, the external control device is a game controller, the first triggering operation is generated according to the joystick toggle operation of the game controller, and the processor 210 determines the first skill in the game scene. When corresponding to the second position, it is specifically used for:
基于所述摇杆的拨动方向和预设角度范围,根据目标虚拟角色的当前位置,确定所述第一技能的最远释放范围;Based on the toggle direction of the rocker and the preset angle range, determine the farthest release range of the first skill according to the current position of the target virtual character;
根据所述第一技能的最远释放范围内至少一个其他虚拟角色的当前位置,确定所述第一技能对应的第二位置,并在所述第二位置处以预设频率切换显示所述第一技能对应的技能范围标识。Determine the second position corresponding to the first skill according to the current position of at least one other virtual character within the furthest release range of the first skill, and switch and display the first skill at the second position at a preset frequency The skill range identifier corresponding to the skill.
在可选的实施方式中,处理器210在根据所述第一技能的最远释放范围内至少一个其他虚拟角色的当前位置,确定所述第一技能对应的第二位置时,具体用于:In an optional implementation, when determining the second position corresponding to the first skill based on the current position of at least one other virtual character within the farthest release range of the first skill, the processor 210 is specifically used to:
计算所述第一技能的最远释放范围内任意两个其他虚拟角色所对应投影位置之间的第一距离;Calculate the first distance between the corresponding projection positions of any two other virtual characters within the farthest release range of the first skill;
根据任意两个其他虚拟角色之间的第一距离和预设距离阈值,确定所述第一技能对应的第二位置。The second position corresponding to the first skill is determined based on the first distance between any two other virtual characters and the preset distance threshold.
在可选的实施方式中,处理器210在根据任意两个其他虚拟角色之间的第一距离和预设距离阈值,确定所述第一技能对应的第二位置时,具体用于:In an optional implementation, when determining the second position corresponding to the first skill based on the first distance between any two other virtual characters and the preset distance threshold, the processor 210 is specifically configured to:
确定除所述目标虚拟角色之外各所述虚拟角色所对应的投影位置为所述第一技能对应的第二位置,和/或,若所述第一距离小于预设距离阈值时,所述第一距离对应的中点位置为所述第一技能对应的第二位置。Determine that the projection position corresponding to each virtual character except the target virtual character is the second position corresponding to the first skill, and/or, if the first distance is less than a preset distance threshold, the The midpoint position corresponding to the first distance is the second position corresponding to the first skill.
在可选的实施方式中,处理器210还用于:In an optional implementation, the processor 210 is also used to:
响应于在所述目标位置对所述第一技能的第二触发操作,控制目标虚拟角色基于所述目标位置释放所述第一技能。In response to a second triggering operation on the first skill at the target position, the target virtual character is controlled to release the first skill based on the target position.
在可选的实施方式中,所述终端设备连接一外部控制设备,处理器210还用于:接收外部控制设备基于方向键的释放操作,或,预设按键的控制操作发送的所述第二触发操作。In an optional implementation, the terminal device is connected to an external control device, and the processor 210 is further configured to: receive the release operation of the external control device based on the direction key, or the second control operation sent by the preset key. Trigger action.
在可选的实施方式中,处理器210在响应于针对所述第一技能的位置切换操作,在所述第二位置中确定一目标位置时,具体用于:In an optional implementation, when determining a target position in the second position in response to the position switching operation for the first skill, the processor 210 is specifically configured to:
响应于针对所述第一技能的位置切换操作,控制所述第一技能对应的技能范围标识在所述第二位置中跳转显示,并确定所述目标位置;In response to the position switching operation for the first skill, control the skill range identifier corresponding to the first skill to jump and display in the second position, and determine the target position;
响应于对所述目标位置的位置平移操作,响应于针对所述第一技能的位置平移操作,控制所述第一技能对应的技能范围标识起始于所述目标位置在所述游戏场景中进行平移。In response to the position translation operation on the target position, in response to the position translation operation on the first skill, controlling the skill range identification corresponding to the first skill to start from the target position in the game scene Pan.
在可选的实施方式中,所述第二位置包括多个,各所述第二位置在所述游戏场景中区别化标识。 In an optional implementation, the second positions include multiple second positions, and each second position is distinctively identified in the game scene.
应用本公开实施例,实现了可以在游戏场景中第一技能对应的第二位置中快速确定目标位置用于释放第一技能,而无需玩家通过多次手动控制切换范围释放技能的释放位置,可以有效提高范围释放技能的控制效率。By applying the embodiments of the present disclosure, it is possible to quickly determine the target position for releasing the first skill in the second position corresponding to the first skill in the game scene, without the player having to manually control the release position of the skill by switching the range multiple times. Effectively improve the control efficiency of range release skills.
可选地,本公开还提供一种计算机可读存储介质,计算机可读存储介质上存储有计算机程序,计算机程序被处理器运行时执行,处理器执行以下步骤:Optionally, the present disclosure also provides a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. The computer program is executed when the processor runs, and the processor performs the following steps:
响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识,其中,所述第一技能为范围释放技能;In response to the first triggering operation for the first skill, display the skill range identifier corresponding to the first skill at the first position in the game scene, where the first skill is a range release skill;
确定所述游戏场景中所述第一技能对应的第二位置,其中,所述第二位置为所述技能范围标识的候选显示位置;Determine a second position corresponding to the first skill in the game scene, where the second position is a candidate display position of the skill range identifier;
响应于针对所述第一技能的位置切换操作,在所述第二位置中确定一目标位置,将所述第一技能对应的技能范围标识从所述第一位置切换至所述目标位置进行显示。In response to the position switching operation for the first skill, a target position is determined in the second position, and the skill range identifier corresponding to the first skill is switched from the first position to the target position for display. .
在可选的实施方式中,处理器还用于响应于针对所述第一技能的技能切换操作,将所述第一技能切换为第二技能,并在所述目标位置显示所述第二技能对应的技能范围标识。In an optional implementation, the processor is further configured to, in response to a skill switching operation for the first skill, switch the first skill to a second skill, and display the second skill at the target position. The corresponding skill range identifier.
在可选的实施方式中,处理器在响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识时,具体用于响应于针对所述第一技能的第一触发操作,基于所述目标虚拟角色的当前位置,确定预设范围内是否存在其他虚拟角色;In an optional implementation, when the processor displays the skill range identifier corresponding to the first skill at the first position in the game scene in response to the first triggering operation for the first skill, the processor is specifically configured to respond In the first triggering operation for the first skill, based on the current position of the target virtual character, determine whether there are other virtual characters within the preset range;
若存在,则在所述游戏场景中确定距离目标虚拟角色最近的其他虚拟角色的当前位置为所述第一位置,并在所述第一位置显示所述第一技能对应的技能范围标识;If it exists, determine the current position of the other virtual character closest to the target virtual character in the game scene as the first position, and display the skill range identifier corresponding to the first skill at the first position;
若不存在,则确定所述目标虚拟角色的当前位置为所述第一位置,并在所述第一位置显示所述第一技能对应的技能范围标识。If it does not exist, determine that the current position of the target virtual character is the first position, and display the skill range identifier corresponding to the first skill at the first position.
在可选的实施方式中,所述终端设备连接一外部控制设备,处理器在响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识时,具体用于:In an optional implementation, the terminal device is connected to an external control device, and in response to the first triggering operation for the first skill, the processor displays the first skill corresponding to the first position in the game scene. When the skill range is marked, it is specifically used for:
接收外部控制设备基于方向控制器的控制操作发送的所述第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识。The first trigger operation sent by the external control device based on the control operation of the direction controller is received, and the skill range identifier corresponding to the first skill is displayed at the first position in the game scene.
在可选的实施方式中,所述外部控制设备为游戏手柄,所述第一触发操作根据游戏手柄基于摇杆的拨动操作生成,处理器在确定所述游戏场景中所述第一技能对应的第二位置时,具体用于:In an optional embodiment, the external control device is a game controller, the first triggering operation is generated according to a joystick toggle operation of the game controller, and the processor determines that the first skill in the game scene corresponds to When in the second position, it is specifically used for:
基于所述摇杆的拨动方向和预设角度范围,根据目标虚拟角色的当前位置,确定所述第一技能的最远释放范围;Based on the toggle direction of the rocker and the preset angle range, determine the farthest release range of the first skill according to the current position of the target virtual character;
根据所述第一技能的最远释放范围内至少一个其他虚拟角色的当前位置,确定所述第一技能对应的第二位置,并在所述第二位置处以预设频率切换显示所述第一技能对应的技能范围标识。Determine the second position corresponding to the first skill according to the current position of at least one other virtual character within the furthest release range of the first skill, and switch and display the first skill at the second position at a preset frequency The skill range identifier corresponding to the skill.
在可选的实施方式中,处理器在根据所述第一技能的最远释放范围内至少一个其他虚拟角色的当前位置,确定所述第一技能对应的第二位置时,具体用于:In an optional implementation, when the processor determines the second position corresponding to the first skill based on the current position of at least one other virtual character within the farthest release range of the first skill, it is specifically used to:
计算所述第一技能的最远释放范围内任意两个其他虚拟角色所对应投影位置之间的第一距离;Calculate the first distance between the corresponding projection positions of any two other virtual characters within the farthest release range of the first skill;
根据任意两个其他虚拟角色之间的第一距离和预设距离阈值,确定所述第一技能对应的第二位置。The second position corresponding to the first skill is determined based on the first distance between any two other virtual characters and the preset distance threshold.
在可选的实施方式中,处理器在根据任意两个其他虚拟角色之间的第一距离和预设距离阈值,确定所述第一技能对应的第二位置时,具体用于:In an optional implementation, when determining the second position corresponding to the first skill based on the first distance between any two other virtual characters and the preset distance threshold, the processor is specifically configured to:
确定除所述目标虚拟角色之外各所述虚拟角色所对应的投影位置为所述第一技能对应的第二位置,和/或,若所述第一距离小于预设距离阈值时,所述第一距离对应的中点位置为所述第一技能对应的第二位置。Determine that the projection position corresponding to each virtual character except the target virtual character is the second position corresponding to the first skill, and/or, if the first distance is less than a preset distance threshold, the The midpoint position corresponding to the first distance is the second position corresponding to the first skill.
在可选的实施方式中,处理器还用于: In an optional implementation, the processor is also used to:
响应于在所述目标位置对所述第一技能的第二触发操作,控制目标虚拟角色基于所述目标位置释放所述第一技能。In response to a second triggering operation on the first skill at the target position, the target virtual character is controlled to release the first skill based on the target position.
在可选的实施方式中,所述终端设备连接一外部控制设备,处理器210还用于:接收外部控制设备基于方向键的释放操作,或,预设按键的控制操作发送的所述第二触发操作。In an optional implementation, the terminal device is connected to an external control device, and the processor 210 is further configured to: receive the release operation of the external control device based on the direction key, or the second control operation sent by the preset key. Trigger action.
在可选的实施方式中,处理器在响应于针对所述第一技能的位置切换操作,在所述第二位置中确定一目标位置时,具体用于:In an optional implementation, when the processor determines a target position in the second position in response to the position switching operation for the first skill, it is specifically configured to:
响应于针对所述第一技能的位置切换操作,控制所述第一技能对应的技能范围标识在所述第二位置中跳转显示,并确定目标位置;In response to the position switching operation for the first skill, control the skill range identifier corresponding to the first skill to jump and display in the second position, and determine the target position;
响应于对所述目标位置的位置平移操作,响应于针对所述第一技能的位置平移操作,控制所述第一技能对应的技能范围标识起始于所述目标位置在所述游戏场景中进行平移。In response to the position translation operation on the target position, in response to the position translation operation on the first skill, controlling the skill range identification corresponding to the first skill to start from the target position in the game scene Pan.
在可选的实施方式中,所述第二位置包括多个,各所述第二位置在所述游戏场景中区别化标识。In an optional implementation, the second positions include multiple second positions, and each second position is distinctively identified in the game scene.
应用本公开实施例,实现了可以在游戏场景中第一技能对应的第二位置中快速确定目标位置用于释放第一技能,而无需玩家通过多次手动控制切换范围释放技能的释放位置,可以有效提高范围释放技能的控制效率。By applying the embodiments of the present disclosure, it is possible to quickly determine the target position for releasing the first skill in the second position corresponding to the first skill in the game scene, without the player having to manually control the release position of the skill by switching the range multiple times. Effectively improve the control efficiency of range release skills.
在本公开所提供的几个实施例中,应该理解到,所揭露的装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。In the several embodiments provided in this disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only illustrative. For example, the division of units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated. to another system, or some features can be ignored, or not implemented. On the other hand, the coupling or direct coupling or communication connection between each other shown or discussed may be through some interfaces, and the indirect coupling or communication connection of the devices or units may be in electrical, mechanical or other forms.
作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。A unit described as a separate component may or may not be physically separate. A component shown as a unit may or may not be a physical unit, that is, it may be located in one place, or it may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。In addition, each functional unit in various embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit. The above integrated unit can be implemented in the form of hardware or in the form of hardware plus software functional units.
上述以软件功能单元的形式实现的集成的单元,可以存储在一个计算机可读取存储介质中。上述软件功能单元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,服务器,或者网络设备等)或处理器(英文:processor)执行本公开各个实施例方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(英文:Read-Only Memory,简称:ROM)、随机存取存储器(英文:Random Access Memory,简称:RAM)、磁碟或者光盘等各种可以存储程序代码的介质。The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium and includes a number of instructions to cause a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute the methods of various embodiments of the present disclosure. Some steps. The aforementioned storage media include: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviation: ROM), random access memory (English: Random Access Memory, abbreviation: RAM), magnetic disk or optical disk, etc. Various media that can store program code.
需要说明的是,在本文中,诸如“第一”和“第二”等之类的关系术语仅仅用来将一个实体或者操作与另一个实体或操作区分开来,而不一定要求或者暗示这些实体或操作之间存在任何这种实际的关系或者顺序。而且,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、物品或者设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、物品或者设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括要素的过程、方法、物品或者设备中还存在另外的相同要素。It should be noted that in this article, relational terms such as “first” and “second” are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply these There is no such actual relationship or sequence between entities or operations. Furthermore, the terms "comprises," "comprises," or any other variation thereof are intended to cover a non-exclusive inclusion such that a process, method, article, or apparatus that includes a list of elements includes not only those elements, but also those not expressly listed other elements, or elements inherent to the process, method, article or equipment. Without further limitation, an element qualified by the statement "comprises a..." does not exclude the presence of additional identical elements in the process, method, article, or device that includes the element.
以上仅为本公开的优选实施例而已,并不用于限制本公开,对于本领域的技术人员来说,本公开可以有各种更改和变化。凡在本公开的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本公开的保护范围之内。应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则在随后的附图中不需要对其进行进一步定义和解释。以上仅为本公开的优选实施例而已,并不用于限制本公开,对于本领域的技术人员来说,本公开可以有各种更改和变化。凡在本公开的精神和原则之 内,所作的任何修改、等同替换、改进等,均应包含在本公开的保护范围之内。 The above are only preferred embodiments of the present disclosure and are not intended to limit the present disclosure. For those skilled in the art, the present disclosure may have various modifications and changes. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of this disclosure shall be included in the protection scope of this disclosure. It should be noted that similar reference numerals and letters represent similar items in the following figures, therefore, once an item is defined in one figure, it does not need further definition and explanation in subsequent figures. The above are only preferred embodiments of the present disclosure and are not intended to limit the present disclosure. For those skilled in the art, the present disclosure may have various modifications and changes. Anything within the spirit and principles of this disclosure Any modifications, equivalent substitutions, improvements, etc. made within shall be included in the protection scope of this disclosure.

Claims (15)

  1. 一种游戏技能控制方法,其中,通过终端设备提供图形用户界面,所述图形用户界面上包含有处于游戏场景中的至少一个虚拟角色,所述虚拟角色被配置为通过所述终端设备进行控制,所述方法包括:A game skill control method, wherein a graphical user interface is provided through a terminal device, the graphical user interface includes at least one virtual character in a game scene, and the virtual character is configured to be controlled through the terminal device, The methods include:
    响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识,其中,所述第一技能为范围释放技能;In response to the first triggering operation for the first skill, display the skill range identifier corresponding to the first skill at the first position in the game scene, where the first skill is a range release skill;
    确定所述游戏场景中所述第一技能对应的第二位置,其中,所述第二位置为所述技能范围标识的候选显示位置;Determine a second position corresponding to the first skill in the game scene, where the second position is a candidate display position of the skill range identifier;
    响应于针对所述第一技能的位置切换操作,在所述第二位置中确定一目标位置,将所述第一技能对应的技能范围标识从所述第一位置切换至所述目标位置进行显示。In response to the position switching operation for the first skill, a target position is determined in the second position, and the skill range identifier corresponding to the first skill is switched from the first position to the target position for display. .
  2. 根据权利要求1所述方法,其中,所述方法还包括:The method according to claim 1, wherein the method further includes:
    响应于针对所述第一技能的技能切换操作,将所述第一技能切换为第二技能,并在所述目标位置显示所述第二技能对应的技能范围标识。In response to the skill switching operation for the first skill, the first skill is switched to the second skill, and a skill range identifier corresponding to the second skill is displayed at the target position.
  3. 根据权利要求1所述方法,其中,所述响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识,包括:The method according to claim 1, wherein, in response to the first triggering operation for the first skill, displaying the skill range identifier corresponding to the first skill at the first position in the game scene includes:
    响应于针对所述第一技能的第一触发操作,基于目标虚拟角色的当前位置,确定预设范围内是否存在其他虚拟角色;In response to the first triggering operation for the first skill, based on the current location of the target virtual character, determine whether there are other virtual characters within the preset range;
    若存在,则在所述游戏场景中确定距离目标虚拟角色最近的其他虚拟角色的当前位置为所述第一位置,并在所述第一位置显示所述第一技能对应的技能范围标识;If it exists, determine the current position of the other virtual character closest to the target virtual character in the game scene as the first position, and display the skill range identifier corresponding to the first skill at the first position;
    若不存在,则确定所述目标虚拟角色的当前位置为所述第一位置,并在所述第一位置显示所述第一技能对应的技能范围标识。If it does not exist, determine that the current position of the target virtual character is the first position, and display the skill range identifier corresponding to the first skill at the first position.
  4. 根据权利要求1所述方法,其中,所述终端设备连接一外部控制设备,所述响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识,包括:The method according to claim 1, wherein the terminal device is connected to an external control device, and in response to the first triggering operation for the first skill, the first skill is displayed at a first position in the game scene. Corresponding skill range identifiers include:
    接收外部控制设备基于方向控制器的控制操作发送的所述第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识。The first trigger operation sent by the external control device based on the control operation of the direction controller is received, and the skill range identifier corresponding to the first skill is displayed at the first position in the game scene.
  5. 根据权利要求4所述方法,其中,所述外部控制设备为游戏手柄,所述第一触发操作根据游戏手柄基于摇杆的拨动操作生成,所述确定所述游戏场景中所述第一技能对应的第二位置,包括:The method according to claim 4, wherein the external control device is a game controller, the first triggering operation is generated according to a joystick toggle operation of the game controller, and the determining of the first skill in the game scene The corresponding second position includes:
    基于所述摇杆的拨动方向和预设角度范围,根据目标虚拟角色的当前位置,确定所述第一技能的最远释放范围;Based on the toggle direction of the rocker and the preset angle range, determine the farthest release range of the first skill according to the current position of the target virtual character;
    根据所述第一技能的最远释放范围内至少一个其他虚拟角色的当前位置,确定所述第一技能对应的第二位置,并在所述第二位置处以预设频率切换显示所述第一技能对应的技能范围标识。Determine the second position corresponding to the first skill according to the current position of at least one other virtual character within the furthest release range of the first skill, and switch and display the first skill at the second position at a preset frequency The skill range identifier corresponding to the skill.
  6. 根据权利要求5所述方法,其中,所述根据所述第一技能的最远释放范围内至少一个其他虚拟角色的当前位置,确定所述第一技能对应的第二位置,包括:The method according to claim 5, wherein determining the second position corresponding to the first skill based on the current position of at least one other virtual character within the farthest release range of the first skill includes:
    计算所述第一技能的最远释放范围内任意两个其他虚拟角色所对应投影位置之间的第一距离;Calculate the first distance between the corresponding projection positions of any two other virtual characters within the farthest release range of the first skill;
    根据任意两个其他虚拟角色之间的第一距离和预设距离阈值,确定所述第一技能对应的第二位置。The second position corresponding to the first skill is determined based on the first distance between any two other virtual characters and the preset distance threshold.
  7. 根据权利要求6所述方法,其中,所述根据任意两个其他虚拟角色之间的第一距离和预设距离阈值,确定所述第一技能对应的第二位置,包括:The method according to claim 6, wherein determining the second position corresponding to the first skill based on the first distance between any two other virtual characters and a preset distance threshold includes:
    确定除所述目标虚拟角色之外各所述虚拟角色所对应的投影位置为所述第一技能对应的第二位置,和/或,若所述第一距离小于预设距离阈值时,所述第一距离对应的中点位置为所述第一技能对应的第二位置。 Determine that the projection position corresponding to each virtual character except the target virtual character is the second position corresponding to the first skill, and/or, if the first distance is less than a preset distance threshold, the The midpoint position corresponding to the first distance is the second position corresponding to the first skill.
  8. 根据权利要求1所述方法,其中,所述方法还包括:The method according to claim 1, wherein the method further includes:
    响应于在所述目标位置对所述第一技能的第二触发操作,控制目标虚拟角色基于所述目标位置释放所述第一技能。In response to a second triggering operation on the first skill at the target position, the target virtual character is controlled to release the first skill based on the target position.
  9. 根据权利要求8所述方法,其中,所述终端设备连接一外部控制设备,所述方法还包括:The method according to claim 8, wherein the terminal device is connected to an external control device, and the method further includes:
    接收外部控制设备基于方向键的释放操作,或,预设按键的控制操作发送的所述第二触发操作。Receive the second trigger operation sent by the external control device based on the release operation of the direction key or the control operation of the preset key.
  10. 根据权利要求1所述方法,其中,所述响应于针对所述第一技能的位置切换操作,在所述第二位置中确定一目标位置,包括:The method of claim 1, wherein determining a target position in the second position in response to a position switching operation for the first skill includes:
    响应于针对所述第一技能的位置切换操作,控制所述第一技能对应的技能范围标识在所述第二位置中跳转显示,并确定所述目标位置。In response to the position switching operation for the first skill, the skill range identifier corresponding to the first skill is controlled to jump and display in the second position, and the target position is determined.
  11. 根据权利要求10所述方法,其中,所述方法还包括:The method according to claim 10, wherein the method further includes:
    响应于针对所述第一技能的位置平移操作,控制所述第一技能对应的技能范围标识起始于所述目标位置在所述游戏场景中进行平移。In response to the position translation operation for the first skill, the skill range identifier corresponding to the first skill is controlled to translate in the game scene starting from the target position.
  12. 根据权利要求1-11任一项所述方法,其中,所述第二位置包括多个,各所述第二位置在所述游戏场景中区别化标识。The method according to any one of claims 1-11, wherein the second positions include a plurality of second positions, and each second position is distinctively identified in the game scene.
  13. 一种游戏技能控制装置,其中,通过终端设备提供图形用户界面,所述图形用户界面上包含有处于游戏场景中的至少一个虚拟角色,所述虚拟角色被配置为通过所述终端设备进行控制,所述装置包括:A game skill control device, wherein a graphical user interface is provided through a terminal device, the graphical user interface includes at least one virtual character in a game scene, and the virtual character is configured to be controlled through the terminal device, The device includes:
    显示模块,用于响应于针对第一技能的第一触发操作,在所述游戏场景中的第一位置显示所述第一技能对应的技能范围标识,其中,所述第一技能为范围释放技能;A display module configured to display a skill range identifier corresponding to the first skill at a first position in the game scene in response to the first triggering operation for the first skill, wherein the first skill is a range release skill. ;
    确定模块,用于确定所述游戏场景中所述第一技能对应的第二位置,其中,所述第二位置为所述技能范围标识的候选显示位置;A determination module, configured to determine a second position corresponding to the first skill in the game scene, where the second position is a candidate display position of the skill range identifier;
    切换模块,用于响应于针对所述第一技能的位置切换操作,在所述第二位置中确定一目标位置,将所述第一技能对应的技能范围标识从所述第一位置切换至所述目标位置进行显示。A switching module configured to respond to a position switching operation for the first skill, determine a target position in the second position, and switch the skill range identifier corresponding to the first skill from the first position to the target position. The target position is displayed.
  14. 一种电子设备,其中,所述电子设备包括:处理器、存储介质和总线,所述存储介质存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储介质之间通过总线通信,所述处理器执行所述机器可读指令,以执行如权利要求1-12任一项所述游戏技能控制方法的步骤。An electronic device, wherein the electronic device includes: a processor, a storage medium and a bus, the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and The storage media communicate with each other through a bus, and the processor executes the machine-readable instructions to perform the steps of the game skill control method according to any one of claims 1-12.
  15. 一种计算机可读存储介质,其中,所述计算机可读存储介质上存储有计算机程序,所述计算机程序被处理器运行时执行如权利要求1-12任一项所述游戏技能控制方法的步骤。 A computer-readable storage medium, wherein a computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, the steps of the game skill control method according to any one of claims 1-12 are executed. .
PCT/CN2023/073005 2022-09-06 2023-01-18 Game skill control method and apparatus, electronic device, and storage medium WO2024051069A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202211084667.5A CN117654024A (en) 2022-09-06 2022-09-06 Game skill control method, game skill control device, electronic equipment and storage medium
CN202211084667.5 2022-09-06

Publications (1)

Publication Number Publication Date
WO2024051069A1 true WO2024051069A1 (en) 2024-03-14

Family

ID=90070145

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2023/073005 WO2024051069A1 (en) 2022-09-06 2023-01-18 Game skill control method and apparatus, electronic device, and storage medium

Country Status (2)

Country Link
CN (1) CN117654024A (en)
WO (1) WO2024051069A1 (en)

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111589142A (en) * 2020-05-15 2020-08-28 腾讯科技(深圳)有限公司 Virtual object control method, device, equipment and medium
US20210339138A1 (en) * 2019-01-10 2021-11-04 Netease (Hangzhou) Network Co.,Ltd. In-Game Display Control Method and Apparatus, Storage Medium, Processor, and Terminal
CN113633995A (en) * 2021-08-10 2021-11-12 网易(杭州)网络有限公司 Interactive control method, device and equipment of game and storage medium
CN113663322A (en) * 2021-07-27 2021-11-19 网易(杭州)网络有限公司 Interactive control method and device in game
CN114832371A (en) * 2022-04-07 2022-08-02 网易(杭州)网络有限公司 Method, device, storage medium and electronic device for controlling movement of virtual character

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20210339138A1 (en) * 2019-01-10 2021-11-04 Netease (Hangzhou) Network Co.,Ltd. In-Game Display Control Method and Apparatus, Storage Medium, Processor, and Terminal
CN111589142A (en) * 2020-05-15 2020-08-28 腾讯科技(深圳)有限公司 Virtual object control method, device, equipment and medium
CN113663322A (en) * 2021-07-27 2021-11-19 网易(杭州)网络有限公司 Interactive control method and device in game
CN113633995A (en) * 2021-08-10 2021-11-12 网易(杭州)网络有限公司 Interactive control method, device and equipment of game and storage medium
CN114832371A (en) * 2022-04-07 2022-08-02 网易(杭州)网络有限公司 Method, device, storage medium and electronic device for controlling movement of virtual character

Also Published As

Publication number Publication date
CN117654024A (en) 2024-03-08

Similar Documents

Publication Publication Date Title
JP6722252B2 (en) Information processing method and apparatus, storage medium, electronic device
CN107398071B (en) Game target selection method and device
JP7379532B2 (en) Virtual object control method, device, equipment and computer program
JP7390400B2 (en) Virtual object control method, device, terminal and computer program thereof
US7843455B2 (en) Interactive animation
WO2022037529A1 (en) Method and apparatus for controlling virtual object, and terminal and storage medium
CN114344893A (en) Information processing method and device in game, electronic equipment and readable storage medium
JP2020018633A (en) Game program, method, and information processing device
JP2019013783A (en) Game system and program
CN114510184A (en) Target locking method and device, electronic equipment and readable storage medium
CN114247146A (en) Game display control method and device, electronic equipment and medium
WO2024051069A1 (en) Game skill control method and apparatus, electronic device, and storage medium
KR20140064532A (en) Method for processing a drag input in online game
US20230078340A1 (en) Virtual object control method and apparatus, electronic device, storage medium, and computer program product
JP6663521B1 (en) Program, game device and game system
CN115185412A (en) Information processing method and device, electronic equipment and readable storage medium
JP2018156190A (en) Game system and program
CN111841003A (en) Information processing method and device in game and electronic equipment
JP7373607B2 (en) METHOD AND APPARATUS FOR TARGETING OBJECTS OF A GAME
JP7419400B2 (en) Virtual object control method, device, terminal and computer program
WO2024108990A1 (en) Game scenario switching method and apparatus, device, and storage medium
WO2024027292A1 (en) Interaction method and apparatus in virtual scene, electronic device, computer-readable storage medium, and computer program product
CN117732057A (en) Game control method and device, electronic equipment and storage medium
CN117414581A (en) Information processing method, device, electronic equipment and medium
CN117122893A (en) Method and device for controlling characters in game, computer equipment and medium

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 23861781

Country of ref document: EP

Kind code of ref document: A1