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WO2024098628A9 - 游戏交互方法、装置、终端设备及计算机可读存储介质 - Google Patents

游戏交互方法、装置、终端设备及计算机可读存储介质 Download PDF

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Publication number
WO2024098628A9
WO2024098628A9 PCT/CN2023/084783 CN2023084783W WO2024098628A9 WO 2024098628 A9 WO2024098628 A9 WO 2024098628A9 CN 2023084783 W CN2023084783 W CN 2023084783W WO 2024098628 A9 WO2024098628 A9 WO 2024098628A9
Authority
WO
WIPO (PCT)
Prior art keywords
skill
control
sub
touch operation
sliding
Prior art date
Application number
PCT/CN2023/084783
Other languages
English (en)
French (fr)
Other versions
WO2024098628A1 (zh
Inventor
谢宇飞
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 WO2024098628A1 publication Critical patent/WO2024098628A1/zh
Publication of WO2024098628A9 publication Critical patent/WO2024098628A9/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/0485Scrolling or panning
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

Definitions

  • the present disclosure belongs to the field of human-computer interaction technology, and specifically relates to a game interaction method, device, terminal equipment and computer-readable storage medium.
  • players can also select and trigger multiple skills of real or fake actions or two sub-skills under a skill to trick the enemy into consuming energy.
  • players can also select and trigger multiple skills of real or fake actions or two sub-skills under a skill to trick the enemy into consuming energy.
  • the current interactive processing method for such needs directly uses two controls (for example, one real and one fake) as the first-level controls, and after selecting one of them, the skill is selected by direction.
  • a game interaction method which provides a graphical user interface through a terminal device, and the graphical user interface includes at least a part of a game scene and a controlled object located in the game scene.
  • the method includes: responding to a first touch operation on a target control in the graphical user interface, displaying a skill control including controls of a first sub-skill of N skills, where N is a positive integer; responding to a second touch operation of sliding from an initial response area to the control of a first sub-skill of a first skill in the skill control and sliding back to the initial response area, initially displaying controls of a second sub-skill of the first skill at the position of the target control, and determining that the controlled object is to execute the second sub-skill of the first skill; responding to a skill release instruction, controlling the controlled object to execute the second sub-skill of the first skill.
  • a game interaction device which provides a graphical user interface through a terminal device, and the graphical user interface includes at least a part of the game scene and a controlled object located in the game scene.
  • the game interaction device includes: a display module, a skill determination module and a skill trigger module; the display module is used to respond to a first touch operation on a target control in the graphical user interface, and display a skill control including controls of a first sub-skill of N skills, where N is a positive integer; an update module is used to respond to a second touch operation of sliding from an initial response area to a control of a first sub-skill of a first skill in the skill control and sliding back to the initial response area, and initially display a control of a second sub-skill of the first skill at the position of the target control; the skill determination module is used to respond to a second touch operation of sliding from an initial response area to a control of a first sub-skill of a first skill in the skill control and sliding
  • a terminal device which includes a processor, a memory, and a program or instruction stored in the memory and executable on the processor, wherein the program or instruction, when executed by the processor, implements the steps of the game interaction method described in the first aspect.
  • a readable storage medium is also provided, on which a program or instruction is stored.
  • the program or instruction is executed by a processor, the steps of the game interaction method described in the first aspect are implemented.
  • a chip comprising a processor and a communication interface, wherein the communication interface is coupled to the processor, and the processor is used to run a program or instruction to implement the game interaction method as described in the first aspect.
  • a computer program product comprising instructions is also provided, which, when executed on a computer, enables the computer to execute the steps of the game interaction method as described in the first aspect.
  • the game interaction method of the embodiment of the present disclosure does not need to permanently display N first-level skill controls on the game screen, nor does it need to permanently display two types of sub-controls. Only one target control can be displayed to prompt the player to display the skill control including the sub-skill through touch operation on the target control, and then control the display of the sub-skill not displayed on the skill control through continuous touch operation, thereby reducing the space occupied by the screen; on the other hand, when selecting different sub-skills, the present disclosure can prompt the display positions of the two sub-skills of the skill according to the operation during the player's touch operation on a skill.
  • the player can quickly select the sub-skill to be released through a continuous touch operation according to the prompt during the operation, without the need for the player to be familiar with the display positions of each sub-skill. If you are familiar with the display distance of multiple sub-skills of the same first-level skill, the display will be more flexible, the operation will be more convenient, and the user experience will be better.
  • FIG1 is a schematic diagram of a system architecture of an application environment provided by an optional embodiment of the present disclosure
  • FIG2 is a flow chart of a game interaction method provided by an optional embodiment of the present disclosure.
  • FIG3 is a schematic diagram of a game interaction interface provided by an optional embodiment of the present disclosure.
  • FIG4 is a schematic diagram of a game interaction interface provided by an optional embodiment of the present disclosure.
  • FIG5 is a schematic diagram of a game interaction interface provided by an optional embodiment of the present disclosure.
  • FIG6 is a schematic diagram of parameter marking of a touch operation determination rule provided by an optional embodiment of the present disclosure.
  • FIG7 is a possible structural diagram of a game interaction device provided by an optional embodiment of the present disclosure.
  • FIG8 is a possible structural diagram of a terminal device provided by an optional embodiment of the present disclosure.
  • FIG. 9 is a hardware schematic diagram of a terminal device provided in an optional embodiment of the present disclosure.
  • a virtual scene is a scene displayed (or provided) when an application is running on a terminal or server.
  • the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment.
  • the virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities.
  • the virtual scene is a scene with complete game logic of virtual objects such as player control.
  • the virtual scene is a 3D game world for players to control virtual objects for battle.
  • Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards.
  • Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 3D multiplayer online tactical competitive games, the virtual scene is a 2D or 3D terrain scene for virtual objects to fight.
  • Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.
  • a virtual object refers to a dynamic object that can be controlled in a virtual scene.
  • the dynamic object can be a virtual character, a virtual animal, an animated character, etc.
  • the virtual object is a character controlled by the player through an input device, or an AI (Artificial Intelligence) set in a virtual environment battle through training, or an NPC (Non-Player Character) set in a virtual scene battle.
  • the virtual object is a virtual character competing in a virtual scene.
  • the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the disclosed embodiment does not limit this.
  • the player can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.
  • Virtual objects refer to static objects in a virtual scene, such as terrain, houses, bridges, and vegetation in a game scene.
  • Static objects are often not directly controlled by players, but can respond to the interactive behaviors of virtual objects in the scene (such as attacking, demolishing, etc.) and perform corresponding behaviors.
  • virtual objects can demolish, pick up, drag, and build buildings.
  • virtual objects may not be able to respond to interactive behaviors of virtual objects.
  • virtual objects can also be buildings, doors, windows, and vegetation in a game scene, but virtual objects cannot interact with them. For example, virtual objects cannot damage or demolish windows.
  • Virtual props such as guns, protective gear, supplies, building materials, etc.
  • virtual assets such as gold coins, points, etc.
  • virtual objects such as monsters, buildings, etc.
  • virtual resources can be guns, ammunition, protective gear, gun accessories, treatment supplies, detachable houses, etc.
  • virtual resources can refer to monster virtual objects with different attributes, etc.
  • Virtual props refer to props that can be used by virtual objects in a virtual environment, including but not limited to firearms, cold weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to speed up their own attributes, assist in combat, or cause damage to other virtual objects.
  • Virtual props can also be supply props such as bullets, and can also be equipped on designated virtual weapons with accessories such as extended magazines, aiming scopes, flash suppressors, and stocks.
  • first, second, etc. in the specification and claims of the present disclosure are used to distinguish similar objects, and are not used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable when appropriate, so that the embodiments of the present disclosure can be implemented in an order other than those illustrated or described herein, and the objects distinguished by "first”, “second”, etc. are generally of one type, and the number of objects is not limited.
  • the first object can be one or more.
  • “and/or” in the specification and claims represents at least one of the connected objects, and the character “/" generally indicates that the objects associated with each other are in an "or” relationship.
  • the game interaction method can be run on a local terminal device or a server.
  • the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
  • cloud games refer to a game mode based on cloud computing.
  • the operation mode of cloud games the operating body of the game program and the main body of the game screen presentation are separated.
  • the storage and operation of the game interaction method are completed on the cloud game server.
  • the role of the client device is used for receiving and sending data and presenting the game screen.
  • the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing.
  • the player operates the client device to send an operation instruction to the cloud game server.
  • the cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network.
  • the client device decodes and outputs the game screen.
  • a local terminal device stores a game program and is used to present a game screen.
  • the local terminal device is used to interact with the player through a graphical user interface, that is, the game program is conventionally downloaded and installed through the terminal device and run.
  • 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 a 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, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
  • an embodiment of the present disclosure provides a game interaction method, which provides a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.
  • FIG1 is a schematic diagram of a system architecture of an application environment provided by an embodiment of the present disclosure, and the system architecture can apply a game interaction method and a game interaction device according to an embodiment of the present disclosure.
  • system architecture 100 may include one or more of terminal devices 101, 102, 103, network 104 and server 105.
  • Network 104 is used to provide a medium for communication links between terminal devices 101, 102, 103 and server 105.
  • Network 104 may include various connection types, such as wired, wireless communication links or optical fiber cables, etc.
  • Terminal devices 101, 102, 103 may be various terminal devices with display screens, including but not limited to desktop computers, portable computers, smart phones and tablet computers, etc. It should be understood that the number of terminal devices, networks and servers in Figure 1 is only schematic. According to implementation needs, there may be any number of terminal devices, networks and servers.
  • server 105 may be a server cluster composed of multiple servers, etc.
  • the terminal device is used to execute: responding to a first touch operation on a target control in a graphical user interface, displaying a skill control including controls of a first sub-skill of N skills, where N is a positive integer; responding to a second touch operation of sliding from an initial response area to a control of a first sub-skill of a first skill in the skill control and sliding back to the initial response area, initially displaying controls of a second sub-skill of the first skill at the position of the target control, and determining that the controlled object is to execute the second sub-skill of the first skill; responding to a skill release instruction, controlling the controlled object to execute the second sub-skill of the first skill.
  • FIG2 is a flowchart of a game interaction method provided by an embodiment of the present disclosure, and the game interaction method provided by the present embodiment is applied to a terminal device.
  • the game scene screen of the game is displayed through the graphical user interface of the terminal device.
  • the method may include the following S201 to S203:
  • the terminal device responds to a first touch operation on a target control in a graphical user interface and displays a skill control including a control of a first sub-skill of N skills.
  • N is a positive integer.
  • each of the N skills includes at least two sub-skills.
  • the first touch operation can control the terminal device to display a sub-skill of each skill, that is, N sub-skills can be displayed on the skill control, and then other sub-skills corresponding to each skill can be switched through specific touch operations.
  • the target control after receiving the first touch operation, the target control may continue to be touched at the initial position.
  • the target control may be displayed or the target control may be canceled, which is not specifically limited in the embodiments of the present disclosure.
  • a hollow circular control i.e., a skill control
  • controls for a sub-skill of each of the N skills are displayed; while the target control continues to be displayed, the controls for the first sub-skill of the N skills can be displayed around the target control, or displayed on one side of the target control.
  • the embodiments of the present disclosure do not specifically limit this.
  • the target control can be a control related to the types of N skills, or a general control unrelated to the types of N skills, or a prompt message for prompting the user to enter the sub-skill selection of the first-level skill.
  • the present disclosed embodiment does not specifically limit this.
  • N skills can be skills related to the ball throwing type
  • the target control is the overall "ball throwing" control
  • the target control can also be a "false action” control.
  • FIG 3 is a schematic diagram of a game interaction interface provided by an embodiment of the present disclosure.
  • a "throw ball” control 30 is displayed in the graphical user interface
  • the terminal device can expand around the "throw ball” control 30a to display the operation controls of the real actions of four skills related to throwing the ball, namely: a control 31 for the real action of "high throw ball”, a control 32 for the real action of "right throw ball”, a control 33 for the real action of "straight ball”, and a control 34 for the real action of "left throw ball”.
  • the ball throwing control 30 can maintain the original display state unchanged, or update some details. For example, after being long pressed, the ball throwing control 30 in (a) of Figure 3 can be updated to display as the ball throwing control 30a shown in (b) of Figure 3.
  • the terminal device responds to the second touch operation of sliding from the initial response area to the control of the first sub-skill of the first skill in the skill control and then sliding back to the initial response area, initially displays the control of the second sub-skill of the first skill at the position of the target control, and determines that the controlled object is to execute the second sub-skill of the first skill.
  • the terminal device can regenerate the control of the second sub-skill of the first skill by hiding the target control, and display the generated control of the second sub-skill of the first skill at the position of the target control; the terminal device can also change the skill corresponding to the target control to achieve sub-skill switching.
  • the first sub-skill and the second sub-skill are different sub-skills of the same skill, wherein the same skill may include at least two different sub-skills.
  • the skill corresponding to the first sub-skill control is configured to control the controlled object to perform game actions in the game scene and produce corresponding game effects. Taking the real action of "high tossing ball" mentioned above as an example of the first sub-skill, the high tossing ball control controls the controlled object to perform the high tossing ball game action in the game scene, and throws a ball with a high tossing ball effect in the game scene.
  • the skill corresponding to the second sub-skill control is configured to control the controlled object to perform game actions in the game scene but does not produce corresponding game effects.
  • the high tossing ball control controls the controlled object to perform the high tossing ball game action in the game scene, but does not throw the ball in the game scene.
  • the third sub-skill of the skill can be switched by sliding from the initial response area to the sub-control on the skill control.
  • the embodiments of the present disclosure do not specifically limit this.
  • the first touch operation and the second touch operation may be continuous touch operations.
  • the player first presses the target control to control the terminal device to display the skill control, then slides the finger to the control of the first sub-skill of the first skill, and then slides back to the initial response area without releasing the finger.
  • the terminal device can then display the control of the second sub-skill of the first skill at the display position of the target control, and it can be determined that the player expects the controlled object to perform the second sub-skill of the first skill.
  • the terminal device can display the "high toss ball” real action control 30b at the position of the "throw ball” control 30a, and highlight the control 30b to prompt the player that he has selected the fake action of the skill high toss ball.
  • S203 The terminal device responds to the skill release instruction and controls the controlled object to execute the second sub-skill of the first skill.
  • the skill release instruction may be a corresponding operation instruction for the player's finger to cancel the touch (move away) from the screen.
  • the player after the player selects a sub-skill of a skill to be performed by the controlled object, if the player releases the hand from the screen, it can be determined that the player desires to perform the sub-skill.
  • the disclosed embodiment provides a game interaction method, first, the terminal device can respond to the first touch operation on the target control in the graphical user interface, and first display the skill control including the control of the first sub-skill of N skills; then the player can slide from the initial response area to the control of the first sub-skill of one of the skills as needed, and then slide back to the initial response area, and control the terminal device to select the second sub-skill of the skill.
  • the terminal device can display the control of the second sub-skill of the skill at the display position of the target control, prompting the user to select the second sub-skill of the control skill at this position, and finally respond to the player's skill release instruction.
  • the terminal device can control the controlled object to execute the second sub-skill of the first skill selected by the player.
  • the player can quickly select the sub-skill to be released through a continuous touch operation according to the prompt during the operation. There is no need for the player to be familiar with the display position of each sub-skill, or the display distance of multiple sub-skills of the same first-level skill.
  • the display flexibility is stronger, the operation is more convenient, and the user experience is better.
  • the initial response area corresponds to an area where the target control is located in the graphical user interface.
  • the initial response area may be the same area as the area of the target control, or may be an area including the target control, which is not specifically limited in the embodiments of the present disclosure.
  • the initial response area may also be at other locations.
  • the initial response area may be an area of one of the sub-skill controls displayed on the target control, or may be a blank area in a direction corresponding to the sub-skill control.
  • the player slides outward from the control of the first sub-skill of the first skill and then slides back to the control of the first sub-skill of the first skill, or the player slides outward from the control of the first sub-skill of the first skill and then slides back to the position of the target control, at which time the second sub-skill of the first skill is displayed on the target control.
  • the terminal device responds to the second touch operation of sliding from the throwing ball control to the control of the real action of the first throwing ball skill in the skill control and then sliding back to the throwing ball control, updates the throwing ball control to display the fake action of the first throwing ball skill, and determines that the controlled virtual player is to perform the fake action of the first throwing ball skill.
  • the real action indication of the first ball throwing skill is that after receiving the skill release instruction (for example, releasing the touch operation), the controlled virtual player performs the action of the first ball throwing skill and the virtual sphere is thrown out;
  • the fake action indication of the first ball throwing skill is that after receiving the skill release instruction (for example, releasing the touch operation), the controlled virtual player performs the action of the first ball throwing skill and the virtual sphere is not thrown out.
  • the skill controls controlled by the first touch operation display the real action controls of each throwing skill, and the fake action of each throwing skill is selected by the second touch operation as an example for explanation.
  • the skill controls controlled by the first touch operation may also display the fake action controls of each throwing skill, and the real action of each throwing skill may be selected by the second touch operation.
  • the embodiments of the present disclosure do not specifically limit this.
  • the terminal device can be controlled to control the controlled virtual player to perform the fake action of throwing the ball, thereby deceiving the enemy to consume the skill.
  • the method may further include the following S200a:
  • the terminal device responds to a third touch operation of sliding a first distance from the initial response area toward the control of the first sub-skill of the first skill in the skill control, and determines that the controlled object is to execute the first sub-skill of the first skill.
  • the first distance is smaller than the preset distance
  • the preset distance is the distance between the center point of the initial response area and the control of the first sub-skill of the first skill.
  • the terminal device detects a skill release instruction, the terminal device responds to the skill release instruction and controls the controlled object to perform the first sub-skill of the first skill.
  • the player can directly slide from the initial response area (for example, the display area of the target control) toward the first sub-skill control of any one of the skill controls over a first distance and let go, and can select the controlled object to release the first sub-skill of the skill.
  • the operation steps are simple and only require one continuous touch operation, which makes it convenient for players to quickly control the sub-skills of a skill during the game.
  • the method may further include the following S200b:
  • the terminal device responds to a third touch operation of sliding a first distance from the initial response area, and determines a target sub-skill of the default skill corresponding to the initial response area to be executed by the controlled object.
  • the first distance is smaller than the preset distance
  • the preset distance is the distance between the center point of the initial response area and the control of the first sub-skill.
  • the default skill may be the skill initially corresponding to the initial response area, and the target sub-skill may be the first sub-skill or the second sub-skill; the default skill may also be the skill selected by the user last time, and the target sub-skill may be the skill selected by the user last time. The first sub-skill of the skill selected, or the second sub-skill of the last selected skill.
  • the terminal device determines that the target control determined by the terminal last time corresponds to the second sub-skill of the second skill. If it is determined that the terminal device detects that the distance the user slides in one direction in the initial response area is less than the distance to the control of the first sub-skill, then when the terminal device receives a skill release instruction, it can choose to execute the second sub-skill of the second skill determined by the user last time.
  • the terminal device detects that the player starts to slide in the initial response area (for example, sliding from the target control) and the sliding distance is less than the distance to the first sub-control, the default sub-skill of the skill corresponding to the default skill on the target control can be executed. For example, you can choose to trigger the execution of a sub-skill of the skill selected previously, so that the player can quickly trigger the controlled object to execute a sub-skill of a skill.
  • the method may further include the following S204 and S205:
  • the terminal device responds to a fourth touch operation of sliding from the initial response area to the control of the first sub-skill of the first skill in the skill control, and determines that the controlled object is to execute the first sub-skill of the first skill.
  • the terminal device responds to the skill release instruction and controls the controlled object to execute the first sub-skill of the first skill.
  • the skill release instruction can be an instruction to cancel the touch trigger on the control of the first sub-skill of the first skill in the skill control.
  • the terminal device can determine that the player needs to perform the high toss ball real action, and the terminal device can perform the high toss ball real action after the player lets go.
  • the player can directly slide from the initial response area (for example, the display position of the target control) to the first sub-skill control of any one of the skill controls and let go, and can select the controlled object to release the first sub-skill of the skill.
  • the operation steps are simple and only require one continuous touch operation, which makes it convenient for players to quickly control the sub-skills of a skill during the game.
  • the following S206 may be further included:
  • the terminal device responds to the fourth touch operation of sliding from the initial response area to the control of the first sub-skill of the first skill in the skill control, and initially displays the control of the second sub-skill of the first skill at the position of the target control.
  • the terminal device can display the control of another sub-skill of the skill for the first time at the display position of the target control to prompt the user to select another sub-skill of the skill.
  • the terminal device can display the “high toss ball” fake action control 30b at the display position of the “throw ball” control 30a, prompting the user that he or she can choose to perform a fake action of a high toss ball.
  • the terminal device can be controlled to display the control of the second sub-skill of the skill.
  • the control of the second sub-skill of the skill is displayed for the first time at the display position of the target control, which can prompt the player to select another sub-skill of the skill.
  • the prompt method is simple, thereby improving the display flexibility of the control and reducing the number of resident controls and the occupied screen area.
  • the method further includes the following S207:
  • the terminal device responds to a fifth touch operation of sliding from the control of the first sub-skill of the first skill in the skill control to the control of the first sub-skill of the second skill, and switches the skill to be executed by the controlled object to the first sub-skill of the second skill.
  • the player when the player selects a sub-skill, there is a situation where the first-level skill needs to be switched.
  • the player's touch position is on the control of the first sub-skill of the first skill on the skill control
  • the player can directly slide from the current position on the skill control to the display position of the control of the first sub-skill of the second skill that needs to be switched, thereby directly selecting the first sub-skill of the second skill to be switched.
  • the first sub-skill of the first skill and the first sub-skill of the second skill may be sub-skills of the same type, for example, both are real actions of throwing the ball in multiple different ways of throwing the ball, or both are fake actions of throwing the ball in multiple different ways of throwing the ball.
  • the method further includes the following S208:
  • the terminal device responds to the fifth touch operation of sliding from the control of the first subskill of the first skill in the skill control to the control of the first subskill of the second skill, and updates the control of the second subskill of the first skill initially displayed at the position of the target control to the control of the second subskill of the second skill.
  • the terminal device can also switch the control of the second skill corresponding to the second sub-skill at the display position of the target control to prompt the player to select the second sub-skill of the second skill to be released at this position.
  • the terminal device when the player switches the first-level skill corresponding to the first sub-skill on the skill control, the terminal device can switch to display the first-level skill corresponding to the second sub-skill at the display position of the target control, thereby facilitating the player to select multiple different sub-skills of the same first-level skill.
  • the method may further include the following S209 or S210:
  • the terminal device responds to the sixth touch operation of canceling the touch of the control of the first sub-skill of the second skill in the skill control, and controls the controlled object to perform the first sub-skill of the second skill.
  • the terminal device can directly control the controlled object to execute the first sub-skill of the switched first-level skill.
  • the player presses the "throw ball” control
  • the terminal device displays the skill control
  • the player moves his finger to the real action control of "high throw ball” on the skill control and then to the real action control of "left throw ball” and then releases his finger.
  • the terminal device then controls the controlled virtual player to perform the real action of left throw ball.
  • the terminal device responds to a seventh touch operation of sliding from the control of the first sub-skill of the second skill in the skill control to the control of the second sub-skill of the second skill, and controls the controlled object to perform the second sub-skill of the second skill.
  • the terminal device can directly control the controlled object to execute the second sub-skill of the switched first-level skill.
  • the player presses the "throw ball” control, and the terminal device displays the skill controls.
  • the player moves his finger to the real action control of "high throw ball” on the skill controls and then to the real action control of "left throw ball”.
  • the terminal device controls the controlled virtual player to perform the fake action of left throw ball.
  • the player after controlling and switching the first sub-skill of a first-level skill, the player can directly release the control of the first sub-skill of the switched first-level skill, or directly slide to the control of the second sub-skill of the switched first-level skill and release the control of the second sub-skill of the switched first-level skill.
  • the operation of controlling each sub-skill is simple and convenient, that is, the player can switch the first-level skills of the same type of sub-skills through one continuous operation, or switch the first-level skill and the sub-skills under the first-level skill in one step, thereby improving the efficiency of switching various sub-skills.
  • the method further includes S211:
  • the terminal device cancels the action of executing the skill.
  • the terminal device can control the controlled object to release the sub-skill. If the player needs to cancel the skill release, the player can continue to slide to the preset area and release the finger.
  • the terminal device may display prompt information of a preset area, prompting the user that the user may cancel the operation by dragging the sub-skill to the preset area during the sub-skill selection process.
  • the player can press the target control to control the terminal device at any stage before releasing the skill. If the player needs to cancel the release of the skill, he can continue to slide to the preset area and cancel the touch, so as to control the terminal device to cancel the release of the skill.
  • an embodiment of the present disclosure provides a touch operation determination rule to determine whether the touch operation during the skill selection process is to select a sub-skill under a skill, to select a first-level skill, or to release a skill.
  • FIG6 is a schematic diagram of parameter marking of a touch operation determination rule provided by an embodiment of the present disclosure.
  • the origin of the generated skill control is O.
  • the option selection determination rule is as follows: when it is detected that the player drags in the direction of a certain option with the origin O as the starting point, if the dragging movement distance is ⁇ R, releasing the hand controls the [real action] of a certain default option, and the default option content can be determined according to actual needs.
  • the real action selected by the user can be highlighted; when it is detected that the player drags in the direction of a certain option with the origin O as the starting point, when the dragging movement distance is greater than R, the skill [real action] is selected, and the inner circle option is changed to the [fake action] option of the skill. (That is, when the finger moves to the outer circle, the outer circle is the [real action] area, and the inner circle is the [fake action] area of the skill selected by the outer circle, bounded by a circle with a radius of R).
  • the [Fake Move] of the outer circle skill selected before entering the inner circle is selected.
  • the player's finger is detected to be in the inner circle [Fake Move] option area, moving it to any option area in the outer circle again can switch to selecting the corresponding skill [Real Move].
  • Skill control determination rules After the player selects the [real action] or [fake action] of the target skill, letting go in the corresponding area is control.
  • a single button can be used to complete the selection of N options and their two sub-options and quick switching between options, simplifying the user's operation steps; the sub-options of a single skill are controlled by two gesture interactions: [drag to the outer circle and release] and [drag to the outer circle and then move back to the inner circle and release].
  • the two different gestures not only avoid the problem of misoperation caused by the double-layer control dragged in the same direction in the related technology, improve the accuracy of the operation, but also save interface space, reduce the processing burden of the terminal device, and save power of the terminal device.
  • the game interaction method provided in the embodiments of the present disclosure may be executed by a game interaction device or a control module in the game interaction device for executing the game interaction method.
  • the game interaction device executing the game interaction method is taken as an example to illustrate the game interaction device provided in the embodiments of the present disclosure.
  • FIG7 is a possible structural diagram of a game interaction device provided by an embodiment of the present disclosure.
  • a graphical user interface is provided through a terminal device, and the graphical user interface includes at least part of a game scene and a controlled object located in the game scene.
  • the game interaction device 700 includes: a display module 701, a skill determination module 702, and a skill trigger module 703;
  • the display module 701 is used to respond to a first touch operation on a target control in the graphical user interface, and display a skill control including controls of a first sub-skill of N skills, where N is a positive integer;
  • the display module 702 is also used to respond to a second touch operation of sliding from an initial response area to a control of a first sub-skill of a first skill in the skill control and sliding back to the initial response area, and initially display a control of a second sub-skill of the first skill at the position of the target control;
  • the skill determination module 703 is used to respond to a second touch operation of sliding from
  • the initial response area corresponds to an area where the target control is located in the graphical user interface.
  • the first touch operation and the second touch operation are continuous touch operations.
  • the first sub-skill and the second sub-skill under the first skill are different sub-skills of the first skill.
  • the skill determination module is also used to determine the first sub-skill of the first skill to be executed by the controlled object in response to a third touch operation of sliding a first distance from the initial response area toward the control of the first sub-skill of the first skill in the skill control after the display module displays the skill control including controls of the first sub-skill of N skills; wherein the first distance is less than a preset distance, which is the distance between the center point of the initial response area and the control of the first sub-skill of the first skill.
  • the skill determination module is also used to determine the target sub-skill of the default skill corresponding to the initial response area to be executed by the controlled object in response to a third touch operation of sliding a first distance from the initial response area after the display module displays the skill control including the control of the first sub-skill of N skills; wherein the first distance is less than a preset distance, and the preset distance is the distance between the center point of the initial response area and the first sub-skill control.
  • the skill determination module is also used to determine the first sub-skill of the first skill to be executed by the controlled object in response to a fourth touch operation of sliding from the initial response area to the control of the first sub-skill of the first skill in the skill control after the display module displays the skill control including controls of the first sub-skill of N skills; the skill release module is also used to respond to a skill release instruction to control the controlled object to execute the first sub-skill of the first skill.
  • the display module is also used to respond to a fourth touch operation of sliding from the initial response area to the control of the first sub-skill of the first skill in the skill control, and initially display the control of the second sub-skill of the first skill at the location of the target control.
  • the skill determination module is also used to, after determining that the controlled object is to perform a first subskill of the first skill, respond to a fifth touch operation of sliding from the control of the first subskill of the first skill in the skill control to the control of the first subskill of the second skill, thereby switching the skill to be performed by the controlled object to the first subskill of the second skill.
  • the display module is also used to respond to a fifth touch operation of sliding from the control of the first subskill of the first skill in the skill control to the control of the first subskill of the second skill, and update the control of the second subskill of the first skill initially displayed at the position of the target control to display the control of the second subskill of the second skill.
  • the skill triggering module is also used to control the controlled object to execute the first subskill of the second skill in response to a sixth touch operation of canceling the touch on the control of the first subskill of the second skill in the skill control after the display module updates the control of the second subskill of the first skill initially displayed at the position of the target control to the control of the second subskill of the second skill; or, to control the controlled object to execute the second subskill of the second skill in response to a seventh touch operation of sliding from the control of the first subskill of the second skill in the skill control to the control of the second subskill of the second skill.
  • the graphical user interface is a graphical user interface of a ball game
  • the target control is a ball throwing control
  • the display module is specifically used to respond to a second touch operation of sliding from the ball throwing control to the control of the real action of the first ball throwing skill in the skill control and sliding back to the ball throwing control, and update the ball throwing control to display a control of the fake action of the first ball throwing skill; wherein the real action of the first ball throwing skill indicates that after receiving the skill release instruction, the controlled virtual player performs the action of the first ball throwing skill and the virtual sphere is thrown out; the fake action of the first ball throwing skill indicates that after receiving the skill release instruction, the controlled virtual player performs the action of the first ball throwing skill and the virtual sphere is not thrown out.
  • the skill determination module is also used to cancel the action of executing the skill in response to a ninth touch operation of sliding to a preset area to cancel the touch after the display module displays the skill control including the control of the first sub-skill of N skills.
  • the disclosed embodiment provides a game interaction device.
  • the game interaction device can respond to a first touch operation on a target control in a graphical user interface, and first display a skill control including controls of a first sub-skill of N skills; then the player can slide from an initial response area to a control of a first sub-skill of one of the skills as needed, and then slide back to the initial response area, to control the game interaction device to select a second sub-skill of the skill.
  • the game interaction device can display the control of the second sub-skill of the skill at the display position of the target control, prompting the user to select the second sub-skill of the skill at this position, and finally respond to the player's skill release instruction, and the game interaction device can control the controlled object to execute the second sub-skill of the first skill selected by the player.
  • the control method of sub-skills in the related art on the one hand, there is no need to permanently display N first-level skill controls on the game screen, nor is there a need to permanently display two types of sub-controls.
  • the present invention can prompt the display positions of two sub-skills of a skill according to the operation during the player's touch operation on a skill.
  • the player can quickly select the sub-skill to be released through a continuous touch operation according to the prompt during the operation.
  • the display flexibility is stronger, the operation is more convenient, and the user experience is better.
  • the game interaction device in the embodiment of the present disclosure may be a device, or a component, integrated circuit, or chip in a terminal.
  • the device may be a mobile terminal device or a non-mobile terminal device.
  • the mobile terminal device may be a mobile phone, a tablet computer, a laptop computer, a PDA, a vehicle-mounted terminal device, a wearable device, a UMPC (ultra-mobile personal computer), a netbook, or a PDA (personal digital assistant), etc.
  • the non-mobile terminal device may be a server, NAS (Network Attached Storage), PC (personal computer), TV (television), ATM or self-service machine, etc., which are not specifically limited in the embodiment of the present disclosure.
  • the game interaction device in the embodiment of the present disclosure may be a device having an operating system.
  • the operating system may be an Android operating system, an iOS operating system, or other possible operating systems, which are not specifically limited in the embodiment of the present disclosure.
  • the game interaction device provided in the embodiment of the present disclosure can implement each process implemented by the method embodiments of Figures 1 to 6, and will not be described again here to avoid repetition.
  • the embodiment of the present disclosure further provides a terminal device 800, including a processor 801 and a memory 802.
  • the processor 801 can implement the following operations of the above-mentioned game interaction method by executing executable instructions stored in the memory 802:
  • a graphical user interface is provided through a terminal device, and the graphical user interface includes at least a part of the game scene and a controlled object located in the game scene.
  • a skill control including controls of a first sub-skill of N skills is displayed, where N is a positive integer; in response to a second touch operation of sliding from an initial response area to the control of a first sub-skill of a first skill in the skill control and sliding back to the initial response area, controls of a second sub-skill of the first skill are initially displayed at the position of the target control, and it is determined that the controlled object is to execute the second sub-skill of the first skill; in response to a skill release instruction, the controlled object is controlled to execute the second sub-skill of the first skill.
  • the initial response area corresponds to an area where the target control is located in the graphical user interface.
  • the first touch operation and the second touch operation are continuous touch operations.
  • the first sub-skill and the second sub-skill under the first skill are different sub-skills of the first skill.
  • the skill control including controls for the first sub-skill of N skills
  • it also includes: responding to a third touch operation of sliding a first distance from the initial response area toward the control of the first sub-skill of the first skill in the skill control, determining the first sub-skill of the first skill to be executed by the controlled object; wherein the first distance is less than a preset distance, and the preset distance is the distance between the center point of the initial response area and the control of the first sub-skill of the first skill.
  • the skill controls including controls for the first sub-skill of N skills
  • it also includes: responding to a third touch operation of sliding a first distance from the initial response area, determining a target sub-skill of the default skill corresponding to the initial response area to be executed by the controlled object; wherein the first distance is less than a preset distance, and the preset distance is the distance between the center point of the initial response area and the controls for the first sub-skill.
  • the skill control including controls for the first sub-skill of N skills
  • it also includes: responding to a fourth touch operation of sliding from the initial response area to the control of the first sub-skill of the first skill in the skill control, determining that the controlled object is to execute the first sub-skill of the first skill; and responding to a skill release instruction, controlling the controlled object to execute the first sub-skill of the first skill.
  • control of the second sub-skill of the first skill is initially displayed at the position of the target control.
  • the controlled object after determining the first sub-skill of the first skill to be executed by the controlled object, it also includes: in response to a fifth touch operation of sliding from the control of the first sub-skill of the first skill in the skill control to the control of the first sub-skill of the second skill, switching the skill to be executed by the controlled object to the first sub-skill of the second skill.
  • control of the second subskill of the first skill initially displayed at the position of the target control is updated and displayed as the control of the second subskill of the second skill.
  • it after updating and displaying the control of the second subskill of the first skill initially displayed at the position of the target control as the control of the second subskill of the second skill, it also includes: in response to a sixth touch operation of canceling the touch on the control of the first subskill of the second skill in the skill control, controlling the controlled object to execute the first subskill of the second skill; or, in response to a seventh touch operation of sliding from the control of the first subskill of the second skill in the skill control to the control of the second subskill of the second skill, controlling the controlled object to execute the second subskill of the second skill.
  • the graphical user interface is a graphical user interface for a ball game
  • the target control is a ball throwing control
  • a control of a second sub-skill of the first skill is displayed at the position of the target control, including: in response to a second touch operation of sliding from the ball throwing control to a control of a real action of the first ball throwing skill in the skill control and sliding back to the ball throwing control, updating the ball throwing control to be displayed as a control of a fake action of the first ball throwing skill
  • the real action of the first ball throwing skill indicates that after receiving a skill release instruction, the controlled virtual player performs the action of the first ball throwing skill and the virtual sphere is thrown out;
  • the fake action of the first ball throwing skill indicates that after receiving a skill release instruction, the controlled virtual player performs the action of the first ball throwing skill and the virtual sphere
  • the skill control including the control of the first sub-skill of N skills
  • it also includes: in response to a ninth touch operation of sliding to a preset area to cancel the touch, canceling the action of executing the skill.
  • the present invention can prompt the display positions of the two sub-skills of a skill according to the operation during the player's touch operation on a skill. The player can quickly select the sub-skill to be released through a continuous touch operation according to the prompt during the operation.
  • terminal devices in the embodiments of the present disclosure include the above-mentioned mobile terminal devices and non-mobile terminal devices.
  • FIG. 9 is a schematic diagram of the hardware structure of a terminal device implementing an embodiment of the present disclosure.
  • the terminal device 900 includes but is not limited to: a radio frequency unit 901, a network module 902, an audio output unit 903, an input unit 904, a sensor 905, a display unit 906, a user input unit 907, an interface unit 908, a memory 909, and a processor 910 and other components.
  • the terminal device 900 can also include a power supply (such as a battery) for supplying power to each component, and the power supply can be logically connected to the processor 910 through a power management system, so as to implement functions such as charging, discharging, and power consumption management through the power management system.
  • a power supply such as a battery
  • the terminal device structure shown in FIG9 does not constitute a limitation on the terminal device, and the terminal device can include more or fewer components than shown in the figure, or combine certain components, or arrange components differently, which will not be described in detail here.
  • An embodiment of the present disclosure provides a terminal device.
  • the terminal device can respond to a first touch operation on a target control in a graphical user interface, and first display a skill control including controls of first sub-skills of N skills; then the player can slide from an initial response area to the control of the first sub-skill of one of the skills as needed, and then slide back to the display position of the initial response area, and the terminal device can be controlled to select the second sub-skill of the skill.
  • the terminal device can display the control of the second sub-skill of the skill at the display position of the target control, prompting the user to select the second sub-skill of the control skill at this position, and finally respond to the player's skill release instruction, and the terminal device can control the controlled object to execute the second sub-skill of the first skill selected by the player.
  • the control method of sub-skills in the related art on the one hand, there is no need to permanently display N first-level skill controls on the game screen, nor is there a need to permanently display two types of sub-controls.
  • the present invention can prompt the display positions of two sub-skills of a skill according to the operation during the player's touch operation on a skill.
  • the player can quickly select the sub-skill to be released through a continuous touch operation according to the prompt during the operation.
  • the display flexibility is stronger, the operation is more convenient, and the user experience is better.
  • the input unit 904 may include a GPU (Graphics Processing Unit) 941 and a microphone 942, and the graphics processor 941 processes the image data of the static picture or video obtained by the image capture device (such as a camera) in the video capture mode or the image capture mode.
  • the display unit 906 may include a display panel 961, and the display panel 961 may be configured in the form of a liquid crystal display, an organic light emitting diode, etc.
  • the user input unit 907 includes a touch panel 971 and other input devices 972.
  • the touch panel 971 is also called a touch screen.
  • the touch panel 971 may include two parts: a touch detection device and a touch controller.
  • Other input devices 972 may include but are not limited to a physical keyboard, function keys (such as a volume control button, a switch button, etc.), a trackball, a mouse, and a joystick, which will not be repeated here.
  • the memory 909 may be used to store software programs and various data, including but not limited to applications and operating systems.
  • the processor 910 may integrate an application processor and a modem processor, wherein the application processor mainly processes the operating system, the user interface, and the application program, etc., and the modem processor mainly processes wireless communication. It is understandable that the above-mentioned modem processor may not be integrated into the processor 910.
  • the present disclosure also provides a readable storage medium, on which a program or instruction is stored.
  • a program or instruction is stored.
  • the program or instruction is executed by a processor, the following operations in the game interaction method are implemented:
  • a graphical user interface is provided through a terminal device, and the graphical user interface includes at least a part of the game scene and a controlled object located in the game scene.
  • a skill control including controls of a first sub-skill of N skills is displayed, where N is a positive integer; in response to a second touch operation of sliding from an initial response area to the control of a first sub-skill of a first skill in the skill control and sliding back to the initial response area, controls of a second sub-skill of the first skill are initially displayed at the position of the target control, and it is determined that the controlled object is to execute the second sub-skill of the first skill; in response to a skill release instruction, the controlled object is controlled to execute the second sub-skill of the first skill.
  • the initial response area corresponds to an area where the target control is located in the graphical user interface.
  • the first touch operation and the second touch operation are continuous touch operations.
  • the first sub-skill and the second sub-skill under the first skill are different sub-skills of the first skill.
  • the skill control including controls for the first sub-skill of N skills
  • it also includes: responding to a third touch operation of sliding a first distance from the initial response area toward the control of the first sub-skill of the first skill in the skill control, determining the first sub-skill of the first skill to be executed by the controlled object; wherein the first distance is less than a preset distance, and the preset distance is the distance between the center point of the initial response area and the control of the first sub-skill of the first skill.
  • the skill controls including controls for the first sub-skill of N skills
  • it also includes: responding to a third touch operation of sliding a first distance from the initial response area, determining a target sub-skill of the default skill corresponding to the initial response area to be executed by the controlled object; wherein the first distance is less than a preset distance, and the preset distance is the distance between the center point of the initial response area and the controls for the first sub-skill.
  • the skill control including controls for the first sub-skill of N skills
  • it also includes: responding to a fourth touch operation of sliding from the initial response area to the control of the first sub-skill of the first skill in the skill control, determining that the controlled object is to execute the first sub-skill of the first skill; and responding to a skill release instruction, controlling the controlled object to execute the first sub-skill of the first skill.
  • control of the second sub-skill of the first skill is initially displayed at the position of the target control.
  • the controlled object after determining the first sub-skill of the first skill to be executed by the controlled object, it also includes: in response to a fifth touch operation of sliding from the control of the first sub-skill of the first skill in the skill control to the control of the first sub-skill of the second skill, switching the skill to be executed by the controlled object to the first sub-skill of the second skill.
  • control of the second subskill of the first skill initially displayed at the position of the target control is updated and displayed as the control of the second subskill of the second skill.
  • it after updating and displaying the control of the second subskill of the first skill initially displayed at the position of the target control as the control of the second subskill of the second skill, it also includes: in response to a sixth touch operation of canceling the touch on the control of the first subskill of the second skill in the skill control, controlling the controlled object to execute the first subskill of the second skill; or, in response to a seventh touch operation of sliding from the control of the first subskill of the second skill in the skill control to the control of the second subskill of the second skill, controlling the controlled object to execute the second subskill of the second skill.
  • the graphical user interface is a graphical user interface for a ball game
  • the target control is a ball throwing control
  • a control of a second sub-skill of the first skill is displayed at the position of the target control, including: in response to a second touch operation of sliding from the ball throwing control to a control of a real action of the first ball throwing skill in the skill control and sliding back to the ball throwing control, updating the ball throwing control to be displayed as a control of a fake action of the first ball throwing skill
  • the real action of the first ball throwing skill indicates that after receiving a skill release instruction, the controlled virtual player performs the action of the first ball throwing skill and the virtual sphere is thrown out;
  • the fake action of the first ball throwing skill indicates that after receiving a skill release instruction, the controlled virtual player performs the action of the first ball throwing skill and the virtual sphere
  • the skill control including the control of the first sub-skill of N skills
  • it also includes: in response to a ninth touch operation of sliding to a preset area to cancel the touch, canceling the action of executing the skill.
  • the present invention can prompt the display positions of the two sub-skills of a skill according to the operation during the player's touch operation on a skill. The player can quickly select the sub-skill to be released through a continuous touch operation according to the prompt during the operation.
  • the processor is the processor in the terminal device in the above embodiment.
  • the readable storage medium includes a computer readable storage medium, such as a computer ROM (Read-Only Memory), RAM (Random Access Memory), a magnetic disk or an optical disk, etc.
  • the embodiment of the present disclosure further provides a chip, which includes a processor and a communication interface, the communication interface and the processor are coupled, and the processor is used to run programs or instructions to implement each process of the above-mentioned game interaction method embodiment, and can achieve the same technical effect. To repeat, I will not go into details here.
  • the chip mentioned in the embodiments of the present disclosure may also be referred to as a system-level chip, a system chip, a chip system, or a system-on-chip chip, etc.
  • the technical solution of the present disclosure can be embodied in the form of a software product, which is stored in a storage medium (such as ROM/RAM, a disk, or an optical disk), and includes a number of instructions for a terminal (which can be a mobile phone, a computer, a server, an air conditioner, or a network device, etc.) to execute the methods of each embodiment of the present disclosure.
  • a storage medium such as ROM/RAM, a disk, or an optical disk
  • a terminal which can be a mobile phone, a computer, a server, an air conditioner, or a network device, etc.

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Abstract

一种游戏交互方法,包括:终端设备响应对图形用户界面中目标控件的第一触控操作,显示包括N个技能的第一子技能的控件的技能控件;终端设备响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,在目标控件的位置初显示第一技能的第二子技能的控件,并确定受控对象待执行第一技能的第二子技能;响应取技能释放命令,控制受控对象执行第一技能的第二子技能。基于本公开实施例提供的技术方案,能够解决一级技能下的子技能交互方式的操作便捷性差的问题。图2

Description

游戏交互方法、装置、终端设备及计算机可读存储介质
相关申请的交叉引用
本申请要求于2022年11月07日提交的申请号为202211386977.2、名称为“游戏交互方法、装置、终端设备及计算机可读存储介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用全部并入全文。
技术领域
本公开属于人机交互技术领域,具体涉及一种游戏交互方法、装置、终端设备及计算机可读存储介质。
背景技术
随着人机交互技术的发展,移动端可以支持的人机交互类游戏越来越多,玩家对人机交互类游戏的操作便捷性的要求也越来越高。
通常,游戏中,玩家也可以选择并触发多个技能的真假动作或者一个技能下的两种子技能,以骗取敌方消耗的操作,例如球类游戏中经常会有扔球使用假动作以骗取对方接球动作的博弈操作。目前针对此类需求的交互处理方式直接使用两个控件(例如一真一假)作为一级控件,选择其中一个之后通过方向选择技能。
然而,上述的交互处理方式,在对局中选择技能子选项时,需要用户在不同状态控件上先切换子选项,再触发不同技能,用户操作步骤繁琐,因此目前的交互方式的操作便捷性差。
发明内容
根据本公开的一个方面,提供了一种游戏交互方法,通过终端设备提供图形用户界面,该图形用户界面上至少包括部分的游戏场景和位于游戏场景中的受控对象,该方法包括:响应对图形用户界面中目标控件的第一触控操作,显示包括N个技能的第一子技能的控件的技能控件,N为正整数;响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,在目标控件的位置初显示第一技能的第二子技能的控件,并确定受控对象待执行第一技能的第二子技能;响应技能释放指令,控制受控对象执行第一技能的第二子技能。
根据本公开的一个方面,还提供了一种游戏交互装置,通过终端设备提供图形用户界面,该图形用户界面上至少包括部分的游戏场景和位于游戏场景中的受控对象,游戏交互装置包括:显示模块、技能确定模块和技能触发模块;显示模块,用于响应对图形用户界面中目标控件的第一触控操作,显示包括N个技能的第一子技能的控件的技能控件,N为正整数;更新模块,用于响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,在目标控件的位置初显示第一技能的第二子技能的控件;技能确定模块,用于响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,确定受控对象待执行第一技能的第二子技能;技能触发模块,用于响应技能释放指令,控制受控对象执行第一技能的第二子技能。
根据本公开的一个方面,还提供了一种终端设备,该终端设备包括处理器、存储器及存储在所述存储器上并可在所述处理器上运行的程序或指令,所述程序或指令被所述处理器执行时实现如第一方面所述的游戏交互方法的步骤。
根据本公开的一个方面,还提供了一种可读存储介质,所述可读存储介质上存储程序或指令,所述程序或指令被处理器执行时实现如第一方面所述的游戏交互方法的步骤。
根据本公开的一个方面,还提供了一种芯片,所述芯片包括处理器和通信接口,所述通信接口和所述处理器耦合,所述处理器用于运行程序或指令,实现如第一方面所述的游戏交互方法。
根据本公开的一个方面,还提供了一种包含指令的计算机程序产品,当其在计算机上运行时,使得计算机执行如第一方面所述的游戏交互方法的步骤。
本公开实施例的游戏交互方法,相比于相关技术中子技能的控制方式,一方面无需在游戏画面中常驻显示N个一级技能的控件,也无需常驻显示两类子控件,可以仅显示一个目标控件,提示玩家通过对目标控件的触控操作显示包括子技能的技能控件,再通过连续的触控操作控制显示技能控件上未显示的子技能,从而减少了屏幕的空间占用;另一方面,在选择不同的子技能时,本公开在玩家针对一个技能进行触控操作的过程中可以根据操作提示该技能的两个子技能的显示位置,玩家可以根据操作时的提示通过一个连续的触控操作快速选择需要释放的子技能,无需玩家熟悉各个子技能的显示位 置,或者熟悉同一个一级技能的多个子技能的显示距离,显示的灵活性更强,操作更加便捷,用户体验更佳。
附图说明
图1为本公开一种可选的实施例提供的一种应用环境的系统架构的示意图;
图2为本公开一种可选的实施例提供的游戏交互方法的流程示意图;
图3为本公开一种可选的实施例提供的游戏交互界面示意图;
图4为本公开一种可选的实施例提供的游戏交互界面示意图;
图5为本公开一种可选的实施例提供的游戏交互界面示意图;
图6为本公开一种可选的实施例提供的一种触控操作判定规则的参数标记示意图;
图7为本公开一种可选的实施例提供的一种游戏交互装置可能的结构示意图;
图8为本公开一种可选的实施例提供的一种终端设备可能的结构示意图;
图9为本公开一种可选的实施例提供的一种终端设备的硬件示意图。
具体实施方式
首先,在对本公开实施例进行描述的过程中出现的部分名词或术语进行说明:
1、虚拟场景
虚拟场景是应用程序在终端或服务器上运行时显示(或提供)的场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为玩家控制等虚拟对象完整游戏逻辑的场景,例如,对于沙盒类3D射击游戏中,虚拟场景为用于供玩家控制虚拟对象进行对战的3D游戏世界,实例性的虚拟场景可以包括:山川、平地、河流、湖泊、海洋、沙漠、天空、植物、建筑、车辆中的至少一种元素;例如,对于2D卡牌类游戏中,虚拟场景为供展示释放卡牌或是展示卡牌对应的虚拟对象的场景,实例性的虚拟场景可以包括:擂台场、决战场、或是其他可以显示卡牌对战状态的“场”元素或是其他元素;对于2D或是3D的多人在线战术竞技游戏,虚拟场景为供虚拟对象进行对战的2D或3D地形场景,实例性的虚拟场景可以包括:峡谷风格的山脉、线路、河流、教室、桌椅、讲台等元素。
2、虚拟对象
虚拟对象是指在虚拟场景中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是玩家通过输入设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的AI(Artificial Intelligence,人工智能),或者是设置在虚拟场景对战中的NPC(Non-Player Character,非玩家角色)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟对象的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,玩家能够控制虚拟对象在该虚拟场景中进行移动,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟对象使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。
3、虚拟物体
虚拟物体是指虚拟场景中的静态对象,例如游戏场景中的地形、房屋、桥梁、植被等。静态对象往往不受玩家直接控制,但可以响应场景中虚拟对象的交互行为(如,攻击、拆除等),而作出相应的表现,例如:虚拟对象可以对建筑物进行拆除、拾取、拖拽、建造等。可选地,虚拟物体也可以无法响应虚拟对象的交互行为,例如,虚拟物体同样可以为游戏场景中的建筑物、门、窗、植等,但是虚拟对象并不能与其进行交互,比如,虚拟对象不能对窗进行破坏或是拆除等。
4、虚拟资源
在对局内或是对局外完整特征游戏任务所获的可以帮助虚拟对象更好地完成游戏目的的虚拟道具(如,枪械、护具、物资、建材等)、虚拟资产(如,金币、积分等)或是虚拟对象(如,野怪、建筑物等)等。在可选的实现方式中,例如,在射击类游戏中,虚拟资源可以为枪械、弹药、护具、枪械配件、治疗物资、可拆卸的房屋等;在MOBA类游戏中,虚拟资源可以指具有不同属性的野怪虚拟对象等。
5、虚拟道具
虚拟道具是指虚拟对象在虚拟环境中能够使用的道具,包括但不限于枪械、冷兵器、手雷、护盾、跳板、傀儡等能够被虚拟对象使用,以提速自身属性、辅助作战或是对其他虚拟对象发起伤害的虚拟物品,虚拟道具还可以是子弹等补给道具,还可以为扩充弹夹、瞄准倍镜、消焰器、枪托等配件装配在指定虚拟武器上。
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。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。
本公开的说明书和权利要求书中的术语“第一”、“第二”等是用于区别类似的对象,而不用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便本公开的实施例能够以除了在这里图示或描述的那些以外的顺序实施,且“第一”、“第二”等所区分的对象通常为一类,并不限定对象的个数,例如第一对象可以是一个,也可以是多个。此外,说明书以及权利要求中“和/或”表示所连接对象的至少其中之一,字符“/”,一般表示前后关联对象是一种“或”的关系。
在本公开其中一种实施例中的游戏交互方法可以运行于本地终端设备或者是服务器。当游戏交互方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
在一可选的实施方式中,云交互系统下可以运行各种云应用,例如:云游戏。以云游戏为例,云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏程序的运行主体和游戏画面呈现主体是分离的,游戏交互方法的储存与运行是在云游戏服务器上完成的,客户端设备的作用用于数据的接收、发送以及游戏画面的呈现,举例而言,客户端设备可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑等;但是进行信息处理的为云端的云游戏服务器。在进行游戏时,玩家操作客户端设备向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回客户端设备,最后,通过客户端设备进行解码并输出游戏画面。
在一可选的实施方式中,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,常规的通过终端设备下载安装游戏程序并运行。该本地终端设备将图形用户界面提供给玩家的方式可以包括多种,例如,可以渲染显示在终端的显示屏上,或者,通过全息投影提供给玩家。举例而言,本地终端设备可以包括显示屏和处理器,该显示屏用于呈现图形用户界面,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面以及控制图形用户界面在显示屏上的显示。
在一种可能的实施方式中,本公开实施例提供了一种游戏交互方法,通过终端设备提供图形用户界面,其中,终端设备可以是前述提到的本地终端设备,也可以是前述提到的云交互系统中的客户端设备。
下面结合附图,通过具体的实施例及其应用场景对本公开实施例提供的游戏交互方法进行详细地说明。
图1为本公开实施例提供的一种应用环境的系统架构的示意图,该系统架构可以应用本公开实施例的一种游戏交互方法及游戏交互装置。
如图1所示,系统架构100可以包括终端设备101、102、103中的一个或多个,网络104和服务器105。网络104用以在终端设备101、102、103和服务器105之间提供通信链路的介质。网络104可以包括各种连接类型,例如有线、无线通信链路或者光纤电缆等等。终端设备101、102、103可以是具有显示屏的各种终端设备,包括但不限于台式计算机、便携式计算机、智能手机和平板电脑等等。应该理解,图1中的终端设备、网络和服务器的数目仅仅是示意性的。根据实现需要,可以具有任意数目的终端设备、网络和服务器。比如服务器105可以是多个服务器组成的服务器集群等。其中,终端设备用于执行:响应对图形用户界面中目标控件的第一触控操作,显示包括N个技能的第一子技能的控件的技能控件,N为正整数;响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,在目标控件的位置初显示第一技能的第二子技能的控件,并确定受控对象待执行第一技能的第二子技能;响应技能释放指令,控制受控对象执行第一技能的第二子技能。
图2为本公开实施例提供的一种游戏交互方法的流程示意图,本实施例提供的游戏交互方法应用于终端设备。通过终端设备的图形用户界面显示游戏的游戏场景画面。结合图2,该方法可以包括下述的S201至S203:
S201、终端设备响应对图形用户界面中目标控件的第一触控操作,显示包括N个技能的第一子技能的控件的技能控件。
其中,N为正整数。
需要说明的是,在本公开实施例中,N个技能均包括至少两个子技能,第一触控操作可以控制终端设备显示每个技能的一个子技能,即技能控件上可以显示N个子技能,之后可以通过特定的触控操作切换各个技能对应的其他子技能。
可选地,在本公开实施例中,在接收到第一触控操作之后,可以继续在目标控件的初始位置继续 显示目标控件,也可以取消显示目标控件,本公开实施例对此不作具体限定。
示例性地,在不再显示目标控件的情况下,可以通过显示一个空心的圆环控件(即技能控件),该圆环控件上显示N个技能中每个技能的一个子技能的控件;在继续显示目标控件的情况下,N个技能的第一子技能的控件可以围绕目标控件展开显示,也可以在目标控件的一侧展示,本公开实施例对此不作具体限定。
可以理解,目标控件可以为与N个技能的类型相关的控件,也可以与N个技能的类型不相关的总控件,也可以为用于提示用户可以进入一级技能的子技能选择的提示信息,本公开实施例对此不作具体限定。
为了便于理解,本公开实施例以球类游戏的扔球对应的技能的真假动作为例进行说明。例如N个技能可以为与扔球类型相关的技能,目标控件为总的“扔球”控件,目标控件也可以为“假动作”控件。
图3为本公开实施例提供的一种游戏交互的界面示意图,如图3中的(a)所示,假设图形用户界面中显示了“扔球”控件30,玩家在长按“扔球”控件30之后,则如图3中的(b)所示,终端设备可以在“扔球”控件30a的周围展开显示与扔球相关的四个技能的真动作的操作控件,分别为:“高抛球”真动作的控件31、“右抛球”真动作的控件32、“直球”真动作的控件33,以及“左抛球”真动作的控件34。
需要说明的是,扔球控件30可以保持原有的显示状态不变,也可以更新部分细节,例如上述图3中的(a)中扔球控件30在被长按之后,可以更新显示为图3中的(b)所示的扔球控件30a。
S202、终端设备响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,在目标控件的位置初显示第一技能的第二子技能的控件,并确定受控对象待执行第一技能的第二子技能。
需要说明的是,在接收到第二触控操作之后,终端设备可以通过隐藏目标控件,重新生成第一技能的第二子技能的控件,并在目标控件的位置显示生成的第一技能的第二子技能的控件;终端设备也可以改变目标控件对应的技能的方式实现子技能的切换。
在本公开实施例中,第一子技能和第二子技能为同一技能的不同子技能,其中,同一个技能可以包括至少两个不同的子技能。在本实施方式中,第一子技能控件所对应的技能被配置为控制受控对象在所述游戏场景中执行游戏动作并产生对应游戏效果,以前文提到的“高抛球”的真动作作为第一子技能为例,高抛球控件控制受控对象在游戏场景中执行高抛球游戏动作,并在游戏场景中投掷出具有高抛球效果的球。在本实施方式中,第二子技能控件所对应的技能被配置为控制受控对象在所述游戏场景中执行游戏动作但并不产生对应游戏效果,以前文提到的“高抛球”的假动作作为第二子技能为例,高抛球控件控制受控对象在游戏场景中执行高抛球游戏动作,但并不在游戏场景中投掷出球。
示例性地,若一个技能包括三个子技能,可以继续通过从初始响应区域向技能控件上的子控件滑动的方式切换该技能的第三子技能,本公开实施例对此不作具体限定。
可选地,第一触控操作和第二触控操作可以为连续的触控操作。
例如,玩家先按压目标控件控制终端设备显示技能控件,在手指滑动至第一技能的第一子技能的控件,再滑动回初始响应区域的位置不松手,则终端设备可以在目标控件的显示位置显示第一技能的第二子技能的控件,并且可以确定玩家期望受控对象执行第一技能的第二子技能。
结合图3中的(b)所示的技能控件,假设玩家从“扔球”控件30a滑动至“高抛球”真动作的控件31的位置,然后移动回“扔球”控件30a的位置,则如图5中所示,终端设备可以在“扔球”控件30a的位置显示“高抛球”真动作的控件30b,并高亮显示控件30b,以提示玩家已经选择了技能高抛球的假动作。
S203、终端设备响应技能释放指令,控制受控对象执行第一技能的第二子技能。
示例性地,技能释放指令可以为玩家手指从屏幕上取消触控(移开)的对应的操作指令。
在本公开实施例中,在玩家选择了受控对象待执行的一个技能的子技能之后,若玩家从屏幕上松手释放,则可以确定玩家期望执行该子技能。
本公开实施例提供一种游戏交互方法,首先终端设备可以响应对图形用户界面中目标控件的第一触控操作,先显示包括N个技能的第一子技能的控件的技能控件;然后玩家可以根据需要从初始响应区域滑动至其中一个技能的第一子技能的控件上,再滑动回初始响应区域,可以控制终端设备选择该技能的第二子技能,终端设备可以将技能的第二子技能的控件显示在目标控件的显示位置,提示用户可以在该位置选择控制技能的第二子技能,最后响应玩家的技能释放指令,终端设备可以控制受控对象执行玩家选择的第一技能的第二子技能。相比于相关技术中子技能的控制方式,一方面无需在游戏画面中常驻显示N个一级技能的控件,也无需常驻显示两类子控件,可以仅显示一个目标控件,提示 玩家通过对目标控件的触控操作显示包括子技能的技能控件,再通过连续的触控操作控制显示技能控件上未显示的子技能,从而减少了屏幕的空间占用;另一方面,在选择不同的子技能时,本公开在玩家针对一个技能进行触控操作的过程中可以根据操作提示该技能的两个子技能的显示位置,玩家可以根据操作时的提示通过一个连续的触控操作快速选择需要释放的子技能,无需玩家熟悉各个子技能的显示位置,或者熟悉同一个一级技能的多个子技能的显示距离,显示的灵活性更强,操作更加便捷,用户体验更佳。
可选地,本公开实施例提供的游戏交互方法中,初始响应区域与目标控件位于图形用户界面的区域相对应。
示例性地,初始响应区域可以与目标控件的区域为同一个区域,也可以为包含目标控件的区域,本公开实施例对此不作具体限定。
可选地,本公开实施例提供的游戏交互方法中,初始响应区域也可以为其他位置处。
示例性地,在显示目标控件之后,初始响应区域可以为目标控件上显示的其中一个子技能的控件的区域,也可以为该子技能的控件对应方向上的空白区域。
例如,玩家从第一技能的第一子技能的控件向外滑动,然后再滑动回该第一技能的第一子技能的控件,或者玩家从第一技能的第一子技能的控件向外滑动,然后再滑动回目标控件的位置,此时,目标控件上显示第一技能的第二子技能。
示例性地,假设上述图形用户界面为球类游戏的图形用户界面,上述目标控件为扔球控件;进而上述的S202可以通过下述的S22执行:
S22、终端设备响应从扔球控件滑动至技能控件中第一扔球技能的真动作的控件并滑动回扔球控件的第二触控操作,将扔球控件更新显示为第一扔球技能的假动作的控件,并确定受控虚拟球员待执行第一扔球技能的假动作。
其中,第一扔球技能的真动作指示在接收技能释放指令(例如释放触控操作)之后,受控虚拟球员执行第一扔球技能的动作,且虚拟球体扔出;第一扔球技能的假动作指示在接收技能释放指令(例如释放触控操作)之后,受控虚拟球员执行第一扔球技能的动作,且虚拟球体未扔出。
在本公开实施例中,以第一触控操作控制的技能控件中显示各个扔球技能的真动作的控件为例,通过第二触控操作选择各个扔球技能的假动作为例进行说明,在实际应用中,第一触控操作控制的技能控件中也可以显示各个扔球技能的假动作的控件,可以通过第二触控操作选择各个扔球技能的真动作,本公开实施例对此不作具体限定。
进而,在玩家选择了第一扔球技能的假动作之后,可以控制终端设备控制受控虚拟球员执行扔球的假动作,从而骗取敌方技能的消耗。
基于该方案,在球类游戏的图形用户界面中,可以仅显示一个扔球控件,玩家可以通过该扔球控件控制有关扔球的多个技能的真假动作的虚拟控件,不仅可以不占用较多屏幕区域,还可以便捷的选择扔球的真假动作,骗取敌方技能的消耗,从而提升了球类游戏中真假动作技能控制的便捷性。
可选地,本公开实施例提供的游戏交互方法中,在S201之后,该方法还可以包括下述的S200a:
S200a、终端设备响应从初始响应区域朝向技能控件中第一技能的第一子技能的控件滑动第一距离的第三触控操作,确定受控对象待执行第一技能的第一子技能。
其中,第一距离小于预设距离,预设距离为初始响应区域的中心点到第一技能的第一子技能的控件之间的距离。
进而,若终端设备检测到技能释放指令,则终端设备响应技能释放指令,控制受控对象执行第一技能的第一子技能。
基于该方案,在终端设备基于第一触控操作显示N个技能的第一子技能控件之后,玩家可以直接从初始响应区域(例如目标控件的显示区域)朝向其中任意一个技能控件的第一子技能控件滑动第一距离上并松手,可以选择受控对象释放该技能的第一子技能,操作步骤简单,仅需要一个连续的触控操作即可,方便玩家在对局中快速控制一个技能的子技能。
可选地,本公开实施例提供的游戏交互方法中,在S201之后,该方法还可以包括下述的S200b:
S200b、终端设备响应从初始响应区域开始滑动第一距离的第三触控操作,确定受控对象待执行初始响应区域对应的默认技能的目标子技能。
其中,第一距离小于预设距离,预设距离为初始响应区域的中心点到第一子技能的控件之间的距离。
可以理解,在该实施方式中,玩家并未拖动到子技能控件上时,可以触发中间控件的默认动作。
示例性地,默认技能可以为初始响应区域初始对应的技能,目标子技能可以为第一子技能,也可为第二子技能;默认技能也可以为用户上一次选择的技能,目标子技能可以为用户上一次选择的技能 的第一子技能,也可以为上一次选择的技能的第二子技能。
示例性地,假设上次终端确定目标控件对应的是第二技能的第二子技能,若确定终端设备检测到用户在初始响应区域朝向一个方向滑动的距离小于到第一子技能的控件之间的距离,则终端设备在接收到技能释放指令的情况下,可以选择执行用户上次确定的第二技能的第二子技能。
基于该方案,在玩家之前选择过一个技能的一个子技能之后,若终端设备检测到玩家在初始响应区域(例如从目标控件开始滑动)开始滑动,且滑动的距离小于到第一子控件的距离,则可以执行目标控件上默认对应的技能的默认子技能,例如可以选择触发执行之前选择的技能的子技能,从而方便玩家快速触发受控对象执行一个技能的子技能。
可选地,本公开实施例提供的游戏交互方法中,在S201之后,该方法还可以包括下述的S204和S205:
S204、终端设备响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件的第四触控操作,确定受控对象待执行第一技能的第一子技能。
S205、终端设备响应技能释放指令,控制受控对象执行第一技能的第一子技能。
可以理解,该技能释放指令可以为在技能控件中第一技能的第一子技能的控件上取消触摸的触发的指令。
示例性地,继续结合图3中的(b)所示的技能控件,假设玩家从“扔球”控件30a滑动至“高抛球”真动作的控件31上,并松手,则终端设备可以确定玩家需要执行高抛球真动作,则终端设备可以在玩家松手之后执行高抛球的真动作。
基于该方案,在终端设备基于第一触控操作显示N个技能的第一子技能的控件之后,玩家可以直接从初始响应区域(例如目标控件的显示位置)滑动至其中任意一个技能控件的第一子技能控件上并松手,可以选择受控对象释放该技能的第一子技能,操作步骤简单,仅需要一个连续的触控操作即可,方便玩家在对局中快速控制一个技能的子技能。
可选地,本公开实施例提供的游戏交互方法中,在接收到第四触控操作之后,还可以包括下述的S206:
S206、终端设备响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件的第四触控操作,在目标控件的位置初显示第一技能的第二子技能的控件。
可以理解,在终端设备检测到从目标控件滑动至技能控件中的一个技能的子技能的控件上的触控操作之后,则终端设备可以将该技能的另一个子技能的控件初次显示在目标控件的显示位置上,以提示用户可以选择该技能的另一个子技能。
示例性地,结合图3中的(b),在玩家通过按压“扔球”控件30a控制显示扔球的各个技能的真动作的控件之后,若玩家从“扔球”控件30a继续滑动至“高抛球”真动作的控件31上时,则如图4中所示,终端设备可以在“扔球”控件30a的显示位置显示“高抛球”假动作的控件30b,提示用户可以选择执行高抛球的假动作。
基于该方案,在玩家的触控位置位于技能控件中的一个技能的第一子技能的控件的显示位置时,可以控制终端设备显示该技能的第二子技能的控件,例如在目标控件的显示位置初次显示该技能的第二子技能的控件,可以提示玩家可以选择该技能的另一个子技能,提示方式简单,因此提高了控件的显示灵活性,可以减少常驻控件的数量和占用的屏幕区域。
可选地,本公开实施例提供的游戏交互方法中,在S204之后,该方法还包括下述的S207:
S207、终端设备响应从技能控件中第一技能的第一子技能的控件滑动至第二技能的第一子技能的控件的第五触控操作,将受控对象待执行的技能切换为第二技能的第一子技能。
可以理解,在玩家选择子技能时,存在需要切换一级技能的情况,本公开实施例中,在玩家的触控位置位于技能控件上的第一技能的第一子技能的控件上时,玩家可以直接从技能控件上的当前位置滑动到需要的切换的第二技能的第一子技能的控件的显示位置上,从而可以直接选择切换的第二技能的第一子技能。
示例性地,第一技能的第一子技能和第二技能的第一子技能可以为同类型的子技能,例如都为扔球的多个不同扔球方式的真动作,或者都为扔球的多个不同扔球方式的假动作。
基于该方案,在玩家选择技能的子技能的过程中,若需要切换一级技能,则可以直接在技能控件上滑动至对应的一级技能的第一子技能的控件上,可以快速切换到其他技能的第一子技能,无需先滑动到特定区域先松手以取消该一级技能,再重新按压选择一级技能的控件上控制显示多个子技能的控件,再进行子技能的选择,简化了操作的步骤,提升了同类子技能切换的效率,为玩家缩短了由于操作带来的时间消耗,提升了玩家的操作体验。
可选地,本公开实施例提供的游戏交互方法中,在S204之后,该方法还包括下述的S208:
S208、终端设备响应从技能控件中第一技能的第一子技能的控件滑动至第二技能的第一子技能的控件的第五触控操作,将在目标控件的位置初显示的第一技能的第二子技能的控件更新显示为第二技能的第二子技能的控件。
可以理解,在玩家将待释放的第一子技能对应的第一技能切换为第二技能,则终端设备也可以切换在目标控件的显示位置上的第二子技能对应的第二技能的控件,以提示玩家可以在该位置选择待释放第二技能的第二子技能。
基于该方案,在玩家在技能控件上切换第一子技能对应的一级技能时,终端设备可以在目标控件的显示位置切换显示第二子技能对应的一级技能,从而便于玩家选择同一个一级技能的多个不同子技能。
可选地,本公开实施例提供的游戏交互方法中,在S208之后,该方法还可以包括下述的S209或S210:
S209、终端设备响应在技能控件中第二技能的第一子技能的控件取消触摸的第六触控操作,控制受控对象执行第二技能的第一子技能。
可以理解,在玩家切换了第一子技能对应的一级技能之后松手之后,则终端设备可以直接控制受控对象执行切换后的一级技能的第一子技能。
示例性地,玩家按压“扔球”控件,终端设备显示技能控件,玩家将手指移动到技能控件上“高抛球”的真动作控件之后又移动到“左抛球”的真动作控件松手之后,则终端设备控制受控虚拟球员执行左抛球的真动作。
S210、终端设备响应从技能控件中第二技能的第一子技能的控件滑动至第二技能的第二子技能的控件上的第七触控操作,控制受控对象执行第二技能的第二子技能。
可以理解,在玩家切换了第一子技能对应的一级技能之后又移动到目标控件所在的显示位置并取消触控之后,则终端设备可以直接控制受控对象执行切换后的一级技能的第二子技能。
示例性地,玩家按压“扔球”控件,终端设备显示技能控件,玩家将手指移动到技能控件上“高抛球”的真动作控件之后又移动到“左抛球”的真动作控件,在看到显示“左抛球”的假动作的控件又移动到“左抛球”的假动作的控件并松手之后,则终端设备控制受控虚拟球员执行左抛球的假动作。
基于该方案,玩家可以在控制切换了一级技能的第一子技能之后,可以直接松手控制切换后的一级技能的第一子技能,也可以直接滑动到切换后的一级技能的第二子技能的控件松手控制切换后的一级技能的第二子技能,控制各个子技能的操作简单方便,即玩家可以通过一个连续的操作切换同类型子技能的一级技能,也可以一步切换一级技能和一级技能下的子技能,从而提高了各类子技能切换的效率。
可选地,本公开实施例提供的游戏交互方法中,在S201之后,该方法还包括S211:
S211、终端设备响应于滑动至预设区域取消触控的第九触控操作,取消执行技能的动作。
可以理解,在本公开实施例中,若玩家在子技能控件上进行操作时,若玩家松手,则终端设备可以控制受控对象释放子技能,若玩家需要取消技能释放,则玩家可以继续滑动至预设区域松开手指。
示例性地,结合图3中的(b),在终端设备显示技能控件的情况下,终端设备可以显示预设区域的提示信息,提示用户在子技能选择的过程中可以通过拖动到预设区域取消操作。
基于该方案,玩家可以在按压目标控件至控制终端设备释放技能之前的任意一个阶段,若需要取消技能的释放,则可以继续滑动至预设区域并取消触控,可以控制终端设备取消释放技能。
可选地,本公开实施例提供一种触控操作判定规则,以判断在技能选择过程中的触控操作是选择技能下的子技能还是选择一级技能,还是释放技能。
图6为本公开实施例提供的一种触控操作判定规则的参数标记示意图,如图6中右侧的技能控件所示,在玩家按下目标控件时,生成技能控件原点为O。技能控件包含N(N=4)个技能选项,内圆半径为R。其中,选项选择判定规则如下:在检测到玩家以原点O为起点向某一选项方向拖拽,若拖拽移动距离≤R时,松手即控制某一默认选项的【真动作】,可以根据实际需求确定默认选项内容,示例性的如图6中左侧所示可以高亮显示用户选择的真动作;在检测到玩家以原点O为起点向某一选项方向拖拽,当拖拽移动距离>R时,即为选择该技能【真动作】,此时内圈选项变更为该技能的【假动作】选项。(即手指移动至外圈时,以半径为R的圆形为界,外圈为【真动作】区域,内圈为外圈所选技能的【假动作】区域)。在检测到玩家的手指移动至内圆区域,即为选择进入内圆范围前所选择的外圈技能的【假动作】。在检测到玩家手指位于内圈【假动作】选项区域时,再次移动至外圈任一选项区域,可切换为选择对应技能的【真动作】。
技能控制判定规则:在玩家选择目标技能的【真动作】或【假动作】后,在对应区域内松手,即为控制。
基本本公开实施例提供的游戏交互方法中,可以使用单一按钮完成N个选项及其两个子选项的选择与选项间的快捷切换,简化用户的操作步骤;单一技能的子选项通过【拖拽至外圈松手】和【拖拽至外圈后移回内圈松手】两种手势交互进行控制,两种不同的手势不仅避免了相关技术上同一方向拖拽的双层控件导致的误操作问题,提升了操作的精准度,而且可以节省界面空间,并且降低了终端设备的处理负担,节省了终端设备的电量。
需要说明的是,本公开实施例提供的游戏交互方法,执行主体可以为游戏交互装置,或者该游戏交互装置中的用于执行游戏交互的方法的控制模块。本公开实施例中以游戏交互装置执行游戏交互的方法为例,说明本公开实施例提供的游戏交互的装置。
图7为本公开实施例提供的一种游戏交互装置可能的结构示意图,通过终端设备提供图形用户界面,该图形用户界面上至少包括部分的游戏场景和位于游戏场景中的受控对象,如图7中所示,该游戏交互装置700包括:显示模块701、技能确定模块702和技能触发模块703;显示模块701,用于响应对图形用户界面中目标控件的第一触控操作,显示包括N个技能的第一子技能的控件的技能控件,N为正整数;显示模块702,还用于响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,在目标控件的位置初显示第一技能的第二子技能的控件;技能确定模块703,用于响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,确定受控对象待执行第一技能的第二子技能;技能触发模块703,用于响应技能释放指令,控制受控对象执行第一技能的第二子技能。
可选地,初始响应区域与目标控件位于图形用户界面的区域相对应。
可选地,第一触控操作和第二触控操作为动作连续的触控操作。
可选地,第一技能下的第一子技能和第二子技能为第一技能的不同子技能。
可选地,技能确定模块,还用于在显示模块显示包括N个技能的第一子技能的控件的技能控件之后,响应从初始响应区域朝向技能控件中第一技能的第一子技能的控件滑动第一距离的第三触控操作,确定受控对象待执行第一技能的第一子技能;其中,第一距离小于预设距离,该预设距离为初始响应区域的中心点到第一技能的第一子技能的控件之间的距离。
可选地,技能确定模块,还用于在显示模块显示包括N个技能的第一子技能的控件的技能控件之后,响应从初始响应区域开始滑动第一距离的第三触控操作,确定受控对象待执行初始响应区域对应的默认技能的目标子技能;其中,第一距离小于预设距离,预设距离为初始响应区域的中心点到第一子技能控件之间的距离。
可选地,技能确定模块,还用于在显示模块显示包括N个技能的第一子技能的控件的技能控件之后,响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件的第四触控操作,确定受控对象待执行第一技能的第一子技能;技能释放模块,还用于响应技能释放指令,控制受控对象执行第一技能的第一子技能。
可选地,显示模块还用于响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件的第四触控操作,在目标控件的位置初显示第一技能的第二子技能的控件。
可选地,技能确定模块,还用于在确定受控对象待执行第一技能的第一子技能之后,响应从技能控件中第一技能的第一子技能的控件滑动至第二技能的第一子技能的控件的第五触控操作,将受控对象待执行的技能切换为第二技能的第一子技能。
可选地,显示模块还用于响应从技能控件中第一技能的第一子技能的控件滑动至第二技能的第一子技能的控件的第五触控操作,将在目标控件的位置初显示的第一技能的第二子技能的控件更新显示为第二技能的第二子技能的控件。
可选地,技能触发模块,还用于在显示模块将在目标控件的位置初显示的第一技能的第二子技能的控件更新显示为第二技能的第二子技能的控件之后,响应在技能控件中第二技能的第一子技能的控件取消触摸的第六触控操作,控制受控对象执行第二技能的第一子技能;或者,响应从技能控件中第二技能的第一子技能的控件滑动至第二技能的第二子技能的控件上的第七触控操作,控制受控对象执行第二技能的第二子技能。
可选地,图形用户界面为球类游戏的图形用户界面,目标控件为扔球控件;显示模块具体用于,响应从扔球控件滑动至技能控件中第一扔球技能的真动作的控件并滑动回扔球控件的第二触控操作,将扔球控件更新显示为第一扔球技能的假动作的控件;其中,第一扔球技能的真动作指示在接收技能释放指令之后,受控虚拟球员执行第一扔球技能的动作,且虚拟球体扔出;第一扔球技能的假动作指示在接收技能释放指令之后,受控虚拟球员执行第一扔球技能的动作,且虚拟球体未扔出。
可选地,技能确定模块,还用于显示模块显示包括N个技能的第一子技能的控件的技能控件之后,响应于滑动至预设区域取消触控的第九触控操作,取消执行技能的动作。
本公开实施例提供一种游戏交互装置,首先游戏交互装置可以响应对图形用户界面中目标控件的第一触控操作,先显示包括N个技能的第一子技能的控件的技能控件;然后玩家可以根据需要从初始响应区域滑动至其中一个技能的第一子技能的控件上,再滑动回初始响应区域,可以控制游戏交互装置选择该技能的第二子技能,游戏交互装置可以将技能的第二子技能的控件显示在目标控件的显示位置,提示用户可以在该位置选择控制技能的第二子技能,最后响应玩家的技能释放指令,游戏交互装置可以控制受控对象执行玩家选择的第一技能的第二子技能。相比于相关技术中子技能的控制方式,一方面无需在游戏画面中常驻显示N个一级技能的控件,也无需常驻显示两类子控件,可以仅显示一个目标控件,提示过玩家通过对目标控件的触控操作显示包括子技能的技能控件,再通过连续的触控操作控制显示技能控件上未显示的子技能,从而减少了屏幕的空间占用;另一方面,在选择不同的子技能时,本公开在玩家针对一个技能进行触控操作的过程中可以根据操作提示该技能的两个子技能的显示位置,玩家可以根据操作时的提示通过一个连续的触控操作快速选择需要释放的子技能,无需玩家熟悉各个子技能的显示位置,或者熟悉同一个一级技能的多个子技能的显示距离,显示的灵活性更强,操作更加便捷,用户体验更佳。
本公开实施例中的游戏交互装置可以是装置,也可以是终端中的部件、集成电路、或芯片。该装置可以是移动终端设备,也可以为非移动终端设备。示例性的,移动终端设备可以为手机、平板电脑、笔记本电脑、掌上电脑、车载终端设备、可穿戴设备、UMPC(ultra-mobile personal computer,超级移动个人计算机)、上网本或者PDA(personal digital assistant,个人数字助理)等,非移动终端设备可以为服务器、NAS(Network Attached Storage,网络附属存储器)、PC(personal computer,个人计算机)、TV(television,电视机)、柜员机或者自助机等,本公开实施例不作具体限定。
本公开实施例中的游戏交互装置可以为具有操作系统的装置。该操作系统可以为安卓(Android)操作系统,可以为iOS操作系统,还可以为其他可能的操作系统,本公开实施例不作具体限定。
本公开实施例提供的游戏交互装置能够实现图1至图6的方法实施例实现的各个过程,为避免重复,这里不再赘述。
可选地,如图8所示,本公开实施例还提供一种终端设备800,包括处理器801,存储器802,处理器801可以通过执行存储在存储器802中的可执行指令,以实现上述游戏交互方法的下述操作:
通过终端设备提供图形用户界面,图形用户界面上至少包括部分的游戏场景和位于游戏场景中的受控对象,响应对图形用户界面中目标控件的第一触控操作,显示包括N个技能的第一子技能的控件的技能控件,N为正整数;响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,在目标控件的位置初显示第一技能的第二子技能的控件,并确定受控对象待执行第一技能的第二子技能;响应技能释放指令,控制受控对象执行第一技能的第二子技能。
可选地,初始响应区域与目标控件位于图形用户界面的区域相对应。
可选地,第一触控操作和第二触控操作为动作连续的触控操作。
可选地,第一技能下的第一子技能和第二子技能为第一技能的不同子技能。
可选地,显示包括N个技能的第一子技能的控件的技能控件之后,还包括:响应从初始响应区域朝向技能控件中第一技能的第一子技能的控件滑动第一距离的第三触控操作,确定受控对象待执行第一技能的第一子技能;其中,第一距离小于预设距离,预设距离为初始响应区域的中心点到第一技能的第一子技能的控件之间的距离。
可选地,显示包括N个技能的第一子技能的控件的技能控件之后,还包括:响应从初始响应区域开始滑动第一距离的第三触控操作,确定受控对象待执行初始响应区域对应的默认技能的目标子技能;其中,第一距离小于预设距离,预设距离为初始响应区域的中心点到第一子技能的控件之间的距离。
可选地,显示包括N个技能的第一子技能的控件的技能控件之后,还包括:响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件的第四触控操作,确定受控对象待执行第一技能的第一子技能;响应技能释放指令,控制受控对象执行第一技能的第一子技能。
可选地,响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件的第四触控操作,在目标控件的位置初显示第一技能的第二子技能的控件。
可选地,确定受控对象待执行第一技能的第一子技能之后,还包括:响应从技能控件中第一技能的第一子技能的控件滑动至第二技能的第一子技能的控件的第五触控操作,将受控对象待执行的技能切换为第二技能的第一子技能。
可选地,响应从技能控件中第一技能的第一子技能的控件滑动至第二技能的第一子技能的控件的第五触控操作,将在目标控件的位置初显示的第一技能的第二子技能的控件更新显示为第二技能的第二子技能的控件。
可选地,将在目标控件的位置初显示的第一技能的第二子技能的控件更新显示为第二技能的第二子技能的控件之后,还包括:响应在技能控件中第二技能的第一子技能的控件取消触摸的第六触控操作,控制受控对象执行第二技能的第一子技能;或者,响应从技能控件中第二技能的第一子技能的控件滑动至第二技能的第二子技能的控件上的第七触控操作,控制受控对象执行第二技能的第二子技能。
可选地,图形用户界面为球类游戏的图形用户界面,目标控件为扔球控件;响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,在目标控件的位置处显示第一技能的第二子技能的控件,包括:响应从扔球控件滑动至技能控件中第一扔球技能的真动作的控件并滑动回扔球控件的第二触控操作,将扔球控件更新显示为第一扔球技能的假动作的控件;其中,第一扔球技能的真动作指示在接收技能释放指令之后,受控虚拟球员执行第一扔球技能的动作,且虚拟球体扔出;第一扔球技能的假动作指示在接收技能释放指令之后,受控虚拟球员执行第一扔球技能的动作,且虚拟球体未扔出。
可选地,显示包括N个技能的第一子技能的控件的技能控件之后,还包括:响应于滑动至预设区域取消触控的第九触控操作,取消执行技能的动作。
上述方式中,一方面无需在游戏画面中常驻显示N个一级技能的控件,也无需常驻显示两类子控件,可以仅显示一个目标控件,提示玩家通过对目标控件的触控操作显示包括子技能的技能控件,再通过连续的触控操作控制显示技能控件上未显示的子技能,从而减少了屏幕的空间占用;另一方面,在选择不同的子技能时,本公开在玩家针对一个技能进行触控操作的过程中可以根据操作提示该技能的两个子技能的显示位置,玩家可以根据操作时的提示通过一个连续的触控操作快速选择需要释放的子技能,无需玩家熟悉各个子技能的显示位置,或者熟悉同一个一级技能的多个子技能的显示距离,显示的灵活性更强,操作更加便捷,用户体验更佳。
需要说明的是,本公开实施例中的终端设备包括上述的移动终端设备和非移动终端设备。
图9为实现本公开实施例的一种终端设备的硬件结构示意图。
该终端设备900包括但不限于:射频单元901、网络模块902、音频输出单元903、输入单元904、传感器905、显示单元906、用户输入单元907、接口单元908、存储器909、以及处理器910等部件。
本领域技术人员可以理解,终端设备900还可以包括给各个部件供电的电源(比如电池),电源可以通过电源管理系统与处理器910逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。图9中示出的终端设备结构并不构成对终端设备的限定,终端设备可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置,在此不再赘述。
本公开实施例提供一种终端设备,首先终端设备可以响应对图形用户界面中目标控件的第一触控操作,先显示包括N个技能的第一子技能的控件的技能控件;然后玩家可以根据需要从初始响应区域滑动至其中一个技能的第一子技能的控件上,再滑动回初始响应区域的显示位置,可以控制终端设备选择该技能的第二子技能,终端设备可以将技能的第二子技能的控件显示在目标控件的显示位置,提示用户可以在该位置选择控制技能的第二子技能,最后响应玩家的技能释放指令,终端设备可以控制受控对象执行玩家选择的第一技能的第二子技能。相比于相关技术中子技能的控制方式,一方面无需在游戏画面中常驻显示N个一级技能的控件,也无需常驻显示两类子控件,可以仅显示一个一级控件,通过玩家触控操作显示包括子技能的技能控件,再通过连续的触控操作控制显示技能控件上未显示的子技能,从而减少了屏幕的空间占用;另一方面,在选择不同的子技能时,本公开在玩家针对一个技能进行触控操作的过程中可以根据操作提示该技能的两个子技能的显示位置,玩家可以根据操作时的提示通过一个连续的触控操作快速选择需要释放的子技能,无需玩家熟悉各个子技能的显示位置,或者熟悉同一个一级技能的多个子技能的显示距离,显示的灵活性更强,操作更加便捷,用户体验更佳。
应理解的是,本公开实施例中,输入单元904可以包括GPU(Graphics Processing Unit,图形处理器)941和麦克风942,图形处理器941对在视频捕获模式或图像捕获模式中由图像捕获装置(如摄像头)获得的静态图片或视频的图像数据进行处理。显示单元906可包括显示面板961,可以采用液晶显示器、有机发光二极管等形式来配置显示面板961。用户输入单元907包括触控面板971以及其他输入设备972。触控面板971,也称为触摸屏。触控面板971可包括触摸检测装置和触摸控制器两个部分。其他输入设备972可以包括但不限于物理键盘、功能键(比如音量控制按键、开关按键等)、轨迹球、鼠标、操作杆,在此不再赘述。存储器909可用于存储软件程序以及各种数据,包括但不限于应用程序和操作系统。处理器910可集成应用处理器和调制解调处理器,其中,应用处理器主要处理操作系统、用户界面和应用程序等,调制解调处理器主要处理无线通信。可以理解的是,上述调制解调处理器也可以不集成到处理器910中。
本公开实施例还提供一种可读存储介质,可读存储介质上存储有程序或指令,该程序或指令被处理器执行时实现上述游戏交互方法中的下述操作:
通过终端设备提供图形用户界面,图形用户界面上至少包括部分的游戏场景和位于游戏场景中的受控对象,响应对图形用户界面中目标控件的第一触控操作,显示包括N个技能的第一子技能的控件的技能控件,N为正整数;响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,在目标控件的位置初显示第一技能的第二子技能的控件,并确定受控对象待执行第一技能的第二子技能;响应技能释放指令,控制受控对象执行第一技能的第二子技能。
可选地,初始响应区域与目标控件位于图形用户界面的区域相对应。
可选地,第一触控操作和第二触控操作为动作连续的触控操作。
可选地,第一技能下的第一子技能和第二子技能为第一技能的不同子技能。
可选地,显示包括N个技能的第一子技能的控件的技能控件之后,还包括:响应从初始响应区域朝向技能控件中第一技能的第一子技能的控件滑动第一距离的第三触控操作,确定受控对象待执行第一技能的第一子技能;其中,第一距离小于预设距离,预设距离为初始响应区域的中心点到第一技能的第一子技能的控件之间的距离。
可选地,显示包括N个技能的第一子技能的控件的技能控件之后,还包括:响应从初始响应区域开始滑动第一距离的第三触控操作,确定受控对象待执行初始响应区域对应的默认技能的目标子技能;其中,第一距离小于预设距离,预设距离为初始响应区域的中心点到第一子技能的控件之间的距离。
可选地,显示包括N个技能的第一子技能的控件的技能控件之后,还包括:响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件的第四触控操作,确定受控对象待执行第一技能的第一子技能;响应技能释放指令,控制受控对象执行第一技能的第一子技能。
可选地,响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件的第四触控操作,在目标控件的位置初显示第一技能的第二子技能的控件。
可选地,确定受控对象待执行第一技能的第一子技能之后,还包括:响应从技能控件中第一技能的第一子技能的控件滑动至第二技能的第一子技能的控件的第五触控操作,将受控对象待执行的技能切换为第二技能的第一子技能。
可选地,响应从技能控件中第一技能的第一子技能的控件滑动至第二技能的第一子技能的控件的第五触控操作,将在目标控件的位置初显示的第一技能的第二子技能的控件更新显示为第二技能的第二子技能的控件。
可选地,将在目标控件的位置初显示的第一技能的第二子技能的控件更新显示为第二技能的第二子技能的控件之后,还包括:响应在技能控件中第二技能的第一子技能的控件取消触摸的第六触控操作,控制受控对象执行第二技能的第一子技能;或者,响应从技能控件中第二技能的第一子技能的控件滑动至第二技能的第二子技能的控件上的第七触控操作,控制受控对象执行第二技能的第二子技能。
可选地,图形用户界面为球类游戏的图形用户界面,目标控件为扔球控件;响应从初始响应区域滑动至技能控件中第一技能的第一子技能的控件并滑动回初始响应区域的第二触控操作,在目标控件的位置处显示第一技能的第二子技能的控件,包括:响应从扔球控件滑动至技能控件中第一扔球技能的真动作的控件并滑动回扔球控件的第二触控操作,将扔球控件更新显示为第一扔球技能的假动作的控件;其中,第一扔球技能的真动作指示在接收技能释放指令之后,受控虚拟球员执行第一扔球技能的动作,且虚拟球体扔出;第一扔球技能的假动作指示在接收技能释放指令之后,受控虚拟球员执行第一扔球技能的动作,且虚拟球体未扔出。
可选地,显示包括N个技能的第一子技能的控件的技能控件之后,还包括:响应于滑动至预设区域取消触控的第九触控操作,取消执行技能的动作。
上述方式中,一方面无需在游戏画面中常驻显示N个一级技能的控件,也无需常驻显示两类子控件,可以仅显示一个目标控件,提示玩家通过对目标控件的触控操作显示包括子技能的技能控件,再通过连续的触控操作控制显示技能控件上未显示的子技能,从而减少了屏幕的空间占用;另一方面,在选择不同的子技能时,本公开在玩家针对一个技能进行触控操作的过程中可以根据操作提示该技能的两个子技能的显示位置,玩家可以根据操作时的提示通过一个连续的触控操作快速选择需要释放的子技能,无需玩家熟悉各个子技能的显示位置,或者熟悉同一个一级技能的多个子技能的显示距离,显示的灵活性更强,操作更加便捷,用户体验更佳。
其中,处理器为上述实施例中的终端设备中的处理器。可读存储介质,包括计算机可读存储介质,如计算机ROM(Read-Only Memory,只读存储器)、RAM(Random Access Memory,随机存取存储器)、磁碟或者光盘等。
本公开实施例另提供了一种芯片,芯片包括处理器和通信接口,通信接口和处理器耦合,处理器用于运行程序或指令,实现上述游戏交互方法实施例的各个过程,且能达到相同的技术效果,为避免 重复,这里不再赘述。
应理解,本公开实施例提到的芯片还可以称为系统级芯片、系统芯片、芯片系统或片上系统芯片等。
需要说明的是,在本文中,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、物品或者装置不仅包括那些要素,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、物品或者装置所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括该要素的过程、方法、物品或者装置中还存在另外的相同要素。此外,需要指出的是,本公开实施方式中的方法和装置的范围不限按示出或讨论的顺序来执行功能,还可包括根据所涉及的功能按基本同时的方式或按相反的顺序来执行功能,例如,可以按不同于所描述的次序来执行所描述的方法,并且还可以添加、省去、或组合各种步骤。另外,参照某些示例所描述的特征可在其他示例中被组合。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到上述实施例方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本公开的技术方案本质上或者说对相关技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端(可以是手机,计算机,服务器,空调器,或者网络设备等)执行本公开各个实施例的方法。
上面结合附图对本公开的实施例进行了描述,但是本公开并不局限于上述的具体实施方式,上述的具体实施方式仅仅是示意性的,而不是限制性的,本领域的普通技术人员在本公开的启示下,在不脱离本公开宗旨和权利要求所保护的范围情况下,还可做出很多形式,均属于本公开的保护之内。

Claims (16)

  1. 一种游戏交互方法,通过终端设备提供图形用户界面,所述图形用户界面上至少包括部分的游戏场景和位于所述游戏场景中的受控对象,所述方法包括:
    响应对图形用户界面中目标控件的第一触控操作,显示包括N个技能的第一子技能的控件的技能控件,N为正整数;
    响应从初始响应区域滑动至所述技能控件中第一技能的第一子技能的控件并滑动回所述初始响应区域的第二触控操作,在所述目标控件的位置初显示所述第一技能的第二子技能的控件,并确定所述受控对象待执行所述第一技能的第二子技能;
    响应技能释放指令,控制所述受控对象执行所述第一技能的第二子技能。
  2. 根据权利要求1所述的方法,其中,所述初始响应区域与所述目标控件位于所述图形用户界面的区域相对应。
  3. 根据权利要求1所述的方法,其中,所述第一触控操作和所述第二触控操作为动作连续的触控操作。
  4. 根据权利要求1所述的方法,其中,所述第一技能下的第一子技能和第二子技能为所述第一技能的不同子技能。
  5. 根据权利要求1所述的方法,其中,所述显示包括N个技能的第一子技能的控件的技能控件之后,所述方法还包括:
    响应从初始响应区域朝向所述技能控件中第一技能的第一子技能的控件滑动第一距离的第三触控操作,确定受控对象待执行所述第一技能的第一子技能;
    其中,所述第一距离小于预设距离,所述预设距离为初始响应区域的中心点到所述第一技能的第一子技能的控件之间的距离。
  6. 根据权利要求1所述的方法,其中,所述显示包括N个技能的第一子技能的控件的技能控件之后,所述方法还包括:
    响应从初始响应区域开始滑动第一距离的第三触控操作,确定受控对象待执行所述初始响应区域对应的默认技能的目标子技能;
    其中,所述第一距离小于预设距离,所述预设距离为所述初始响应区域的中心点到第一子技能的控件之间的距离。
  7. 根据权利要求1所述的方法,其中,所述显示包括N个技能的第一子技能的控件的技能控件之后,所述方法还包括:
    响应从所述初始响应区域滑动至所述技能控件中第一技能的第一子技能的控件的第四触控操作,确定所述受控对象待执行所述第一技能的第一子技能;
    响应技能释放指令,控制所述受控对象执行所述第一技能的第一子技能。
  8. 根据权利要求7所述的方法,其中,所述方法还包括:
    响应从所述初始响应区域滑动至所述技能控件中第一技能的第一子技能的控件的第四触控操作,在所述目标控件的位置初显示所述第一技能的第二子技能的控件。
  9. 根据权利要求8所述的方法,其中,所述确定所述受控对象待执行所述第一技能的第一子技能之后,所述方法还包括:
    响应从所述技能控件中所述第一技能的第一子技能的控件滑动至第二技能的第一子技能的控件的第五触控操作,将所述受控对象待执行的技能切换为所述第二技能的第一子技能。
  10. 根据权利要求9所述的方法,其中,所述方法还包括:
    响应从所述技能控件中所述第一技能的第一子技能的控件滑动至第二技能的第一子技能的控件的第五触控操作,将在所述目标控件的位置初显示的所述第一技能的第二子技能的控件更新显示为所述第二技能的第二子技能的控件。
  11. 根据权利要求9所述的方法,其中,所述将在所述目标控件的位置初显示的所述第一技能的第二子技能的控件更新显示为所述第二技能的第二子技能的控件之后,所述方法还包括:
    响应在所述技能控件中所述第二技能的第一子技能的控件取消触摸的第六触控操作,控制所述受控对象执行所述第二技能的第一子技能;
    或者,
    响应从所述技能控件中所述第二技能的第一子技能的控件滑动至所述第二技能的第二子技能的控件上的第七触控操作,控制所述受控对象执行所述第二技能的第二子技能。
  12. 根据权利要求1至11任一项所述的方法,其中,所述图形用户界面为球类游戏的图形用户界面,所述目标控件为扔球控件;
    所述响应从所述初始响应区域滑动至所述技能控件中第一技能的第一子技能的控件并滑动回所述初始响应区域的第二触控操作,在所述目标控件的位置处显示所述第一技能的第二子技能的控件,包括:
    所述响应从所述扔球控件滑动至所述技能控件中第一扔球技能的真动作的控件并滑动回所述扔球控件的第二触控操作,将所述扔球控件更新显示为所述第一扔球技能的假动作的控件;
    其中,所述第一扔球技能的真动作指示在接收技能释放指令之后,受控虚拟球员执行第一扔球技能的动作,且虚拟球体扔出;所述第一扔球技能的假动作指示在接收技能释放指令之后,受控虚拟球员执行第一扔球技能的动作,且虚拟球体未扔出。
  13. 根据权利要求1至11任一项所述的方法,其中,所述显示包括N个技能的第一子技能的控件的技能控件之后,所述方法还包括:
    响应于滑动至预设区域取消触控的第九触控操作,取消执行技能的动作。
  14. 一种游戏交互装置,通过终端设备提供图形用户界面,所述图形用户界面上至少包括部分的游戏场景和位于所述游戏场景中的受控对象,所述游戏交互装置包括:
    显示模块、技能确定模块和技能触发模块;
    所述显示模块,用于响应对图形用户界面中目标控件的第一触控操作,显示包括N个技能的第一子技能的控件的技能控件,N为正整数;
    所述显示模块,还用于响应从所述初始响应区域滑动至所述技能控件中第一技能的第一子技能的控件并滑动回所述初始响应区域的第二触控操作,在所述目标控件的位置显示所述第一技能的第二子技能的控件;
    所述技能确定模块,用于响应从所述初始响应区域滑动至所述技能控件中第一技能的第一子技能的控件并滑动回所述初始响应区域的第二触控操作,确定所述受控对象待执行所述第一技能的第二子技能;
    所述技能触发模块,用于响应技能释放指令,控制所述受控对象执行所述第一技能的第二子技能。
  15. 一种终端设备,包括处理器,存储器及存储在所述存储器上并可在所述处理器上运行的程序或指令,所述程序或指令被所述处理器执行时实现如权利要求1至13中任一项所述的游戏交互方法的步骤。
  16. 一种可读存储介质,所述可读存储介质上存储程序或指令,所述程序或指令被处理器执行时实现如权利要求1至13中任一项所述的游戏交互方法的步骤。
PCT/CN2023/084783 2022-11-07 2023-03-29 游戏交互方法、装置、终端设备及计算机可读存储介质 WO2024098628A1 (zh)

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