Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by a person skilled in the art without making any inventive effort, are intended to be within the scope of the present application.
In the prior art, when a player performs a skill attribute point adjustment on a virtual character in a game, as shown in fig. 2, the attribute control in the adjustment window may include a plurality of attribute controls (attribute corresponding to attribute 1, attribute 2, attribute 3..attribute 24, respectively) in the adjustment window of character skill, so that in order to enable the player to know the plurality of attributes as soon as possible, as many attribute controls as possible are set in the adjustment window, which results in smaller gaps between each attribute control and denser plurality of attribute controls in the adjustment window, which results in possible misoperation when the player performs the point adjustment on the attribute controls.
The skill adjustment method in the embodiment of the application can be operated on the terminal equipment or the game server. The terminal device may be a local terminal device. The skill adjustment method may be a cloud game when run on a game server.
In an alternative embodiment, cloud gaming refers to a game style based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the skill adjustment method are completed on a cloud game server, the terminal equipment is used for receiving and sending data and presenting the game picture, for example, the terminal equipment can be a display equipment with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer, a game host computer and the like, but the terminal equipment for processing game data is the cloud game server of the cloud. When playing the game, the target player operates the terminal device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the terminal device through a network, and finally decodes the data through the terminal device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. The local terminal device stores a game program and is used for presenting game pictures. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the targeted player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal device or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a portion of a game scene, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
The game of the present application includes a game scene and a target virtual character controlled by a player located in the game scene, the target virtual character being a virtual character controlled by a target player through a target terminal device. The terminal device or the cloud game may cause the virtual character to perform a virtual action in the game scene, such as moving in the game scene, releasing skills, or the like, in response to the control for the virtual character. The game scene may include any one or more of a landform, mountain stone, flower and grass, river, building, virtual object, game prop, and the like. In general, a virtual camera is provided in a game scene, and a game screen displayed on a graphical user interface, that is, a part of the game scene content captured by the virtual camera is displayed. For example, in a first person game, a virtual camera may be provided at the head (e.g., eye position) of a target virtual character controlled by a player, the virtual camera moving in accordance with the movement of the virtual character, the orientation of the virtual camera rotating in accordance with the rotation of the virtual character, and thus the game screen presented on the graphical user interface is a part of the game scene in a preset range in front of the target virtual character. As another example, in a third person game, a virtual camera may be positioned directly above or behind a target virtual character controlled by a player, and thus, a game screen presented on a graphical user interface is a partial game scene including the virtual character. And logging in an account number of the target virtual character on the terminal equipment or the cloud game, wherein the target virtual character is controlled by the terminal equipment or the cloud game. Virtual objects refer to dynamic objects that can be controlled in a game scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, a cartoon character, or the like. The target virtual character is a character controlled by a player through a target terminal device, or is an artificial intelligence (ARTIFICIAL INTELLIGENCE, AI) set in a virtual environment fight by training, or is a Non-player character (Non-PLAYER CHARACTER, NPC) set in a game scene fight. Optionally, the target avatar is an avatar playing an athletic game in the game scene.
The embodiment of the application provides a skill adjustment method, as shown in fig. 1, applied to terminal equipment, wherein the terminal equipment provides a graphical user interface, and the method comprises the following steps:
S101, responding to a first operation acted on a skill adjustment control in a graphical user interface, and displaying an adjustment window comprising at least one skill adjustment area, wherein the skill adjustment area comprises a plurality of attribute controls;
S102, responding to a second operation on a target attribute control in a target skill adjustment area, and displaying a point adjustment control related to the target attribute control;
S103, responding to a third operation aiming at the point adjustment control, and displaying the preset point of the target attribute control on the point adjustment control according to the operation attribute information of the third operation;
and S104, responding to the end of the third operation of the point adjustment control, and adjusting the point of the target skill for the target virtual character according to the preset point.
In step S101 described above, the skill adjustment control is a control displayed in the graphical user interface before or during the player enters the game combat phase for controlling the adjustment window displayed in the graphical user interface. The adjustment window may include at least one skill adjustment area therein, and a plurality of attribute controls in each skill adjustment area, the skill corresponding to each skill adjustment area being the skill of the virtual character controlled by the player, the attribute controls being used to characterize attributes of the skill. There may be at least some identity between the attributes corresponding to each skill of the virtual character controlled by the player. The first operation is an operation acting on a skill adjustment control in the graphical user interface, and the first operation may be any one of a click operation, a re-press operation, a long press operation, a slide operation, and the like.
In particular, after a player performs a first operation on a skill adjustment control in a graphical user interface, an adjustment window is displayed in the graphical user interface, at least one skill adjustment area is displayed in the adjustment window, and a plurality of attribute controls are displayed in the skill adjustment area.
In the above step S102, the second operation is an operation acting on the target property control, and the second operation may be any one of a click operation, a re-press operation, a long press operation, a slide operation, and the like. The first operation and the second operation may be continuous operations, for example, the first operation is sliding left, the second operation is sliding up or down in case the touch medium does not leave the graphical user interface, or the first operation is sliding right, and the second operation is sliding up or down in case the touch medium does not leave the graphical user interface. The target skill adjustment area is a skill adjustment area in which the points of the attribute controls in the plurality of skill adjustment areas of the adjustment window can be adjusted, and in order to avoid the situation that a player can perform misoperation on other skill adjustment areas except the target skill adjustment area in the process of adjusting the points of the attribute controls in the target skill adjustment area, the attribute controls in the other skill adjustment areas can be locked, namely, the other skill adjustment areas cannot respond to the touch operation of the player on the attribute controls. In order for the player to more clearly know which of the target skill adjustment areas in the adjustment window is, the target skill adjustment area is highlighted. The target skill adjustment area may be determined from a first operation of the skill adjustment control by the player prior to displaying the adjustment window, i.e., the target skill adjustment area is determined by:
In response to a first operation acting on a plurality of skill adjustment controls in a graphical user interface, a target skill is determined among the plurality of skills, and a target skill adjustment area corresponding to the target skill is highlighted in the adjustment window, step 1021.
In the step 1021, a plurality of skill adjustment controls are displayed in the gui, the skills corresponding to the skill adjustment controls are skills possessed by the virtual character controlled by the player using the terminal device, and the skills corresponding to each skill adjustment area in the adjustment window are also skills possessed by the virtual character controlled by the player using the terminal device, that is, the skills corresponding to the skill adjustment controls displayed in the gui are matched with the skills corresponding to each skill adjustment area in the adjustment window. The target skill is a skill required to adjust the skill points among the skills of the virtual character controlled by the player. Highlighting includes any of highlighting, stroboscopic display, and the like.
In the implementation, after a player selects a plurality of skill adjustment controls in a graphical user interface through a first operation, determining a skill corresponding to the skill adjustment control selected by the player through the first operation as a target skill, displaying an adjustment window in the graphical user interface, determining a skill adjustment area corresponding to the target skill as a target skill adjustment area in the adjustment window, and highlighting the skill adjustment area.
Of course, a plurality of skill adjustment areas are included in the adjustment window, after the player finishes the point adjustment of the target skill of the target adjustment area, the player may need to adjust the points of other skills, if the target skill adjustment area is also determined in the above manner, the player needs to exit the adjustment window, and select the target skill adjustment control from the plurality of skill adjustment controls in the graphical user interface again, so as to redisplay the adjustment window, which is complicated and reduces the interaction efficiency of the player, so that the application also provides another method for determining the target skill adjustment area, which includes:
Step 1022, in response to a fourth operation on the skill switch control in the adjustment window, updating the target skill adjustment area from the current skill adjustment area to other skill adjustment areas, and highlighting the updated target skill adjustment area.
In step 1022, a skill switch control is displayed in the adjustment window, the skill switch control being used to redefine the target skill adjustment area in the adjustment window. The fourth operation is an operation acting on the skill switching control, and the fourth operation includes any one of a click operation, a re-press operation, a long press operation, a slide operation, and the like.
In a specific implementation, when the player performs the fourth operation on the skill switching control in the adjustment window, the target skill adjustment area is redetermined in the adjustment window, that is, the target skill adjustment area is updated from the current skill adjustment area to other skill adjustment areas, and the updated target skill adjustment area is highlighted.
For example, as shown in fig. 3, the adjustment window includes a plurality of skill adjustment areas, which are a skill adjustment area corresponding to a skill a, a skill adjustment area corresponding to a skill B, and a skill adjustment area corresponding to a skill C, and the adjustment window further includes a skill switching control, where the target skill adjustment area is a skill adjustment area of the skill a of the plurality of skill adjustment areas, and after the player touches the skill switching control through the fourth operation, the target skill adjustment area in the adjustment window is updated from the skill adjustment area of the skill a to the skill adjustment area of the skill B, that is, from fig. 3 to fig. 4.
The target attribute control is an attribute control touched by the second operation in the target skill adjustment area, and the point adjustment control is a control for adjusting the point of the attribute corresponding to the target attribute control. The control locking stage refers to that when other attribute controls except the target attribute control in the target skill adjustment area in the locking stage are touched, touch operation acted on the other attribute controls cannot be responded. The control locking and unlocking is mainly used for avoiding the situation that misoperation is generated on other attribute controls in the process of adjusting the preset point number displayed in the point number adjusting control through the third operation, so that a control locking stage is only needed to be entered in the process of adjusting the preset point number of the target attribute control, namely, the starting time of the control locking stage is the time for responding to the second operation of the target attribute control in the target skill adjusting area, and the ending time is the time for responding to the ending of the third operation of the point number adjusting control.
In particular implementations, when the player performs the second operation on the target property control in the target skill adjustment area, the point adjustment control is displayed in the current graphical user interface, and the point adjustment control is displayed at the highest level in the graphical user interface, that is, the point adjustment control displayed in the graphical user interface is not blocked by other things in the interface (such as other controls, etc.). In the control locking stage, only the touch operation aiming at the target attribute control and the point adjustment control in the target skill adjustment area can be responded, and the touch operation acting on other attribute controls except the target attribute control in the target skill adjustment area cannot be responded. In this way, in the control locking stage, the player can only adjust the points of the target attribute control, and the situation of large misoperation on other attribute controls can not occur, so that the accuracy of skill point adjustment on the target virtual character is improved.
For example, as shown in fig. 5, when the target property control is the property 9 control in fig. 5, performing a second operation on the property 9 control by the player displays a point adjustment control on the left side of the property 9 control in the current graphical user interface, where the point adjustment control includes a plurality of numbers, such as 0-5, that are to become pre-adjusted points. Other property controls may enter the control lockout phase.
In step S103, the third operation is an operation for the point adjustment control, and the third operation may or may not be applied to the point adjustment control. And the third operation and the second operation may be consecutive operations or non-consecutive operations. The third operation may be any one of a click operation, a long press operation, a heavy press operation, a slide operation, and the like. When the third operation and the second operation are consecutive operations, the second operation may be any one of a sliding operation, a long press operation and a heavy press operation, and the third operation is a sliding operation, where a position of a touch point of the second operation is a position of an initial touch point of the sliding operation. For example, the second sliding operation is a lateral sliding operation starting from the property control, and the third sliding operation is a longitudinal sliding operation that is continuous with the second sliding operation.
The operation attribute information is information recorded by the terminal device during the implementation process of the third operation, such as an operation direction of the third operation, an operation speed of the third operation, a touch position of the third operation, and the like. The pre-adjustment point refers to the point displayed on the point adjustment control during the operation of the third operation.
In particular implementations, the player performs a third operation on the point adjustment control, and the pre-adjusted point displayed on the point adjustment control with respect to the target property control may change as the third operation changes, that is, the pre-adjusted point displayed on the point adjustment control with respect to the target property control may change as the slave operation property information of the third operation changes.
In the step S104, when the third operation is finished, the point of the target skill of the target virtual character controlled by the player through the terminal device is adjusted according to the preset point currently displayed on the point adjustment control, and the control is unlocked. After the control is unlocked, any one attribute control in the target skill adjustment area can make a corresponding reaction according to the touch operation acted on the control, for example, the touch operation is a new second operation, the attribute control touched by the new second operation is determined to be a new target attribute control, and then the point adjustment control of the new target attribute control is displayed in the current graphical user interface.
The end of the third operation may be any of the following ways:
Step 1041, if the third operation is a sliding operation, ending the third operation is that the touch object of the third operation leaves the graphical user interface;
Step 1042, the end of the third operation is an operation of closing the adjustment window;
Step 1043, ending the third operation to be that the sum of the preset points of the attribute controls in the target skill adjustment area is equal to the preset point value of the target skill;
The ending of the third operation is a sixth operation on the adjustment ending control, step 1044.
In step 1041, the touch object is an object released from the graphical user interface when the player performs the third operation, for example, a finger used when the player performs the third operation, or a stylus used when the player performs the third operation.
In step 1042, the adjustment window is displayed in the gui by the player through the first operation on the skill adjustment control, that is, the adjustment window is not always displayed in the gui, and when the adjustment window is closed, the point corresponding to the attribute control of the target skill adjustment area in the current adjustment window may be defaulted to be the point adjusted by the player. The operation of closing the adjustment window may be a seventh operation of a closing control for the adjustment window. As shown in fig. 6, the closing control may be a control for closing the adjustment window displayed in the upper right corner of the adjustment window. The seventh operation may be any one of a click operation, a long press operation, a heavy press operation, a slide operation, and the like.
In step 1043, each skill of the target virtual character controlled by the player corresponds to a plurality of attributes, and each skill of the target virtual character is also set with an upper point limit. The upper limit of the number of points corresponding to each skill is a preset point value, and the preset point value can be set manually. If the number of points for each attribute of skill is added to a maximum value, the sum of the number of points for all attributes may far exceed the upper limit of the number of points for the skill. Specifically, when the sum of the preset points of the attribute controls of the target skill adjustment area corresponding to the target skill reaches the preset point value, the point of the target skill of the target virtual character is already adjusted, that is, the third operation is finished.
In step 1044, an adjustment end control is displayed in the adjustment window, where the adjustment end control is used to adjust the sum of the preset adjustment points of all the attribute controls in the adjustment window to the point of the skill of the target virtual character. The sixth operation is an operation acting on the adjustment end control, and may be any one of a click operation, a long press operation, a heavy press operation, a slide operation, and the like.
After the above step S104 is performed, the following steps may be further performed:
S105, responding to an interaction instruction acting on the target virtual character, and completing interaction of the target virtual character and other virtual characters in the game scene according to the adjusted points of the target skill.
In the step 105, the interaction instruction is used to control the target virtual character to interact with other virtual characters in the game scene.
In the implementation, when the player gives an interaction instruction to the target virtual character, the player controls the target virtual character to execute the target skill after the point adjustment in the game scene according to the interaction instruction, and interacts with other virtual characters through the target skill.
In the embodiment provided by the application, when the point adjustment is carried out on the target skill of the target virtual character, the point of which attribute of the target skill is increased, the attribute control is used as the target attribute control, other attribute controls are controlled to enter a locking state, so that misoperation of a player to other attribute controls is reduced, and only the point adjustment control of the target attribute control is displayed in the graphical user interface, so that the player can only adjust the point of the attribute of the target attribute control, and the misoperation of the player is further reduced.
When the third operation is a sliding operation, the sliding operation is a continuous and directional operation, and the touch object performing the sliding operation during the sliding operation does not leave the graphical user interface, and therefore, based on these characteristics of the sliding operation, the preset number of points displayed on the point adjustment control may be updated according to the sliding direction and the sliding distance of the sliding operation, that is, step S103 includes:
Step 1031, in response to the sliding operation for the point adjustment control, updating the preset point of the target attribute control displayed on the point adjustment control according to the sliding direction and the sliding distance of the sliding operation.
In step 1031, the preset point displayed on the point adjustment control has two update trends, which are a trend of adding the preset point and a trend of subtracting the preset point, respectively, so that the sliding direction of the sliding operation is matched with the two update trends, the sliding direction and the update trend are associated, and the sliding directions corresponding to the two update trends are opposite, for example, the sliding up is adding the preset point and the sliding down is subtracting the preset point. When a player executes sliding operation on the point adjustment control, the preset point which is displayed on the point adjustment control and related to the target attribute control can be updated in a linear continuous mode according to the sliding direction and the sliding distance of the sliding operation, and the convenience of the preset point displayed on the point adjustment control is further improved. And the pre-adjustment point displayed on the point adjustment control can be updated by only one action, so that more touch operations are reduced, and the misoperation is further reduced.
For example, as shown in fig. 5, the area formed by the two broken lines in the point adjustment control is an area for displaying the preset point, and the preset point displayed in the area formed by the two broken lines is updated continuously along with the sliding direction of the sliding operation.
In order to make the virtual characters in the game more diversified, the adjustment range of the adjustable point setting for the attribute corresponding to the skill is also larger and larger, if the span of the adjustment range is too large, the point required by the player needs to be updated quickly, but if the update speed is too fast, the point required by the player is easily updated too much, that is, the update speed exceeds the point required by the player, so that the update speed needs to be controlled appropriately, and step 1031 includes:
step 10311, in response to the sliding operation for the point adjustment control, updating the preset point number of the target attribute control displayed on the point adjustment control according to the sliding direction, the sliding distance and the sliding speed of the sliding operation and according to the updating speed matched with the sliding speed.
In step 10311, the trend of updating the preset number of points is determined by the sliding direction, the magnitude of updating the preset number of points is determined by the sliding distance, and the update rate of the preset number of points is determined by the sliding rate, for example, the faster the sliding rate is, the faster the update rate of the preset number of points is, the slower the sliding rate is, the update rate of the preset number of points is.
In addition to the sliding operation, the third operation may be a clicking operation, as shown in fig. 7, two add-drop areas for changing the update trend of the preset number of points are set in the point adjustment control, where the add-drop areas are areas where the sign "+" is located, the drop areas are areas where the sign "-" is located, the add-drop areas are used for increasing the preset number of points, and the drop areas are used for reducing the preset number of points. That is, step S103 includes:
step 1032, responding to the clicking operation acted on the point adjustment control, if the touch position of the clicking operation is located in the point adding area, increasing the preset point number of the target attribute control displayed on the point adjustment control;
And step 1033, responding to the clicking operation acted on the point adjustment control, and if the touch position of the clicking operation is positioned in the point reduction area, reducing the preset adjustment point of the target attribute control displayed on the point adjustment control.
In steps 1032 and 1033 described above, the touch position of the clicking operation in the graphical user interface is detected, if the touch position of the clicking operation is in the dotted area, the pre-adjusted dot count displayed on the dot count adjustment control is increased, and if the touch position of the clicking operation is in the reduced dot area, the pre-adjusted dot count displayed on the dot count adjustment control is decreased.
In addition to the two manners of changing and adjusting the point, the third operation may be a long-press operation, when the third operation is a long-press operation, responding to the long-press operation for the point adjustment control, updating the preset adjustment point of the target attribute control displayed on the point adjustment control according to a preset updating speed, entering a control locking stage, and stopping responding to the touch operation of other attribute controls in the target skill adjustment area in the control locking stage. The preset update rate may be to update the preset adjustment point number per unit time, for example, 1 preset adjustment point number every 0.5S.
In order to implement the adjustment of the points of the target attribute control more quickly, the points of the target attribute control may be recommended to the player by means of intelligent recommendation, that is, step S102 includes:
Step 1023, in response to a second operation acting on a target property control in the target skill adjustment area, displaying a point adjustment control for the target property control and displaying an initial pre-adjustment point for the target property control on the point adjustment control, the initial pre-adjustment point being determined from historical adjustment data of a player using the terminal device.
In step 1023 above, the initial pre-adjusted points are displayed in the graphical user interface in response to a second operation on the target property control in the target skill adjustment area with respect to the pre-adjusted points initially displayed in the point adjustment control of the target property control. The historical adjustment points can be points obtained by adjusting target attributes of target skills of a player in a historical time period, points obtained by adjusting target attributes of target virtual roles of the player in the historical time period, and points obtained by adjusting target attributes of target skills of the player in the historical time period. The initial pre-adjustment points displayed in the point adjustment control are determined based on the historical data of the player, so that the player may not need to update the pre-adjustment points according to the third operation, the operation of the player is reduced, and the speed of determining the points of the target skills is increased.
Because each skill of the target virtual character is provided with a preset point, when the point of the attribute of the target skill is adjusted, the sum of the points of the attribute of the target skill cannot exceed the preset point value corresponding to the target skill, and in order to facilitate the player to know the current residual point condition after the point of the target attribute is adjusted, the scheme of the application further comprises:
and step 106, updating the residual points in the residual point prompt information according to the preset point of the target attribute control displayed on the point adjustment control.
In step 106, the remaining points are differences between the preset point values and the points of the adjusted attributes and the preset points.
In the implementation, when calculating the remaining points, the sum of the points of the adjusted attributes in the target skill adjustment area needs to be counted first, then the difference value between the preset point value and the sum of the points of the adjusted attributes is used to determine how many points of the target skill are available, and in the process of updating the preset points, in order to enable the player to know the remaining points of the target skill more clearly, the remaining points are updated according to the updating of the preset points.
For example, as shown in fig. 7, if the preset point value is 60, the number of points of the adjusted attribute is counted 39, the preset point in the point adjustment control is 3, the remaining point is 18, and 18 is displayed in the remaining point prompt information.
The application mainly aims to adjust the effects generated by a virtual player when using skills, such as adjusting the attack range, adjusting the attack force and the like, but after the skills are adjusted by the player, the effect of the skills corresponding to the adjusted points is not clear, so the application provides a skill simulation scene, and the player can know the skills after the skills are adjusted more accurately, namely, the method further comprises the following steps:
and step 107, responding to a fifth operation acting on the simulation control in the adjustment window, entering a simulation game scene, and controlling the target virtual character to execute target skills according to the adjusted points of the target skills in the simulation game scene.
In step 107 described above, the simulation control is used to control the target virtual character to enter the simulated game scene and to perform the target skill in the simulated game scene. The simulated game scene may be a scene for a player to control the effect of a target virtual character experience target skills. In a simulated game scenario, the virtual objects that the target virtual character needs to attack are controlled by artificial intelligence, not by other players through networking. The fifth operation is an operation acting on the simulation control, and may be any one of a click operation, a slide operation, a long press operation, a heavy press operation, and the like.
In specific implementation, as shown in fig. 8, a simulation control is displayed in the adjustment window, when the player performs a fifth operation on the simulation control, the current graphical user interface is directly transferred to the simulated game scene, the adjustment window is not displayed any more, the simulated game scene includes a target virtual character and an attack object, the attack object is controlled by artificial intelligence, the player controls the target virtual character to execute a target skill obtained according to the adjusted point, so as to attack the attack object, and an attack animation corresponding to the target skill is displayed in the graphical user interface. Through the attack animation displayed in the graphical user interface, the player can know the attack effect corresponding to the target skill according to the point after the current adjustment, so that the player can decide whether to readjust the point of the target skill according to the attack effect or directly give the current point of the target skill to fight. So that the player's point adjustment for the target skills is more accurate.
Since there are a plurality of attributes corresponding to each skill, the player may not be able to fully memorize the attribute information corresponding to each attribute control, so in order to make the player understand about each attribute of the skill, introduction prompt information about the attribute may be provided to the player, that is, the method further includes:
and step 108, responding to a seventh operation acted on the target attribute control in the target skill adjustment area, and displaying introduction prompt information about the target attribute control.
In the step 108, the seventh operation is an operation acting on the target property control, and the seventh operation may be any one of a click operation, a slide operation, a long press operation, a heavy press operation, and the like. The seventh operation may be the same operation as the second operation or may be a different operation, and when the seventh operation is the same operation as the second operation, the introduction prompt information and the point adjustment control are displayed in the graphical user interface at the same time. The introduction prompt information is used for introducing detailed information of the attribute of the target attribute control.
In the scheme of the application, the adjustment window also provides a reset control, and when the player is dissatisfied with the points of most of the attributes adjusted by the player, the player can clear the attribute points corresponding to the attribute control in the target skill adjustment area through eighth operation of the reset control.
The application also provides a skill adjusting device, as shown in fig. 9, applied to a terminal device, the terminal device provides a graphical user interface, including:
a first response module 901, configured to display an adjustment window including at least one skill adjustment area in response to a first operation applied to skill adjustment controls in a graphical user interface, where the skill adjustment area includes a plurality of attribute controls;
A second response module 902, configured to display a point adjustment control with respect to a target property control in a target skill adjustment area in response to a second operation acting on the target property control;
A third response module 903, configured to respond to a third operation for the point adjustment control, and display, according to operation attribute information of the third operation, a preset point of the target attribute control on the point adjustment control;
And a fourth response module 904, configured to adjust the point of the target skill for the target virtual character according to the preset point in response to ending of the third operation for the point adjustment control.
Optionally, the third response module includes:
and the first response unit is used for responding to the sliding operation of the point adjustment control, and updating the preset point of the target attribute control displayed on the point adjustment control according to the sliding direction and the sliding distance of the sliding operation.
Optionally, the first response unit includes:
The first response subunit is used for responding to the sliding operation of the point adjustment control, updating the preset adjustment point of the target attribute control displayed on the point adjustment control according to the sliding direction, the sliding distance and the sliding speed of the sliding operation and the updating speed matched with the sliding speed, entering a control locking stage, and stopping responding to the touch operation of other attribute controls in the target skill adjustment region in the control locking stage.
Optionally, the third response module includes:
The second response unit is used for responding to clicking operation acted on the point adjustment control, and if the touch position of the clicking operation is located in the point adding area, the preset point number of the target attribute control displayed on the point adjustment control is increased;
And the third response unit is used for responding to the clicking operation acted on the point adjustment control, and if the touch position of the clicking operation is positioned in the point reduction area, the preset point number of the target attribute control displayed on the point adjustment control is reduced.
Optionally, the second response module includes:
And the fourth response unit is used for responding to the second operation acted on the target attribute control in the target skill adjustment area, displaying the point adjustment control related to the target attribute control and displaying the initial pre-adjustment point of the target attribute control on the point adjustment control, wherein the initial pre-adjustment point is determined according to the historical adjustment data of the player using the terminal equipment.
Optionally, the apparatus further includes:
and the updating module is used for updating the residual points in the residual point prompt information according to the preset point number of the target attribute control displayed on the point number adjustment control.
Optionally, the apparatus further includes:
A first highlighting module, configured to determine a target skill in a plurality of skills in response to a first operation acting on a plurality of skill adjustment controls in a graphical user interface, and highlight a target skill adjustment area corresponding to the target skill in the adjustment window;
And the second highlighting module is used for responding to a fourth operation acting on the skill switching control in the adjusting window, updating the target skill adjusting area from the current skill adjusting area to other skill adjusting areas and highlighting the updated target skill adjusting area.
Optionally, the apparatus further includes:
And the simulation module is used for responding to a fifth operation acted on the simulation control in the adjustment window, entering a simulation game scene, and controlling the target virtual character to execute target skills according to the adjusted points of the target skills in the simulation game scene.
Optionally, the ending of the third operation includes any one of the following ways:
if the third operation is a sliding operation, the end of the third operation is that the touch object of the third operation leaves the graphical user interface;
the end of the third operation is an operation of closing the adjustment window;
The end of the third operation is that the sum of the preset points of the attribute controls in the target skill adjustment area is equal to the preset point value of the target skill;
the end of the third operation is a sixth operation acting on an adjustment end control.
Optionally, the apparatus further includes:
and the introduction module is used for responding to a seventh operation acted on the target attribute control in the target skill adjustment area and displaying introduction prompt information about the target attribute control.
Corresponding to the method for skill adjustment in fig. 1, the embodiment of the present application further provides a computer device 1000, as shown in fig. 10, where the device includes a memory 1001, a processor 1002, and a computer program stored in the memory 1001 and executable on the processor 1002, where the method for skill adjustment is implemented when the processor 1002 executes the computer program, and the method includes:
displaying an adjustment window comprising at least one skill adjustment area in response to a first operation acting on a skill adjustment control in a graphical user interface, the skill adjustment area comprising a plurality of attribute controls;
responsive to a second operation acting on a target property control in a target skill adjustment area, displaying a point adjustment control with respect to the target property control;
Responding to a third operation aiming at the point adjustment control, and displaying the preset point of the target attribute control on the point adjustment control according to the operation attribute information of the third operation;
and responding to the end of the third operation of the point adjustment control, and adjusting the point of the target skill for the target virtual role according to the preset point.
Optionally, the third operation is a sliding operation, responding to the third operation for the point adjustment control, displaying the pre-adjusted point of the target attribute control on the point adjustment control according to the operation attribute information of the third operation, and the method comprises the following steps:
And responding to the sliding operation of the point adjustment control, and updating the preset point of the target attribute control displayed on the point adjustment control according to the sliding direction and the sliding distance of the sliding operation.
Optionally, in response to a sliding operation for the point adjustment control, updating the preset point of the target attribute control displayed on the point adjustment control according to a sliding direction and a sliding distance of the sliding operation, including:
and responding to the sliding operation of the point adjustment control, and updating the preset point of the target attribute control displayed on the point adjustment control according to the sliding direction, the sliding distance and the sliding speed of the sliding operation and the updating speed matched with the sliding speed.
Optionally, the third operation is a click operation, the point adjustment control includes a point adding area and a point subtracting area, and the pre-adjustment point of the target attribute control is displayed on the point adjustment control according to the operation attribute information of the third operation in response to the third operation of the point adjustment control, including:
Responding to clicking operation acted on the point adjustment control, and if the touch position of the clicking operation is positioned in the point adding area, increasing the preset adjustment point of the target attribute control displayed on the point adjustment control;
And responding to clicking operation acted on the point adjustment control, and if the touch position of the clicking operation is positioned in the point reduction area, reducing the preset adjustment point of the target attribute control displayed on the point adjustment control.
Optionally, in response to a second operation acting on a target property control in the target skill adjustment area, displaying a point adjustment control with respect to the target property control, including:
and in response to a second operation acting on a target attribute control in the target skill adjustment area, displaying a point adjustment control related to the target attribute control, and displaying an initial pre-adjustment point of the target attribute control on the point adjustment control, wherein the initial pre-adjustment point is determined according to historical adjustment data of a player using the terminal device.
Optionally, the method further comprises:
and updating the residual points in the residual point prompt information according to the preset point of the target attribute control displayed on the point adjustment control.
Optionally, the target skill adjustment area is determined by:
Determining a target skill in a plurality of skills in response to a first operation acting on a plurality of skill adjustment controls in a graphical user interface, and highlighting a target skill adjustment area corresponding to the target skill in the adjustment window;
Or, in response to a fourth operation acting on the skill switching control in the adjustment window, updating the target skill adjustment area from the current skill adjustment area to other skill adjustment areas, and highlighting the updated target skill adjustment area.
Optionally, the method further comprises:
And responding to a fifth operation of the simulation control in the adjustment window, entering a simulated game scene, and controlling the target virtual character to execute target skills according to the adjusted points of the target skills in the simulated game scene.
Optionally, the ending of the third operation includes any one of the following ways:
if the third operation is a sliding operation, the end of the third operation is that the touch object of the third operation leaves the graphical user interface;
the end of the third operation is an operation of closing the adjustment window;
The end of the third operation is that the sum of the preset points of the attribute controls in the target skill adjustment area is equal to the preset point value of the target skill;
the end of the third operation is a sixth operation acting on an adjustment end control.
Optionally, the method further comprises:
And responding to a seventh operation acted on the target attribute control in the target skill adjustment area, and displaying introduction prompt information about the target attribute control.
Specifically, the memory 1001 and the processor 1002 can be general-purpose memories and processors, which are not limited herein, and when the processor 1002 runs a computer program stored in the memory 1001, the skill adjustment method can be executed, so as to solve the problem that in the prior art, misoperation is easy to occur when the point adjustment is performed on the target skill of the target virtual character.
Corresponding to the method of skill adjustment in fig. 1, an embodiment of the present application further provides a computer readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the method of skill adjustment described above, the steps comprising:
displaying an adjustment window comprising at least one skill adjustment area in response to a first operation acting on a skill adjustment control in a graphical user interface, the skill adjustment area comprising a plurality of attribute controls;
responsive to a second operation acting on a target property control in a target skill adjustment area, displaying a point adjustment control with respect to the target property control;
Responding to a third operation aiming at the point adjustment control, and displaying the preset point of the target attribute control on the point adjustment control according to the operation attribute information of the third operation;
and responding to the end of the third operation of the point adjustment control, and adjusting the point of the target skill for the target virtual role according to the preset point.
Optionally, the third operation is a sliding operation, responding to the third operation for the point adjustment control, displaying the pre-adjusted point of the target attribute control on the point adjustment control according to the operation attribute information of the third operation, and the method comprises the following steps:
And responding to the sliding operation of the point adjustment control, and updating the preset point of the target attribute control displayed on the point adjustment control according to the sliding direction and the sliding distance of the sliding operation.
Optionally, in response to a sliding operation for the point adjustment control, updating the preset point of the target attribute control displayed on the point adjustment control according to a sliding direction and a sliding distance of the sliding operation, including:
and responding to the sliding operation of the point adjustment control, and updating the preset point of the target attribute control displayed on the point adjustment control according to the sliding direction, the sliding distance and the sliding speed of the sliding operation and the updating speed matched with the sliding speed.
Optionally, the third operation is a click operation, the point adjustment control includes a point adding area and a point subtracting area, and the pre-adjustment point of the target attribute control is displayed on the point adjustment control according to the operation attribute information of the third operation in response to the third operation of the point adjustment control, including:
Responding to clicking operation acted on the point adjustment control, and if the touch position of the clicking operation is positioned in the point adding area, increasing the preset adjustment point of the target attribute control displayed on the point adjustment control;
And responding to clicking operation acted on the point adjustment control, and if the touch position of the clicking operation is positioned in the point reduction area, reducing the preset adjustment point of the target attribute control displayed on the point adjustment control.
Optionally, in response to a second operation acting on a target property control in the target skill adjustment area, displaying a point adjustment control with respect to the target property control, including:
and in response to a second operation acting on a target attribute control in the target skill adjustment area, displaying a point adjustment control related to the target attribute control, and displaying an initial pre-adjustment point of the target attribute control on the point adjustment control, wherein the initial pre-adjustment point is determined according to historical adjustment data of a player using the terminal device.
Optionally, the method further comprises:
and updating the residual points in the residual point prompt information according to the preset point of the target attribute control displayed on the point adjustment control.
Optionally, the target skill adjustment area is determined by:
Determining a target skill in a plurality of skills in response to a first operation acting on a plurality of skill adjustment controls in a graphical user interface, and highlighting a target skill adjustment area corresponding to the target skill in the adjustment window;
Or, in response to a fourth operation acting on the skill switching control in the adjustment window, updating the target skill adjustment area from the current skill adjustment area to other skill adjustment areas, and highlighting the updated target skill adjustment area.
Optionally, the method further comprises:
And responding to a fifth operation of the simulation control in the adjustment window, entering a simulated game scene, and controlling the target virtual character to execute target skills according to the adjusted points of the target skills in the simulated game scene.
Optionally, the ending of the third operation includes any one of the following ways:
if the third operation is a sliding operation, the end of the third operation is that the touch object of the third operation leaves the graphical user interface;
the end of the third operation is an operation of closing the adjustment window;
The end of the third operation is that the sum of the preset points of the attribute controls in the target skill adjustment area is equal to the preset point value of the target skill;
the end of the third operation is a sixth operation acting on an adjustment end control.
Optionally, the method further comprises:
And responding to a seventh operation acted on the target attribute control in the target skill adjustment area, and displaying introduction prompt information about the target attribute control.
Specifically, the storage medium can be a general storage medium, such as a mobile disk, a hard disk, and the like, and when the computer program on the storage medium is executed, the method for adjusting the skills can be executed, so that the problem that misoperation is easy to occur when the target skills of the target virtual roles are subjected to point adjustment in the prior art is solved, and when the target skills of the target virtual roles are subjected to point adjustment, and the point number of which attribute of the target skill is added, the attribute control is taken as a target attribute control, other attribute controls are controlled to enter a locking state, misoperation of a player on the other attribute controls is reduced, and only the point number adjustment control of the target attribute control is displayed in the graphical user interface, so that the player can only adjust the point number of the attribute of the target attribute control, and misoperation of the player is further reduced.
In the embodiments provided in the present application, it should be understood that the disclosed method and apparatus may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments provided in the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application. The storage medium includes a U disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, an optical disk, or other various media capable of storing program codes.
It should be noted that like reference numerals and letters refer to like items in the following figures, and thus, once an item is defined in one figure, no further definition or explanation of that in the following figures is necessary, and furthermore, the terms "first," "second," "third," etc. are used merely to distinguish between descriptions and are not to be construed as indicating or implying relative importance.
It should be noted that the foregoing embodiments are merely illustrative embodiments of the present application, and not restrictive, and the scope of the application is not limited to the embodiments, and although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those skilled in the art that any modification, variation or substitution of some of the technical features of the embodiments may be made within the technical scope of the present application disclosed in the present application, and the spirit, the scope and the scope of the technical aspects of the embodiments do not deviate from the spirit and scope of the technical aspects of the embodiments. Are intended to be encompassed within the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.