Target Locking Method, Device, Electronic Device and Storage Medium

By determining the anchor point position on the graphical user interface and displaying lock marks, the problem of not being able to lock multiple skills or multiple classes of virtual objects at the same time in the prior art is solved, and locking and marking of multiple classes of virtual objects is realized, enriching the gameplay.

CN114425161BActive Publication Date: 2025-07-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210088750.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-01-25
Publication Date
2025-07-25
Estimated Expiration
2042-01-25

AI Technical Summary

Technical Problem

The existing target locking method cannot meet the needs of multi-class virtual object locking in complex scenarios, and cannot lock multiple skills at the same time or lock multiple different virtual objects.

Method used

By determining the anchor position on the graphical user interface, multiple target virtual objects corresponding to the target skill are determined from multiple virtual objects based on the relative position of the virtual object and the anchor position and the target skill, and lock marks are displayed on the target virtual object, including lock marks and overlay effects of different types of virtual objects.

Benefits of technology

It realizes locking of multiple different virtual objects, enriches the locking method of target skills, helps players better mark and distinguish target skills from the target virtual objects they lock, and meets the needs of complex scenarios.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a target locking method, device, electronic device and storage medium, which relates to the technical field of human-computer interaction. The target locking method includes: after determining an anchor point position on a graphical user interface displaying a plurality of virtual objects, determining a plurality of target virtual objects corresponding to a target skill from the plurality of virtual objects according to the relative positions of the virtual objects and the anchor point position and the target skill, and displaying a locking mark on the target virtual objects. Compared with traditional target locking, it can achieve the locking of multiple different types of virtual objects, meet the requirements of some complex scenarios, enrich the ways of target locking for target skills, and help players mark and distinguish target skills from their locked target virtual objects.
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Description

Technical Field

[0001] The present invention relates to the technical field of human-computer interaction, and more particularly, to a target locking method, device, electronic device, and storage medium. Background Art

[0002] With the rapid development of the network, various online games have emerged, such as action games, strategy games, fighting games, shooting games, role-playing games, racing games, card games, etc. In some game scenarios, the character operated by the player needs to release skills to the enemy or teammates, and during the process of releasing skills, the possible release targets will be marked. In the existing marking methods, generally only the target object of a single target skill can be marked, so as to realize the guidance of the player's game.

[0003] However, in the existing methods, the target skill can only target a single target and cannot meet the requirements of some complex scenarios. Summary of the Invention

[0004] The purpose of the present invention is to provide a target locking method, device, electronic device, and storage medium to meet the target locking requirements of complex scenarios in view of the above deficiencies in the prior art.

[0005] To achieve the above object, the technical solutions adopted in the embodiments of the present application are as follows:

[0006] In a first aspect, an embodiment of the present application provides a target locking method. A graphical user interface is provided through a terminal device, and a plurality of virtual objects are displayed on the graphical user interface. The method includes:

[0007] Determine the anchor point position;

[0008] Determine a plurality of target virtual objects corresponding to the target skill from the plurality of virtual objects according to the relative positions of the virtual objects and the anchor point position and the target skill;

[0009] Display a locking mark on the target virtual object.

[0010] Optionally, the method further includes:

[0011] In response to a release instruction for the target skill, release the target skill to the target virtual object.

[0012] Optionally, the displaying a locking mark on the target virtual object includes:

[0013] Display a locking mark corresponding to the type of the target virtual object at a position corresponding to the target virtual object according to the type of the target virtual object.

[0014] Optionally, the method further includes:

[0015] Displaying the lock mark on the target skill displayed on the graphical user interface.

[0016] Optionally, the displaying the lock mark at the position corresponding to each target virtual object according to the type of the target virtual object includes:

[0017] Displaying the same mark for the target virtual objects of the same type according to the type of the target virtual object.

[0018] Optionally, the target skill includes multiple skills; the displaying the lock mark corresponding to the type of the target virtual object on the target virtual object according to the type of the target virtual object includes:

[0019] Displaying the same lock mark for the target virtual objects of the same type corresponding to the multiple skills according to the type of the target virtual object.

[0020] Optionally, the displaying the same lock mark for the target virtual objects of the same type corresponding to multiple target skills according to the type of the target virtual object includes:

[0021] If the target virtual objects corresponding to the multiple skills include the same number of virtual objects of the same type, displaying the same lock mark for the target virtual objects of the same type corresponding to the multiple skills according to the type of each target virtual object.

[0022] Optionally, the method further includes:

[0023] If the target virtual objects corresponding to the multiple skills include different numbers of virtual objects of the same type, determining the number of skills superimposed on each target virtual object according to the type of each target virtual object;

[0024] Displaying the superimposed effect of the lock mark on each target virtual object according to the number of skills superimposed on each target virtual object.

[0025] Optionally, the superimposed effect includes at least one of the following: deformation of the lock mark, adding an indicator.

[0026] Optionally, the target skill includes multiple skills; the displaying the lock mark corresponding to the type of the target virtual object at the position corresponding to the target virtual object according to the type of the target virtual object includes:

[0027] If different types of virtual objects are included in the target virtual objects corresponding to the multiple skills, different locking marks are displayed for the different types of the target virtual objects corresponding to the multiple skills according to the types of the target virtual objects.

[0028] Optionally, the target skill includes multiple skills; displaying the locking mark at the position corresponding to each target virtual object includes:

[0029] If multiple identical virtual objects are included in the target virtual objects corresponding to different skills among the multiple skills, the locking marks corresponding to the different skills are displayed on the identical virtual objects.

[0030] Optionally, after displaying the locking mark at the position corresponding to each target virtual object, the method further includes:

[0031] In response to a strengthened touch operation on the target skill, a strengthened effect of the locking mark is displayed.

[0032] Optionally, displaying the locking mark on the target virtual object includes:

[0033] The locking mark is displayed at the geometric center of the bounding box on the target virtual object.

[0034] Optionally, the anchor point position is: a reference point in the virtual scene, a preset position on the graphical user interface, or the crosshair of the controlled virtual object in the game scene.

[0035] In a second aspect, the present application further provides a target locking device, characterized in that the device includes: a determination module and a display module;

[0036] The determination module is configured to determine the anchor point position; and determine multiple target virtual objects corresponding to the target skill from multiple virtual objects according to the relative positions of the virtual objects to the anchor point position and the target skill;

[0037] The display module is configured to display a locking mark on the target virtual object.

[0038] In a third aspect, the present application further provides an electronic device, characterized in that it includes: a processor, a storage medium, and a bus, the storage medium stores program instructions executable by the processor, when the electronic device runs, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the target locking method according to any one of the first aspects when executed.

[0039] Fourthly, the present application also provides a computer-readable storage medium, characterized in that a computer program is stored on the storage medium, and when the computer program is run by a processor, it executes the steps of the target locking method as described in any one of the first aspects.

[0040] The beneficial effects of the present application are as follows: The embodiment of the present application provides a target locking method. After determining the anchor point position on the graphical user interface displaying multiple virtual objects, according to the relative positions of each virtual object and the anchor point position and the target skill, multiple target virtual objects corresponding to the target skill are determined from the multiple virtual objects, and a locking mark is displayed on the target virtual objects. Compared with the traditional target locking, it can realize the locking of multiple different types of virtual objects, meet the requirements of some complex scenarios, enrich the ways of target locking for target skills, and help players mark and distinguish the target skill and the target virtual object it locks. Description of the Drawings

[0041] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the following will briefly introduce the drawings required to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present invention, and therefore should not be regarded as a limitation of the scope. For those of ordinary skill in the art, without creative efforts, other related drawings can also be obtained based on these drawings.

[0042] Figure 1 It is a schematic diagram of the target locking result of an existing target locking method;

[0043] Figure 2 It is a flowchart of a target locking method provided by an embodiment of the present application;

[0044] Figure 3 It is a schematic diagram of the display of the locking mark on a target virtual object provided by an embodiment of the present application;

[0045] Figure 4 It is a schematic diagram of the display method of the locking mark on a target skill provided by an embodiment of the present application;

[0046] Figure 5 It is another schematic diagram of the display of the locking mark on a target virtual object provided by an embodiment of the present application;

[0047] Figure 6 It is another schematic diagram of the display of the locking mark on a target virtual object provided by an embodiment of the present application;

[0048] Figure 7 It is a flowchart of a target locking method provided by another embodiment of the present application;

[0049] Figure 8Another schematic diagram of the display of a locking mark on a target virtual object provided by an embodiment of the present application;

[0050] Figure 9 Another second schematic diagram of the display of a locking mark on a target virtual object provided by an embodiment of the present application;

[0051] Figure 10 Another third schematic diagram of the display of a locking mark on a target virtual object provided by an embodiment of the present application;

[0052] Figure 11 Another fourth schematic diagram of the display of a locking mark on a target virtual object provided by an embodiment of the present application;

[0053] Figure 12 A schematic diagram of a target locking device provided by an embodiment of the present application;

[0054] Figure 13 A schematic diagram of an electronic device provided by an embodiment of the present application. Detailed implementation manners

[0055] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are some, but not all, of the embodiments of the present invention.

[0056] In the present application, unless otherwise clearly defined and limited, in the description of the present invention, the meaning of "a plurality" is at least two, such as two or three, unless otherwise specifically defined. The terms "include", "comprise" or any other variant thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements not only includes those elements, but also includes other elements not expressly listed, or also includes elements inherent to such process, method, article or device. Without further limitation, an element defined by the statement "including one..." does not exclude the existence of additional identical elements in the process, method, article or device including the element.

[0057] In the game, players can release skills on various virtual objects. To enrich the gameplay, in some games, when releasing an automatic locking skill, a certain type of virtual object near the crosshair or the mouse position can be automatically locked, so as to prompt the player of the virtual object closest to the crosshair or the mouse position. For example, when a player releases an automatically tracking magic arrow, it can automatically hit the enemy closest to the crosshair. Before the player releases such an automatically locking skill, the system needs to mark the characters that can be attacked or locked by the skill, so as to prompt the player of the enemy closest to the crosshair or the mouse position, and releasing the skill can automatically track the character. Figure 1Schematic diagram of the target locking result of an existing target locking method, as shown in Figure 1 As shown, there are 3 virtual objects on the screen. Skill A can lock 1 enemy. According to the internal locking logic settings, a mark will appear on the 1 enemy closest to the crosshair. After releasing Skill A, the marked enemy will be hit.

[0058] However, in the existing target locking method, it is impossible to simultaneously lock virtual objects with multiple skills, or to use scenarios where skills lock multiple different types of virtual objects. To address the problem that the existing methods cannot meet the requirements of some complex scenarios, the embodiments of the present application provide various possible implementation manners to help players mark and distinguish skills from the objects they lock when multiple different skills lock different types of objects. The following will be explained through multiple examples in conjunction with the accompanying drawings. The target locking method of the present application can run on terminal devices such as electronic devices or servers. Among them, the electronic device can be a local terminal device (such as a desktop computer, a laptop computer, a smart TV, a smart phone, etc.). When the target locking method in the game runs on the server, the method can be implemented and executed based on the cloud system. The cloud system includes a server and client devices.

[0059] In an optional implementation manner, various cloud applications can run under the cloud system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the entity presenting the game screen are separated. The storage and running of the target locking method in the game are completed on the cloud game server. The role of the client device is to receive, send data, and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the terminal device for information processing is the cloud game server in the cloud. When playing the game, 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 data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.

[0060] The target locking method of the present application provides a graphical user interface through the terminal device, and multiple virtual objects are displayed in the graphical user interface.

[0061] It should be noted that the terminal device may include a human-computer interaction display device, which is used to present the graphical user interface. The graphical user interface includes a game screen. After the terminal device runs the game, it generates the graphical user interface and controls the display of the graphical user interface on the human-computer interaction display device.

[0062] It should also be noted that a virtual object refers to an active or interactive object in a game. The active object can be a virtual character, a virtual animal, an anime character, etc. For example, a character or an animal displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional solid model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. In this application, the graphical user interface displays multiple virtual objects.

[0063] Figure 2 The flowchart of a target locking method provided by an embodiment of this application is shown as Figure 2 shown, and the method includes:

[0064] Step 201: Determine the anchor point position.

[0065] It should be noted that the anchor point is the reference point for target locking. Among them, the anchor point can be a reference point in the virtual scene or a reference point on the graphical user interface.

[0066] The so-called virtual scene refers to the virtual environment displayed (or provided) when the application runs on the terminal device. The virtual environment can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a pure fictional environment. This application does not limit this. The virtual environment can provide a battle environment for virtual objects. In the virtual scene, the anchor point can be a reference point in the virtual scene. According to the different dimensions of the virtual scene, the anchor point can be a specific two-dimensional position point in the two-dimensional virtual scene, or a position point with three-dimensional coordinates in the three-dimensional virtual scene, etc.

[0067] In addition, the anchor point can also be a reference point on the graphical user interface. For example, the crosshair on the graphical user interface. In fact, the crosshair is a point on the graphical user interface. When performing target locking, a logical ray will be emitted into the virtual scene through the crosshair for collision detection to confirm the target.

[0068] Step 202: Determine multiple target virtual objects corresponding to the target skill from multiple virtual objects according to the relative positions of the virtual objects and the anchor point position and the target skill.

[0069] Determine multiple target virtual objects based on the target skill and the relative positions of each virtual object and the anchor point. When the anchor point can be a reference point in the virtual scene, according to the target skill, multiple target virtual objects can be determined by comparing the relative position relationships between each virtual object and the anchor point in the virtual scene. For example, if the target skill is an area-of-effect attack against all types of virtual objects within a certain range, then by comparing whether the distances between each virtual object and the anchor point in the virtual scene are within the range required by the target skill, the virtual objects within the range can be determined as target virtual objects. When the anchor point is a reference point on the graphical user interface, according to the target skill, multiple target virtual objects can be determined by comparing the planar relative position relationships between the anchor point (such as the crosshair) on the graphical user interface and the virtual objects. The above is only an example, and in actual implementation, there can be other ways to determine target virtual objects, which are not limited in this application.

[0070] It should be noted that when this application determines multiple target virtual objects corresponding to the target skill from multiple virtual objects, it does not limit the object categories of the virtual objects, that is, the multiple virtual objects can belong to one or more object categories, and the obtained target virtual objects can also belong to one or more object categories.

[0071] Step 203: Display a locking mark on the target virtual object.

[0072] After determining the target virtual object, display a locking mark on the target object. Figure 3 FIG. is a schematic diagram of displaying a locking mark on a target virtual object provided by an embodiment of this application. As Figure 3 shown, Skill A can lock two virtual objects. After step 202, select the two virtual objects closest to the anchor point as target virtual objects, and display locking marks (i.e., Figure 3 the diamond marks in ) on the two target virtual objects. It should be noted that this application does not limit the specific position where the locking mark is displayed, and developers can set it according to actual needs, such as at the geometric center of the target virtual object, directly above the head, etc. It should also be noted that the locking mark refers to the mark displayed on the target virtual object to mark the target virtual object, and this locking mark can identify that the target virtual object is in the state of being locked or targeted by the target skill. Optionally, the locking mark includes at least one of a stroke highlighting effect, a skin material with a warning color, a text prompt, and a pattern mark. In addition, the specific mark style can be set according to the specific game style and model, which is not limited in this application.

[0073] In summary, the embodiment of the present application provides a target locking method. After determining the anchor point position on the graphical user interface displaying multiple virtual objects, according to the relative positions of the virtual objects and the anchor point position and the target skill, multiple target virtual objects corresponding to the target skill are determined from the multiple virtual objects, and a locking mark is displayed on the target virtual objects. Compared with the traditional target locking, it can realize the locking of multiple different types of virtual objects, meet the requirements of some complex scenarios, enrich the way of target locking for target skills, and help players mark and distinguish the target skill from its locked target virtual objects.

[0074] Optionally, based on the above Figure 2 , the present application also provides a possible implementation manner of the target locking method application. The method includes:

[0075] Respond to the release instruction for the target skill and release the target skill to the target virtual object.

[0076] By step 203, a locking mark is displayed on the target virtual object, thus identifying the release object of the target skill. At this time, if a release instruction for the target object is received, by responding to this release instruction, the target skill can be released to the target virtual object, thereby realizing a guided release of the target skill for the target virtual object and enriching the gameplay of the game.

[0077] Optionally, based on the above Figure 2 , the present application also provides a possible implementation manner of displaying the locking mark in the target locking method. Displaying the locking mark on the target virtual object includes:

[0078] According to the type of the target virtual object, display the locking mark corresponding to the type of the target virtual object on the target virtual object.

[0079] It should be noted that since the target virtual object may belong to different types, in order to better help players mark and distinguish the target virtual object types, the locking mark corresponding to the target virtual object type is displayed on the target virtual object. It should be noted that the division of the target virtual object types is based on the implementation of the target skill. For any target virtual object, it can belong to one or more types, that is, there may be intersections between multiple target virtual object types. For example, the target virtual object corresponding to target skill A is of type M, and the target virtual object corresponding to target skill B is of type N. Then there can be a target virtual object that is both the target virtual object corresponding to skill A and the target virtual object corresponding to skill B. For such virtual objects, the locking marks corresponding to both types can be displayed simultaneously. The above is only an example, and in actual implementation, there can be other setting methods, and the present application does not limit this.

[0080] Optionally, in Figure 2Based on the above, the present application also provides a possible implementation manner for displaying a locking mark in a target locking method. The method includes:

[0081] Display a locking mark on the target skill displayed on the graphical user interface.

[0082] In order to more intuitively let the user understand the correspondence between the locking mark and the target skill corresponding to the locking mark, display the locking mark corresponding to the target skill on the target skill displayed on the graphical user interface. Figure 4 As shown in the following figure, it is a schematic diagram of a display manner of a locking mark on a target skill provided by an embodiment of the present application. Figure 4 As shown. The user can determine the correspondence between the target skill with the same locking mark and the target virtual object by observing the locking mark on the target skill and the locking mark of the target virtual object, thereby avoiding the problem of unclear correspondence between the target skill and the target virtual object. Especially when there are multiple skills and multiple locking marks, displaying the locking mark on the target skill displayed on the graphical user interface can greatly optimize the game experience.

[0083] Optionally, based on the above embodiment, the present application also provides a possible implementation manner for displaying a locking mark in a target locking method. According to the type of the target virtual object, display the locking mark at the position corresponding to each target virtual object, including:

[0084] According to the type of the target virtual object, display the same mark for the target virtual objects of the same type.

[0085] The purpose of displaying the locking mark is to prompt the user of the target virtual object determined by the target skill according to the anchor point position. Since multiple target skills may correspond to the target virtual objects of the same type, thus, when identifying, the same locking mark can be added to the target virtual objects of the same type, thereby avoiding situations such as system instability or errors caused by repeated marking when multiple target skills correspond to the target virtual objects of the same type, realizing the optimization of the display of the locking mark, and making the identification logic of the locking mark clearer.

[0086] Optionally, based on the above embodiment, when the target skill includes multiple skills, the present application also provides a possible implementation manner for displaying a locking mark in a target locking method. According to the type of the target virtual object, display the locking mark corresponding to the type of the target virtual object at the position corresponding to the target virtual object, including:

[0087] According to the type of the target virtual object, display the same locking mark for the target virtual objects of the same type corresponding to multiple skills.

[0088] When the target skills include multiple skills, if these multiple skills can lock the same type of objects, these skills share one type of lock mark. Figure 5 This is another schematic diagram of the display of lock marks on the target virtual object provided by an embodiment of the present application. As Figure 5 shown, the types of target virtual objects corresponding to Skill A and Skill B are the same, so the target virtual objects corresponding to Skill A and Skill B display the same lock mark. Further, the same lock mark is also displayed on Skill A and Skill B displayed on the graphical user interface.

[0089] Optionally, based on the above embodiment, the present application further provides a possible implementation manner of the display of lock marks in a target locking method. According to the type of the target virtual object, the same lock mark is displayed for the same type of target virtual objects corresponding to multiple target skills, including:

[0090] If the target virtual objects corresponding to multiple skills include the same number of the same type of virtual objects, then according to the type of each target virtual object, the same lock mark is displayed for the same type of target virtual objects corresponding to multiple skills.

[0091] That is to say, if the number and type of the target virtual objects targeted by each target skill among multiple target skills are the same, the same mark is displayed for their target virtual objects, that is, when multiple skills can lock the same number of the same type of target virtual objects, these skills share one mark. Figure 6 This is another schematic diagram of the display of lock marks on the target virtual object provided by an embodiment of the present application; as Figure 6 shown, the target virtual objects corresponding to Skill A and Skill B include the same number of the same type of target virtual objects (for example, both the target virtual objects corresponding to Skill A and Skill B in the figure include two target virtual objects of the type of person), so the same type of target virtual objects corresponding to Skill A and Skill B (that is, the target virtual objects of the type of person in the figure) display the same lock mark.

[0092] Optionally, based on the above embodiment, the present application further provides a possible implementation manner of the display of lock marks in a target locking method. Figure 7 This is a flowchart of a target locking method provided by another embodiment of the present application; as Figure 7 shown, this method includes:

[0093] Step 701: If the target virtual objects corresponding to multiple skills include different numbers of the same type of virtual objects, then according to the type of each target virtual object, determine the number of skills superimposed on each target virtual object.

[0094] When the target virtual objects corresponding to multiple skills include different numbers of virtual objects of the same type, among the target virtual objects of this type, the number of skills corresponding to some target virtual objects is greater than the number of skills corresponding to another part of the target virtual objects. In this case, if the same locking mark is used, the difference in the number of skills corresponding to the target virtual objects cannot be reflected. Therefore, it is necessary to determine the number of skills superimposed on the target virtual objects and perform subsequent processing based on this number to show the difference in the number of skills superimposed on different target virtual objects.

[0095] Step 702: According to the number of skills superimposed on each target virtual object, display the superimposed effect of the locking marks on each target virtual object.

[0096] To determine the number of skills superimposed on each target virtual object, the superimposed effect can be added to the locking mark to show the difference in the number of skills superimposed on different target virtual objects. It should be noted that the superimposed effect is only for showing the difference in the number of skills superimposed on different target virtual objects. The present application does not limit the specific form of the superimposed effect, as long as it can reflect the difference in the number of skills. Figure 8 This is another schematic diagram of the display of the locking mark on the target virtual object provided by an embodiment of the present application; as Figure 8 shown, Skill A can lock 2 enemies, and Skill B can lock 1 enemy. The locking marks of the target virtual objects simultaneously locked by Skill A and Skill B are displayed through the enlarged superimposed effect. As Figure 8 shown in the left figure, the mark of the enemy closest to the anchor point is larger than that of the second closest enemy. Similarly, when there are more skills, as the number of superimposed skills increases, the superimposed effect on the locking mark can also gradually increase, such as getting larger in size, etc. The specific size, magnification ratio, etc. of the superimposed effect depend on the specific game settings. The present application does not limit this, as long as it can reflect the superimposed difference of different numbers of skills.

[0097] Optionally, on the basis of the above Figure 7 The present application also provides a possible implementation method of the superimposed effect in a target locking method. The superimposed effect includes at least one of the following: deformation of the locking mark, addition of an indicator.

[0098] It should be noted that the deformation of the locking mark can be, for example, the enlargement, stretching, rotation, inversion, distortion, etc. of the locking mark; adding an indicator is to present the superimposed effect by adding marks such as patterns, numbers, characters, etc. on the basis of the locking mark. For example, adding the corresponding number or text of the number of times on the locking mark to identify the superimposed quantity, or adding different patterns on the locking mark, etc. The above are only illustrative examples, and there can be other implementation methods for the superimposed effect. The present application does not limit this.

[0099] Optionally, based on the above embodiments, when the target skill includes multiple skills, the present application further provides a possible implementation manner of displaying a locking mark in a target locking method. According to the type of the target virtual object, a locking mark corresponding to the type of the target virtual object is displayed at the position corresponding to the target virtual object, including:

[0100] If the target virtual objects corresponding to multiple skills include different types of virtual objects, different locking marks are displayed for the different types of target virtual objects corresponding to the multiple skills according to the types of the respective target virtual objects.

[0101] When the target virtual objects corresponding to multiple skills include different types of virtual objects, in order to distinguish the virtual objects corresponding to different skills, different locking marks are displayed for the target virtual objects corresponding to different skills according to the types of the respective target virtual objects. Figure 9 This is a schematic diagram showing the display of locking marks on a target virtual object provided in a second embodiment of the present application; as Figure 9 shown, the target virtual objects corresponding to Skill A and Skill B include different types of virtual objects. The target virtual object corresponding to Skill A is identified by a diamond-shaped locking mark, and the target virtual object corresponding to Skill B is identified by a rectangular locking mark, so as to distinguish and display the two types of virtual objects corresponding to the two skills.

[0102] Optionally, based on the above Figure 2 the present application further provides a possible implementation manner of displaying a locking mark in a target locking method. The target skill includes multiple skills; a locking mark is displayed at the position corresponding to each target virtual object, including:

[0103] If the target virtual objects corresponding to different skills among multiple skills include multiple identical virtual objects, locking marks corresponding to different skills are displayed on the identical virtual objects.

[0104] When the types of the target virtual objects targeted by each target skill among multiple target skills are different, when a virtual object is targeted by multiple target skills, marks of multiple target skills can be displayed simultaneously. Figure 10 This is a schematic diagram showing the display of locking marks on a target virtual object provided in a third embodiment of the present application; as Figure 10 shown, the target virtual objects corresponding to Skill A and Skill B include different types of virtual objects. The target virtual object corresponding to Skill A is identified by a diamond-shaped locking mark, and the target virtual object corresponding to Skill B is identified by a rectangular locking mark. When a target virtual object is locked by different types of skills, as Figure 10The target virtual object in the middle is simultaneously locked by Skill A and Skill B, and locking marks corresponding to different skills are displayed on the target virtual object, that is, the locking marks of Skill A and Skill B will be simultaneously displayed on the target virtual object in the middle. It should be noted that when multiple locking marks are simultaneously displayed on a target virtual object, the specific arrangement method of the multiple lockings (such as left-right arrangement, up-down arrangement, etc.), the arrangement order (such as setting the group attack skill mark in the front, the skill mark with stronger attack power in the front, etc.), etc. are not limited, and the user can set according to actual needs.

[0105] Optionally, based on any of the above embodiments, the present application further provides a possible implementation manner of a target locking method. After displaying the locking mark at the position corresponding to each target virtual object, the method further includes:

[0106] In response to an enhanced touch operation for a target skill, display the enhanced effect of the locking mark.

[0107] After the locking mark is displayed, due to the display accuracy of the graphical user interface or the flexibility requirements in the user's game, etc., when it is necessary to quickly determine the target virtual object corresponding to the target skill, an enhanced touch operation can be input to make the locking mark of the target virtual object display an enhanced effect. Among them, the enhanced touch operation can be, for example, a long-press operation, a preset gesture, etc.; the enhanced effect can be, for example, highlighting, magnifying, changing color, etc. The present application does not limit the specific operation form of the enhanced touch operation, the specific form of the enhanced effect, etc. It should be noted that the specific operation form of the enhanced touch operation cannot conflict with other operations. For example, if the long-press of the skill button in the game is for an acceleration effect, in order to maintain the stable operation of the game, the long-press cannot be set as the enhanced touch operation at the same time.

[0108] In a possible implementation manner, Figure 11 FIG. 4 is a schematic diagram showing the display of the locking mark on the target virtual object provided by an embodiment of the present application; as Figure 11 shown, when the long-press of the skill button has no other function, the long-press is set as the enhanced touch operation. After a certain period of long-press, the mark on the locked object corresponding to the skill will be highlighted (that is, the enhanced effect is highlighting) to remind the player of the target virtual object corresponding to this skill.

[0109] Optionally, based on any of the above embodiments, the present application further provides a possible implementation manner of a target locking method. Displaying the locking mark on the target virtual object includes:

[0110] Display the locking mark at the geometric center of the bounding box on the target virtual object.

[0111] In a game, according to different game scenarios, the shape, existence form, etc. of virtual objects may vary. The locking mark can be uniformly set to be displayed at the geometric center of the bounding box on the target virtual object. Users can determine the approximate position of the target virtual object based on the display position of the locking mark, thereby optimizing the game experience.

[0112] Optionally, based on any of the above embodiments, the present application further provides a possible implementation of a target locking method. The anchor point position is: a reference point in the virtual scene, a preset position on the graphical user interface, or the crosshair of a controlled virtual object in the game scene.

[0113] In the above embodiments, it is illustrated that the anchor point can be a preset position on the graphical user interface, such as the crosshair on the graphical user interface in a shooting game, etc.; it can also be a reference point in the virtual scene, such as the mouse position, etc. In addition, the anchor point can also be the crosshair of a controlled virtual object in the game scene. The so-called controlled virtual object is the player character (the role played by the player in the game), and the anchor point can be the determined crosshair position (such as the bullseye in a shooting game) of the controlled virtual object in the game scene, etc.

[0114] The following describes the target locking device, electronic device, storage medium, etc. for implementing the present application. For the specific implementation process and technical effects, refer to the above, and will not be repeated below.

[0115] An exemplary possible implementation of the target locking device provided by the embodiments of the present application can execute the target locking method provided by the above embodiments. Figure 12 It is a schematic diagram of a target locking device provided by an embodiment of the present application. As Figure 12 shown, the above target locking device 100 includes: a determination module 11 and a display module 13;

[0116] The determination module 11 is configured to determine the anchor point position; and determine multiple target virtual objects corresponding to the target skill from multiple virtual objects according to the relative positions of the virtual objects and the anchor point position and the target skill.

[0117] The display module 13 is configured to display a locking mark on the target virtual object.

[0118] Optionally, the above target locking device 100 further includes: a release module, configured to release the target skill to the target virtual object in response to a release instruction for the target skill.

[0119] Optionally, the display module 13 is configured to display a locking mark corresponding to the type of the target virtual object on the target virtual object according to the type of the target virtual object.

[0120] Optionally, a display module 13 is configured to display a lock mark on a target skill displayed on a graphical user interface.

[0121] Optionally, the display module 13 is configured to display the same mark for target virtual objects of the same type according to the type of the target virtual object.

[0122] Optionally, the target skill includes multiple skills; the display module 13 is configured to display the same lock mark for target virtual objects of the same type corresponding to the multiple skills according to the type of the target virtual object.

[0123] Optionally, if the target virtual objects corresponding to multiple skills include the same number of virtual objects of the same type, the display module 13 is configured to display the same lock mark for target virtual objects of the same type corresponding to the multiple skills according to the type of each target virtual object.

[0124] Optionally, a determination module 11 is configured to determine the number of skills superimposed on each target virtual object according to the type of each target virtual object if the target virtual objects corresponding to multiple skills include different numbers of virtual objects of the same type;

[0125] The display module 13 is configured to display the superimposed effect of the lock marks on each target virtual object according to the number of skills superimposed on each target virtual object.

[0126] Optionally, if the target virtual objects corresponding to multiple skills include virtual objects of different types, the display module 13 is configured to display different lock marks for target virtual objects of different types corresponding to the multiple skills according to the type of each target virtual object.

[0127] Optionally, if the target virtual objects corresponding to different skills among multiple skills include multiple identical virtual objects, the display module 13 is configured to display lock marks corresponding to different skills on the identical virtual objects.

[0128] Optionally, the display module 13 is configured to display the enhanced effect of the lock mark in response to an enhanced touch operation on the target skill.

[0129] Optionally, the display module 13 is configured to display the lock mark at the geometric center of the bounding box on the target virtual object.

[0130] The above device is used to execute the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar and will not be described herein again.

[0131] The above-mentioned modules may be one or more integrated circuits configured to implement the above methods. For example: one or more Application Specific Integrated Circuits (ASICs), or, one or more digital signal processors (DSPs), or, one or more Field Programmable Gate Arrays (FPGAs), etc. For another example, when a certain module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processors that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0132] An exemplary implementation of an electronic device provided by an embodiment of the present application can execute the target locking method provided by the above embodiment. Figure 13 A schematic diagram of an electronic device provided by an embodiment of the present application. The device may be integrated into a terminal device or a chip of a terminal device, and the terminal may be a computing device with data processing capabilities.

[0133] The electronic device includes: a processor 1301, a storage medium 1302, and a bus. The storage medium stores program instructions executable by the processor. When the control device runs, the processor communicates with the storage medium through the bus, and the processor executes the program instructions to perform the steps of the above target locking method when executed. The specific implementation manners and technical effects are similar and will not be elaborated here.

[0134] An exemplary implementation of a computer-readable storage medium provided by an embodiment of the present application can execute the target locking method provided by the above embodiment. A computer program is stored on the storage medium, and when the computer program is run by a processor, it executes the steps of the above target locking method.

[0135] A computer program stored in a storage medium may include several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods of various embodiments of the present invention. The foregoing storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, Read-Only Memory (ROM), Random Access Memory (RAM), magnetic disks, or optical discs.

[0136] In several embodiments provided by the present invention, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative. For example, the division of units is only a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections between each other can be through some interfaces. The indirect couplings or communication connections of devices or units can be in electrical, mechanical or other forms.

[0137] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place, or can be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0138] In addition, each functional unit in various embodiments of the present invention can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above-mentioned integrated units can be implemented in the form of hardware, or in the form of hardware plus software functional units.

[0139] The above-mentioned integrated units implemented in the form of software functional units can be stored in a computer-readable storage medium. The above-mentioned software functional units stored in a storage medium include several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods in various embodiments of the present invention. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (English: Read-Only Memory, abbreviated as: ROM), random access memories (English: Random Access Memory, abbreviated as: RAM), magnetic disks or optical discs that can store program codes.

[0140] The above is only the specific implementation manner of this application, but the protection scope of this application is not limited thereto. Any person skilled in the art within the technical scope disclosed by this application can easily think of changes or substitutions, which should all be covered within the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claims.

Claims

1. A target locking method, characterized in that, Providing a graphical user interface through a terminal device, where the graphical user interface displays a plurality of virtual objects, the method includes: Determining an anchor point position; Determining a plurality of target virtual objects corresponding to the target skill from the plurality of virtual objects according to the relative positions of the virtual objects and the anchor point position and the target skill; the plurality of target virtual objects belong to one or more types; Displaying a locking mark on the target virtual objects and displaying the locking mark on the target skill displayed on the graphical user interface; The displaying a locking mark on the target virtual objects includes: Displaying a locking mark corresponding to the type of the target virtual object on the target virtual object according to the type of the target virtual object; The target skill includes a plurality of skills; the displaying a locking mark corresponding to the type of the target virtual object at the position corresponding to the target virtual object according to the type of the target virtual object includes: If the target virtual objects corresponding to the plurality of skills include virtual objects of different types, displaying different locking marks for the target virtual objects of different types corresponding to the plurality of skills according to the types of the target virtual objects.

2. The method according to claim 1, wherein The method further includes: Responding to a release instruction for the target skill and releasing the target skill to the target virtual objects.

3. The method according to claim 1, characterized in that, The displaying a locking mark at the position corresponding to each target virtual object according to the type of the target virtual object includes: Displaying the same mark for the target virtual objects of the same type according to the type of the target virtual object.

4. The method according to claim 1, wherein The target skill includes a plurality of skills; the displaying a locking mark corresponding to the type of the target virtual object at the position corresponding to the target virtual object according to the type of the target virtual object includes: Displaying the same locking mark for the target virtual objects of the same type corresponding to the plurality of skills according to the type of the target virtual object.

5. The method according to claim 4, wherein The displaying the same locking mark for the target virtual objects of the same type corresponding to a plurality of target skills includes: If the target virtual objects corresponding to the plurality of skills include the same number of virtual objects of the same type, displaying the same locking mark for the target virtual objects of the same type corresponding to the plurality of skills according to the types of the target virtual objects.

6. The method according to claim 4, characterized in that The method further includes: If the target virtual objects corresponding to the plurality of skills include different numbers of virtual objects of the same type, determining the number of skills superimposed on each target virtual object according to the types of the target virtual objects; Displaying the superimposed effect of the locking marks on each target virtual object according to the number of skills superimposed on each target virtual object.

7. The method according to claim 6, wherein The superimposed effect includes at least one of the following: deformation of the locking mark, adding an indicator.

8. The method according to claim 1, wherein The target skill includes a plurality of skills; The displaying a locking mark at the position corresponding to each target virtual object includes: If the target virtual objects corresponding to different skills among the plurality of skills include a plurality of the same virtual objects, displaying the locking marks corresponding to the different skills on the same virtual objects.

9. The method according to any one of claims 1-8, characterized in that, After displaying the lock mark at the position corresponding to each target virtual object, the method further includes: In response to an enhanced touch operation on the target skill, display the enhanced effect of the lock mark.

10. The method according to any one of claims 1 to 8, characterized in that, Displaying a lock mark on the target virtual object includes: Display the lock mark at the geometric center of the bounding box on the target virtual object.

11. The method according to any one of claims 1 to 8, characterized in that, The anchor point position is: a reference point in the virtual scene, a preset position on the graphical user interface, or the crosshair of the controlled virtual object in the game scene.

12. A target locking device, characterized in that, The device includes: a determination module and a display module; The determination module is configured to determine the anchor point position; determine multiple target virtual objects corresponding to the target skill from multiple virtual objects according to the relative positions of the virtual objects and the anchor point position and the target skill; the multiple target virtual objects belong to one or more types; The display module is configured to display a lock mark on the target virtual object and display the lock mark on the target skill displayed on the graphical user interface; The displaying a lock mark on the target virtual object includes: According to the type of the target virtual object, display the lock mark corresponding to the type of the target virtual object on the target virtual object; The target skill includes multiple skills; the displaying the lock mark corresponding to the type of the target virtual object at the position corresponding to the target virtual object according to the type of the target virtual object includes: If the target virtual objects corresponding to the multiple skills include virtual objects of different types, display different lock marks for the target virtual objects of different types corresponding to the multiple skills according to the types of the target virtual objects.

13. An electronic device, characterized in that, Includes: A processor, a storage medium, and a bus. The storage medium stores program instructions executable by the processor. When the electronic device runs, the processor communicates with the storage medium through the bus. The processor executes the program instructions to perform the steps of the target locking method according to any one of claims 1 to 11 when executed.

14. A computer-readable storage medium, characterized in that, A computer program is stored on the storage medium. When the computer program is run by the processor, it performs the steps of the target locking method according to any one of claims 1 to 11.

Citation Information

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