Method and device for aiming at game object
By setting and moving the aiming area in MMORPG and automatically performing attacks according to the priority order of object body type, the problem of complex and inefficient operation when users aim and attack objects in multiplayer online games is solved, and more efficient games are achieved operate.
Patent Information
- Application Number
- CN202210292515.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2021-05-28
- Filing Date
- 2022-03-24
- Publication Date
- 2025-02-11
- Estimated Expiration
- 2042-03-24
AI Technical Summary
In multiplayer online role-playing games (MMORPG), users have complex and inefficient operations when targeting and attacking game objects, especially when multiple object bodies exist at the same time.
The center point of the aiming area is set through the first input of the user, and the aiming area surrounded by a closed curve is displayed in the screen of the user terminal, including a list of object bodies located in the area. The user's second input can move the aiming area and automatically perform attacks on the object body in the area when the input is finished. At the same time, based on the priority information of the object body type, the attack order is determined and the list is displayed.
It improves the convenience and accuracy of aiming, reduces the user's operational movement during the aiming process, and improves the attack speed and efficiency in the game.
Smart Images

Figure CN115400419B_ABST
Abstract
Description
Technical Field
[0001] The following embodiments relate to methods and apparatus for aiming at game objects. Background Art
[0002] With the development of computing devices and network environments, the number of users who use various wired and wireless communication devices to play online games is increasing significantly. Users can play roles in the game environment provided by the game server through wired and wireless communication devices, so as to experience the fun of the game.
[0003] Role Playing Game (RPG) is a game played by multiple end users connected via the Internet by using virtual characters to perform predetermined tasks and roles. In addition, RPGs in which many users participate at the same time are called MMORPGs (Massively Multiplayer Online Role Playing Game). Unlike stand-alone RPGs that enjoy the plot or freedom of the game, MMORPGs emphasize interaction between users such as large-scale siege battles and group games.
[0004] In such online games, users use their own player characters to fight or hunt with other users' characters or NPCs (Non-Player Characters). The act of determining the target of attack based on the user's input signal is called targeting.
[0005] The aforementioned background technology is technical information that the inventor has retained in order to derive the present invention or learned in the process of deriving the present invention. It cannot be said that it is necessarily a known technology disclosed to the general public before the application of the present invention. Summary of the invention
[0006] [Technical issues]
[0007] The problem to be solved by the present invention is to provide a method and device for aiming at an object in a game.
[0008] The problems to be solved by the present invention are not limited to the problems mentioned above. Other problems and advantages of the present invention that are not mentioned can be understood from the following description, and other problems and advantages of the present invention that are not mentioned can be more clearly understood from the embodiments of the present invention. In addition, it can be known that the problems and advantages to be solved by the present invention can be achieved by the means and combinations thereof shown in the claims.
[0009] [Technical solution]
[0010] As a technical solution to achieve the above-mentioned technical problems, the first aspect of the present disclosure relates to a method for targeting an object of a game, which may include: an action of setting a center point of a first targeting area based on a first input from a user; an action of displaying a first targeting area surrounded by a closed curve on a screen of a user terminal with the center point as a reference; an action of displaying a list of at least one object located in the first targeting area on the screen; and an action of moving the first targeting area based on a second input from the user received after the first input.
[0011] In addition, the first input may correspond to a long press input of touching a first position of the screen for more than a preset time, and the first aiming area may correspond to an area surrounded by a circular closed curve with a first distance from the first position as the center point.
[0012] In addition, it may also include: an action of displaying a second aiming area in the screen to move the first aiming area parallel to the first aiming area; the second input may correspond to an input of dragging the touch position to a second position different from the first position in the screen, and the second aiming area may correspond to an area surrounded by a circular closed curve with the second position as the center point and the first distance away.
[0013] In addition, the method may further include: when the second input ends, automatically executing an action of attacking at least one object included in the second aiming area; wherein the second input may end when the touch on the screen during the drag input is released.
[0014] In addition, when more than two objects are located in the first aiming area, the action of displaying the list on the screen may include: a step of receiving priority information preset by the user for the type of the object; a step of determining the order between the objects based on the priority information; and a step of displaying the list based on the determined order.
[0015] In addition, when objects corresponding to the same type are located in the first aiming area, the step of determining the order may determine the order based on the distance between the object and the center point for each object belonging to the same type.
[0016] In addition, it may also include: the action of changing the color of at least one object located in the first targeting area to distinguish it from objects not located in the targeting area; and the action of displaying a shape that is different from the shape of the first object at a position adjacent to the first object having the highest priority among the at least one object.
[0017] A second aspect of the present disclosure relates to a device for running a game, which may include: a memory, wherein the sensor stores at least one program; and a processor, wherein the processor performs operations by running the at least one program; wherein the processor may set a center point of a first aiming area based on a first input from a user, display a first aiming area surrounded by a closed curve on a screen of a user terminal based on the center point, display a list including at least one object located in the first aiming area on the screen, and move the first aiming area based on a second input from the user received after the first input.
[0018] A third aspect of the present disclosure may provide a computer-readable recording medium recording a program for executing the method according to the first aspect in a computer.
[0019] [Effects of the invention]
[0020] According to the technical solution of the present disclosure as described above, the game server forms a targeting area based on the user's first input, and automatically attacks an object located in the targeting area without requiring additional operation by the user, thereby improving the convenience of targeting.
[0021] According to one of the other technical solutions of the present disclosure, the game server determines the order of attacking the target bodies based on the priority information preset for the types of the target bodies included in the aiming area, thereby improving the aiming speed.
[0022] According to one of the other technical solutions disclosed in the present invention, the game server can move the aiming area in real time so that the object to be attacked is located within the aiming range, thereby providing the most optimized aiming method in MMORPG (Massively Multiplayer Online Role Playing Game). BRIEF DESCRIPTION OF THE DRAWINGS
[0023] Figure 1 This is a diagram showing an example of a system including a user terminal and a game server.
[0024] Figure 2 This is a flowchart showing an example of a method of targeting an object in a game.
[0025] Figure 3 It is a diagram showing an example of setting the size of the targeting area.
[0026] Figure 4a It is a diagram showing an example of displaying a targeting area.
[0027] Figure 4b This is a diagram showing an example of executing an attack on a target object when the first input is completed.
[0028] Figure 5a This is a diagram showing an example of moving the targeting area in real time.
[0029] Figure 5b This is a diagram showing an example of executing an attack on a target object when the first input is completed.
[0030] Figure 6 This is a flowchart showing an example of a procedure for identifying objects located in a targeting area.
[0031] Figure 7 This is a diagram showing an example of determining the order between objects when the types of objects located in the targeting area are the same.
[0032] Figure 8 This is a diagram showing an example of a user setting a priority order for the types of objects.
[0033] Fig. 9 This is a diagram showing an example of determining the order between objects when the types of objects located in the targeting area are different.
[0034] Fig.10 This is a diagram showing an example of changing the order of objects according to additional input by the user.
[0035] Fig.11 This is a flowchart showing an example of a block diagram of a server. DETAILED DESCRIPTION
[0036] If you refer to the attached Figure 1 The advantages and features of the present invention and the methods for achieving the advantages and features of the present invention will be clear with the detailed description of the embodiments. However, the present invention is not limited to the embodiments shown, and can be implemented in various forms that are different from each other, and should be understood to include all changes, equivalents and substitutes included in the concept and technical scope of the present invention.
[0037] The terms used in this application are only used to illustrate specific embodiments and are not intended to limit the present invention. As long as the context does not clearly indicate otherwise, singular expressions include plural expressions. In this application, terms such as "including" or "having" should be understood to specify the presence of features, numbers, steps, actions, constituent elements, parts or their combinations recorded in the specification, and do not preclude the possibility of the presence or addition of one or more other features or numbers, steps, actions, constituent elements, parts or their combinations.
[0038] Some embodiments of the present disclosure can be illustrated by function block composition and various processing steps. Part or all of such function blocks can be implemented by hardware and / or software composition of various numbers for running specific functions. For example, the function blocks of the present disclosure can be implemented by more than one microprocessor, or by circuit composition for a given function. In addition, for example, the function blocks of the present disclosure can be implemented in various programming or scripting languages. Function blocks can be implemented by algorithms running in more than one processor. In addition, the present disclosure can adopt conventional technologies to implement electronic environment configuration, signal processing and / or data processing, etc. Terms such as "mechanism", "element", "means" and "composition" can be used broadly and are not limited to mechanical or physical compositions.
[0039] In addition, the connecting lines or connecting members between the constituent elements shown in the figures only exemplarily show functional connections and / or physical connections or circuit connections. In actual devices, the connections between the constituent elements can be achieved through various functional connections, physical connections or circuit connections that can be replaced or added.
[0040] In the following, the action performed by the user may refer to the action performed by the user through the user terminal. As an example, a command corresponding to the action performed by the user may be input to the user terminal through an input device (e.g., a keyboard, a mouse, etc.) that is provided with or additionally connected to the user terminal. As another example, a command corresponding to the action performed by the user may be input to the user terminal through the touch screen of the user terminal. At this time, the action performed by the user may include a predetermined gesture. For example, a gesture may include clicking, pressing, double-clicking, dragging, dragging, sliding, dragging and dropping, etc.
[0041] The present disclosure will be described in detail below with reference to the accompanying drawings.
[0042] Figure 1 This is a diagram showing an example of a system including a user terminal and a game server.
[0043] The system according to one embodiment may include a plurality of user terminals 1000 and a game server 2000 .
[0044] The user terminals 1000 may communicate with each other or with other nodes through the network.
[0045] The user terminal 1000 may be a smart phone, a tablet computer, a personal computer, a smart TV, a mobile phone, a laptop computer, and other mobile or non-mobile computing devices. In addition, the user terminal 1000 may be a wearable device such as glasses and a hairband with communication functions and data processing functions. The user terminal 1000 may include all types of devices that can communicate with other devices through a network.
[0046] For example, the user terminal 1000 has a touch screen and may include a touch input means. The touch screen may refer to a screen that can input predetermined information through user gestures, and the user gestures may include tap, double tap, press (touch & hold), long press, drag, pan, flick, drag & drop, release, etc.
[0047] The game server 2000 may be implemented by a computer device or multiple computer devices that communicate over a network and provide commands, codes, files, content, services, etc.
[0048] The user terminal 1000 and the game server 2000 can communicate using a network. The game server 2000 can transmit and receive game data with the user terminal 1000 through the network, providing a system in which the user can play games through the user terminal 1000.
[0049] The user terminal 1000 can access the game server 2000 through the game application and the game running program installed in the user terminal 1000. In addition, the user terminal 1000 can access the game server 2000 through a web-based game streaming platform. However, the method of accessing the game server 2000 is not limited thereto.
[0050] On the other hand, the user of the user terminal 1000 can use his own player character to fight or hunt with other user's characters or NPC (Non-Player Character). At this time, the action of determining the attack target according to the user's input signal is called targeting.
[0051] The object may refer to an object that can be attacked by a user player character among objects that appear in the game. For example, the object may be a monster that appears in the game or a different character controlled by another user, but any object that can be attacked by a character may be included without limitation.
[0052] In a game with many users, various types of objects can exist in the domain displayed on the screen. For example, various types of objects such as allied clan members, enemy clan members, monsters, and NPCs (Non-Player Characters) can be displayed on the screen at the same time.
[0053] Therefore, accurately aiming at the target that the user character wants to attack among the various targets on the screen becomes an important element in playing the game. In addition, in the case of a group battle with densely packed allied clan members or enemy clan members, it is necessary to attack quickly, so minimizing the movement required for aiming will also become an important element.
[0054] The network can include a local area network (LAN), a wide area network (WAN), a value added network (VAN), a mobile radiocommunication network, a satellite communication network and their combination. Figure 1 The various network components shown are broad data communication networks in which the main bodies can communicate smoothly with each other, and may include wired Internet, wireless Internet, and mobile wireless communication networks. In addition, wireless communication may include, but is not limited to, wireless LAN (Wi-Fi), Bluetooth, Bluetooth low energy, Zigbee, WFD (Wi-Fi Direct), UWB (ultrawideband), infrared communication (IrDA: infrared Data Association), NFC (Near Field Communication), etc.
[0055] Figure 2 This is a flowchart showing an example of a method of targeting an object in a game.
[0056] refer to Figure 2 , methods of targeting a game object may include Figure 1 The user terminal 1000 or the game server 2000 performs the steps in a time sequence.
[0057] In step 210, the user terminal 1000 may set a center point of a first aiming area based on a first input of a user.
[0058] The first input may be one of the gestures that can be input by the user through touch input means, and may be set as a gesture that is distinguished from other input commands required for playing the game. For example, the first input may correspond to, but is not limited to, a long press input of touching the first position of the screen of the user terminal 1000 for more than a preset time.
[0059] That is, within the game screen of the user terminal 1000, if the first input is received at a position that does not affect other UI menus, the user terminal 1000 can recognize it as an input indicating the setting of the center point of the aiming area. When the user terminal 1000 receives a long press input of touching the first position, the first position can be set as the center point of the aiming area.
[0060] In step 220, the user terminal 1000 may display a first aiming area surrounded by a closed curve on the screen of the user terminal based on the center point.
[0061] The first aiming area may correspond to an area surrounded by any closed curve with the center point as a reference. For example, when a long press input of touching the first position is received, the first aiming area may correspond to, but is not limited to, an area surrounded by a circular closed curve with the first position as a center point and a first distance apart.
[0062] On the other hand, the first distance may correspond to a value preset by the user of the user terminal 1000. The user may adjust the size of the aiming area differently according to the strategy when playing the game, and the size of the aiming area may be adjusted by setting the first distance differently.
[0063] Figure 3 This is a diagram showing an example of setting the size of the targeting area.
[0064] refer to Figure 3 The user can adjust the first distance in the setting screen 300 where the size of the aiming area can be adjusted.
[0065] For example, the user may adjust the first distance by tapping any one of the locations ( 311 to 315 ) where the minimum first distance is set and the maximum first distance is set in the bar 310 shown in the setting screen.
[0066] When the user selects a location and presses a confirmation button, the size of the aiming area may be determined based on the first distance set by the user.
[0067] On the other hand, as described above, the size of the aiming area may be determined based on the first distance preset by the user, but the user may also adjust the size of the aiming area in real time. For example, after the user touches the first position for a long press, the user may adjust the size of the aiming area in real time by adjusting the mouse wheel while maintaining the touch state. However, the method of adjusting the size of the aiming area in real time may be various and is not limited to the above.
[0068] Back to Figure 2 In step 230, the user terminal 1000 may display a list including at least one object located in the first aiming area on the screen.
[0069] For example, the list may include all objects located in the first targeting area, or the list may include only N (N is a natural number) objects located in the first targeting area in a high priority order.
[0070] When more than two objects are located in the first aiming area, the user terminal 1000 may receive priority information preset by the user for the object type. The user terminal 1000 may determine the order between the objects based on the priority information, and may display the list based on the determined order.
[0071] At this time, the order between objects may mean the order in which the user will use the character to attack, but is not limited to this, and may also mean the order in which other game commands other than attack will be executed.
[0072] The method of determining the order of objects within the first targeting area will be described later. Figures 6 to 10 Described in.
[0073] Figure 4a It is a diagram showing an example of displaying a targeting area.
[0074] According to an embodiment, when a user takes a gesture for a first input at a first position, a first aiming area may be formed based on the first position.
[0075] refer to Figure 4a When the user performs a long press input at the first position 410 in the screen 400 of the user terminal 1000, a first aiming area 430 surrounded by a circular closed curve at a first distance 420 is displayed with the first position 410 as the center point.
[0076] In addition, a list 440 including at least one object included in the first targeting area 430 may be displayed on a portion of the screen 400. When there are two or more objects located in the first targeting area 420, the order between the objects may be determined in a high priority order, and the list 440 may be displayed based on the determined order.
[0077] On the other hand, according to an embodiment, at least one object included in the first aiming area 430 may be displayed in a changed color to be distinguished from an object not located in the first aiming area 430. In addition, different colors may be displayed according to the type of the object included in the first aiming area 430. For example, different colors may be displayed according to whether the type of the object included in the first aiming area 430 corresponds to an allied clan member, a hostile clan member, or a special NPC.
[0078] In addition, according to one embodiment, a form different from the shape of the first object 450 may be displayed adjacent to the first object 450 having the highest priority in the list 440. The form different from the shape of the object may be used without restriction as long as it can inform the user that "the object is the first-order object that the user will attack with the character".
[0079] According to an embodiment, when the user ends the first input, the first aiming area 430 disappears from the screen 400 of the user terminal 1000. In addition, when the user ends the first input, the attack on at least one object included in the list 440 may be automatically executed.
[0080] Figure 4b This is a diagram showing an example of executing an attack on a target object when the first input is completed.
[0081] For example, when the user releases the touch on the screen 400 of the user terminal 1000 during the long press input, the first input may be terminated. Figure 4b When the user releases the touch on the screen 400 of the user terminal 1000 , the user's character 460 can automatically execute an attack on at least one object included in the list 440 without any additional operation by the user.
[0082] Alternatively, the attack may be performed based on the order of the objects displayed in the list 440. Figure 4b , the attack order of the object bodies included in the list 440 is displayed on the shapes of the respective object bodies. For example, the user's character 460 may first perform an attack on the first object body 450 corresponding to the first order.
[0083] As described above, a targeting area is formed based on the user's first input, and attacks are automatically performed based on the order of objects located in the targeting area without the need for additional user operations. This can improve the accuracy of targeting, minimize the movement line used for targeting, and seek efficiency.
[0084] On the other hand, due to the characteristic of a large number of simultaneous visitors of MMORPG (Massively Multiplayer Online Role Playing Game) executing RPG (Role Playing Game), the object to be attacked can move in real time, and the user of the user terminal 1000 may fail in setting the aiming range so that the object to be attacked is located within the aiming range. In this case, the user can perform a second input before ending the first input to move the first aiming area to a desired position.
[0085] Back to Figure 2In step 240, the user terminal 1000 may move the first aiming area based on a second input of the user received after the first input.
[0086] According to an embodiment, the second input may correspond to an input of dragging from a first position as a center point of the first aiming area to a second position different from the first position in the screen of the user terminal 1000. For example, the second input may correspond to an input performed before the first input ends. That is, when the user performs the second input before releasing the touch on the screen of the user terminal 1000 during the execution of the first input, the first aiming area may move based on the second input.
[0087] For example, the second input may correspond to an input of dragging to a second position different from the first position in the screen of the user terminal 1000. When the second input of the user is received after the first input, the user terminal 1000 may move the first aiming area in parallel to display the second aiming area in the screen of the user terminal 1000. The second aiming area may correspond to an area surrounded by a circular closed curve with the second position as the center point and the first distance apart.
[0088] Figure 5a This is a diagram showing an example of moving the targeting area in real time.
[0089] In a of FIG. 4 as described above, it can be assumed that the user intends to attack character BB or character CC, which is a member of an enemy clan, but BB or CC is not located in the first aiming area 430 because BB or CC moves in real time.
[0090] At this time, referring to a of FIG. 5 , after performing a long press input at the first position 410 , the user may perform a drag input of moving the touch position from the first position 410 to the second position 510 while maintaining the touch state.
[0091] The center point of the first aiming area 430 may move from the first position 410 to the second position 510, and therefore, the first aiming area 430 may move in parallel, and the second aiming area 520 may be displayed on the screen 500 of the user terminal 1000. The second aiming area 520 may correspond to an area surrounded by a circular closed curve with the second position 510 as the center point and the first distance 420 apart.
[0092] Therefore, the characters AA and BB, which are members of the enemy clan, may be included in the second aiming area 520. Therefore, the user can aim at a desired object by moving the aiming area through a simple drag input without performing an action of resetting the aiming area from the beginning.
[0093] Similarly, the user terminal 1000 may display a list 530 including at least one object included in the second targeting area 520 on a portion of the screen 500. When there are two or more objects located in the second targeting area 520, the order between the objects may be determined in a high priority order, and the list 530 may be displayed based on the determined order.
[0094] In addition, according to an embodiment, a form 541 different from the shape of the character CC may be displayed at a position adjacent to the character CC as the first object 540 having the highest priority in the list 530 .
[0095] Figure 5b This is a diagram showing an example of executing an attack on a target object when the first input is completed.
[0096] According to an embodiment, when the user ends the second input, the second aiming area 520 disappears from the screen 500 of the user terminal 1000. In addition, when the user ends the second input, an attack on at least one object included in the list 530 may be automatically performed. For example, when the user releases the touch on the screen 500 of the user terminal 1000 during the drag input, the second input may be ended.
[0097] 5 b, when the user releases the touch on the screen 500 of the user terminal 1000, without the user's additional operation, the user's character 550 can automatically perform an attack on at least one object body included in the list 530. For example, the user's character 550 can first perform an attack on the character CC, which is the first object body 540 with the highest priority among the multiple objects included in the list 530.
[0098] Figure 6 This is a flowchart showing an example of a procedure for identifying objects located in a targeting area.
[0099] refer to Figure 6 In step 610, the user terminal 1000 may determine whether there are more than two objects in the targeting area. If there are not more than two objects in the targeting area, the operation of determining the order of the objects in the targeting area may be terminated. If there are more than two objects in the targeting area, the process may proceed to step 620.
[0100] In step 620, the user terminal 1000 may determine whether the types of the objects are all the same. If the types of the objects are all the same, the process may proceed to step 630, and if the types of the objects are not all the same, the process may proceed to step 640.
[0101] In step 630, the user terminal 1000 may determine the order between the objects based on the distance between the object and the center point of the aiming area. For example, the closer the distance between the object and the center point of the aiming area, the higher the priority may be determined.
[0102] Figure 7 This is a diagram showing an example of determining the order between objects when the types of objects located in the targeting area are the same.
[0103] refer to Figure 7 , all the objects located in the aiming area 700 correspond to the same type of NPC, such as the puppet orc. Therefore, the user terminal 1000 can compare the distances from the center point 710 of the aiming area 700 for each object located in the aiming area 700. The order can be determined with reference to the list 720 including the objects included in the aiming area 700 so that the objects close to the center point 710 have a high priority.
[0104] Back to Figure 6 In step 640, the user terminal 1000 may receive priority information preset by the user for the types of objects. For example, the objects may correspond to various types such as allied clan members, hostile clan members, monsters, and NPCs (Non-Player Characters).
[0105] Figure 8 This is a diagram showing an example of a user setting a priority order for the types of objects.
[0106] refer to Figure 8 , the user can set the priority of each object type in the screen 800 for setting the priority of objects in the target area. Figure 8 This is just an example of a user setting a priority order for each object type, and the present invention is not limited to this.
[0107] For example, the types of objects for which priorities can be set may include hostile clan members, allied clan members, leader monsters (special monsters), and task target monsters. The user can set the priority order in the order of hostile clan members, leader monsters (special monsters), task target monsters, and allied clan members, and then press the confirmation button. At this time, the order of the objects in the targeting area can be determined based on the priority information preset by the user.
[0108] Back to Figure 6 In step 650, the user terminal 1000 may determine the order between the objects based on the priority information.
[0109] In addition, in step 660, the user terminal 1000 may determine whether the object of the same type is located in the targeting area. When it is determined that the object of the same type is not located in the targeting area, since the order between the objects has been determined in step 650, the process of determining the order may be terminated. When it is determined that the object of the same type is located in the targeting area, the process may proceed to step 670.
[0110] In step 650, the user terminal 1000 may determine the order of the objects belonging to the same type based on the distance between the object and the center point of the aiming area.
[0111] Fig. 9 This is a diagram showing an example of determining the order between objects when the types of objects located in the targeting area are different.
[0112] refer to Fig. 9 The object body located in the aiming area 900 may correspond to the character BB, the character CC, and the NPC called puppet orc, which are members of the hostile clan. Figure 8 As shown, when the user sets the priority in the order of hostile clan members, leader monsters (special monsters), quest target monsters and allied clan members, characters BB and CC who are members of the hostile clan can have a higher priority than NPCs such as puppet orcs.
[0113] At this time, the distances between the object and the center point 910 of the aiming area 900 may be compared for the character BB and the character CC of the same type. Since the character CC is closer to the center point 910 than the character BB, the character CC may have a higher priority than the character BB. In addition, for the NPC such as the puppet orc belonging to the same type, the distances between the object and the center point 910 may also be compared. Finally, the order of the object located in the aiming area 900 may be determined as shown in the list 920.
[0114] Fig.10 This is a diagram showing an example of changing the order of objects according to additional input by the user.
[0115] Fig.10 The picture 1000 shown may be the same as the picture 500 of FIG. 5 b .
[0116] refer to Fig.10 In the list 1010 shown, the objects included in the aiming area may be determined in the order of character CC, character BB, and puppet orc based on the priority information preset by the user and the distance between the object and the center point.
[0117] At this time, the user can independently select character BB through the user interface. The method in which the user independently selects character BB may be, for example, but not limited to, the user clicking the shape of the second character with a mouse. In the case where the user independently selects character BB, character BB may be determined as the top priority, and the order of the objects may be changed. Fig.10 The list 1010 displayed in the screen 1000 can be changed to a list 1020 determined in the order of character BB, character CC, and puppet orc.
[0118] Fig.11 This is a flowchart showing an example of a block diagram of a user terminal.
[0119] Fig.11 The user terminal 1100 can be connected with Figure 1 The same as the user terminal 1000.
[0120] Reference Fig.11 , the user terminal 1100 may include a communication unit 1110, a processor 1120 and a database 1130. Fig.11 In the user terminal 1100, only the components related to the embodiment are shown. Therefore, a person skilled in the art can understand that except Fig.11 In addition to the components shown, other common components may be included.
[0121] The communication unit 1110 may include one or more components for performing wired / wireless communication with other nodes. For example, the communication unit 1110 may include at least one of a short-distance communication unit (not shown), a mobile communication unit (not shown), and a broadcast receiving unit (not shown). For example, the communication unit 1110 may transmit data to the game server 2000, the data including information required for playing the game, and the communication unit 1110 may receive the result of processing the data from the game server 2000.
[0122] The database 1130 is hardware for storing various data processed in the user terminal 1100, and can store programs required for the processing and control of the processor 1120. The database 1130 can store settlement information, user information, and the like.
[0123] The database 1130 may include a RAM (random access memory) such as a DRAM (dynamic random access memory), an SRAM (static random access memory), a ROM (read-only memory), an EEPROM (electrically erasable programmable read-only memory), a CD-ROM (read-only compact disc drive), a Blu-ray or other optical disc storage, an HDD (hard disk drive), an SSD (solid state drive), or a flash memory.
[0124] The processor 1120 controls the overall operation of the user terminal 1100. For example, the processor 1120 may comprehensively control the input unit (not shown), the display device (not shown), the communication unit 1110, the database 1130, etc. by running a program stored in the database 1130. For example, the processor 1120 may control so that the data processing result received by the communication unit 1110 from the game server 2000 is displayed on the display device.
[0125] The processor 1120 runs the program stored in the database 1130, thereby controlling the actions of the user terminal 1100. The processor 1120 can control Figures 1 to 10 At least part of the actions of user terminal 1100 described in.
[0126] Processor 1120 can be implemented using at least one of ASICs (application specific integrated circuits), DSPs (digital signal processors), DSPDs (digital signal processing devices), PLDs (programmable logic devices), FPGAs (field programmable gate arrays), controllers, micro-controllers, microprocessors, and electrical units for performing other functions.
[0127] According to the embodiment of the present invention, the computer program can be implemented in the form of a computer program that can be run on a computer through various components, and the computer program can be recorded in a computer-readable medium. In this case, the medium may include magnetic media such as hard disks, floppy disks, and magnetic tapes, optical recording media such as CD-ROMs and DVDs, magneto-optical media such as floppy disks, and hardware devices such as ROMs, RAMs, flash memories, etc. that are specially configured to store and run program commands.
[0128] On the other hand, the computer program may be specially designed and constructed for the present invention, or may be known and usable by practitioners in the field of computer software. Examples of computer programs include not only mechanical codes such as codes formed with the aid of a compiler, but also high-level language codes that can be run by a computer using an interpreter or the like.
[0129] According to one embodiment, the method according to various embodiments of the present disclosure may be provided as a computer program product. As a commodity, the computer program product may be traded between a seller and a buyer. The computer program product may be distributed in the form of a device-readable storage medium (e.g., a compact disc read-only memory (CD-ROM)), or through an application store (e.g., Play Store). TM ) distribution, or direct online distribution (e.g., downloading or uploading) between two user devices. In the case of online distribution, at least a portion of the computer program product may be at least temporarily stored in a device-readable storage medium such as a memory of a manufacturer's server, an application store's server, or a relay server, or temporarily generated.
Claims
1. A method for aiming at an object of a game, comprising: an action of setting a center point of a first aiming area based on a first input by a user; An action of displaying a first aiming area surrounded by a closed curve on a screen of a user terminal based on the center point; An action of displaying a list including at least one object located in the first aiming area on the screen; as well as the act of moving the first aiming area based on a second input from the user received after the first input, When two or more objects are located in the first aiming area, the action of displaying the list on the screen includes: The step of receiving priority information for the object body; A step of determining the order among the objects based on the priority information; and the step of displaying said list based on said determined order, The user terminal determines whether the types of the objects are all the same, When the types of the objects are not all the same, the action of displaying the list on the screen includes: an action of receiving priority information preset by the user for the type of the object; an action of determining the order between the objects based on the priority information; and an action of displaying the list based on the determined order, When the types of the objects are all the same, the operation of determining the order determines the order based on the distance between the object and the center point for each object belonging to the same type.
2. The method according to claim 1, wherein: The first input corresponds to a long press input of touching the first position of the screen for more than a preset time. The first aiming area corresponds to an area surrounded by a circular closed curve with a first distance from the first position as a center point.
3. The method according to claim 2, wherein: Also includes: Displaying in the screen an action of causing the first aiming area to move in parallel with the second aiming area; The second input corresponds to an input of dragging the touch position to a second position different from the first position in the screen, The second aiming area corresponds to an area surrounded by a circular closed curve with the second position as the center point and at the first distance.
4. The method according to claim 3, wherein: Also includes: When the second input ends, automatically executing an action of attacking at least one object included in the second aiming area, The second input ends when the touch on the screen is released during the drag input.
5. The method according to claim 1, wherein: Also includes: The action of changing the color of at least one object located in the first targeting area to distinguish it from objects not located in the targeting area; as well as An action having a form different from the shape of a first object having the highest priority among the at least one object is displayed at a position adjacent to the first object.
6. A device for running a game, comprising: a memory storing at least one program; as well as a processor, wherein the processor performs operations by running the at least one program, wherein the processor sets a center point of a first aiming area based on a first input of a user, displays the first aiming area surrounded by a closed curve on a screen of a user terminal based on the center point, displays a list including at least one object located in the first aiming area on the screen, and moves the first aiming area based on a second input of the user received after the first input, When more than two objects are located in the first targeting area, the processor receives priority information for the objects, determines an order between the objects based on the priority information, and displays the list based on the determined order. The processor determines whether the types of the objects are all the same, In a case where the types of the object bodies are not all the same, the processor receives priority order information preset by the user for the types of the object bodies; determining the order among the objects based on the priority information; and displaying the list based on the determined order, When the types of the objects are all the same, the processor determines the order based on the distance between the object and the center point for each object belonging to the same type.
7. The device according to claim 6, wherein: The first input corresponds to a long press input of touching the first position of the screen for more than a preset time. The first aiming area corresponds to an area surrounded by a circular closed curve with a first distance from the first position as a center point.
8. The device according to claim 7, wherein: The processor displays a second aiming area on the screen by moving the first aiming area in parallel, The second input corresponds to an input of dragging the touch position to a second position different from the first position in the screen, The second aiming area corresponds to an area surrounded by a circular closed curve with the second position as the center point and at the first distance.
9. The device according to claim 8, wherein: When the second input ends, the processor automatically executes an attack on at least one object included in the second aiming area, The second input ends when the touch on the screen is released during the drag input.
10. The device according to claim 6, wherein: The processor changes the color of at least one object located in the first targeting area to distinguish it from objects not located in the targeting area, and displays a shape that is different from the shape of the first object at a position adjacent to a first object having a highest priority among the at least one object.
11. A computer-readable recording medium recording a program for executing the method of claim 1 in a computer.
Citation Information
Patent Citations
KR20190117908A