Game interaction methods, devices, equipment and storage media
By dividing the attack control into multiple sub-controls and binding them in MOBA games, precise target locking and flexible control are achieved, solving the problem of complex target locking attack algorithms in existing technologies and improving the gaming experience.
Patent Information
- Application Number
- CN202210995302.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-18
- Publication Date
- 2026-03-06
- Estimated Expiration
- 2042-08-18
AI Technical Summary
In existing MOBA games, target locking attack algorithms cannot adjust the locking target and lock onto a fixed target in real time, resulting in attack releases that cannot adapt to the actual needs of the game and reduce the user's gaming experience.
By dividing the attack control into multiple sub-controls in the game user interface, and implementing locking control of the target object through binding operations and touch operations, players can set the binding relationship between the sub-controls and the object in real time and flexibly switch the attack priority.
It achieves precise locking and flexible control of target objects, reduces the possibility of player misoperation, improves the game experience, and solves the problem of complex target locking attack algorithms and operation methods in existing technologies.
Smart Images

Figure CN115501603B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a game interaction method, apparatus, device, and storage medium. Background Technology
[0002] In MOBA (Multiplayer Online Battle Arena) games, accurately targeting each attack is crucial. Currently, this is primarily achieved by setting priority attack rules.
[0003] First, a specific attack range and priority attack rules are set for each attack skill. Then, based on these priority attack rules, the skill or attack is released on an object within the attack range that meets the priority attack rules. The priority attack rules mainly include two types: closest target priority and lowest health priority. After an attack button is detected, the attack is released on an object within the attack range according to these two priority rules. However, if the player needs to customize the attack target, this cannot be achieved. This results in the attack release not adapting to the actual needs of the game, greatly reducing the user's gaming experience. Summary of the Invention
[0004] In view of this, the purpose of the present invention is to provide a game interaction method, device, equipment and storage medium to solve the problem that existing target locking attack algorithms cannot achieve real-time adjustment of locking purpose and locking of fixed targets.
[0005] In a first aspect, embodiments of the present invention provide a game interaction method, which provides a game user interface via a mobile terminal. The game user interface includes an attack control, a first virtual character, and at least one second virtual character. The attack control includes N sub-controls, where N is greater than 1. The game interaction method includes:
[0006] In response to a binding operation for the sub-control, a target object is selected from the at least one second virtual character and bound to the corresponding sub-control;
[0007] In response to a touch operation on the sub-control, the first virtual character is controlled to attack the target object bound to the sub-control.
[0008] The game interaction methods described above also include:
[0009] Determine the number of second virtual characters in the game user interface at the current moment;
[0010] The number of the second virtual characters is used to adjust the sub-controls displayed on the attack control.
[0011] The above-mentioned step of adjusting the sub-controls displayed on the attack control based on the number of the second virtual characters includes:
[0012] Compare the number of the second virtual characters with the number of sub-controls displayed to see if they are consistent;
[0013] If the number of the second virtual characters is less than the number of sub-controls that can be displayed, then the sub-controls will be merged in pairs until the actual number of sub-controls displayed is equal to the number of the second virtual characters.
[0014] If the number of the second virtual characters is greater than the number of sub-controls that can be displayed, then the sub-controls are split until the actual number of sub-controls displayed is equal to the number of the second virtual characters.
[0015] The above response, in response to the binding operation of the sub-control, includes the step of selecting a target object from the at least one second virtual character and binding it to the corresponding sub-control, which comprises:
[0016] In response to a click and drag operation on the sub-control, a target object is selected from the at least one second virtual character based on the real-time position of the touch point of the drag operation, and the currently selected target object is indicated by a preset identifier;
[0017] In response to the end of the drag operation, the target object selected at the end of the drag operation is bound to the child control.
[0018] The aforementioned preset identifier is the line connecting the first virtual character and the target object.
[0019] The above response, in response to a touch operation of the sub-control, controls the first virtual character to attack the target object bound to the sub-control, including the following steps:
[0020] In response to a touch operation on the sub-control, determine the attack range and the bound target object of the skill corresponding to the sub-control;
[0021] When the target object enters the attack range, the first virtual character is controlled to attack the target object.
[0022] The above-mentioned response to the touch operation of the sub-control, controlling the first virtual character to attack the target object bound to the sub-control, further includes:
[0023] If the target object is not within the attack range, the first virtual character is controlled to attack the second virtual character within the attack range that meets the preset priority attack strategy.
[0024] Before the step of responding to a touch operation on the sub-control and controlling the first virtual character to attack the target object bound to the sub-control, the method further includes:
[0025] Determine whether the target objects bound to each of the sub-controls exist within the attack range;
[0026] If it exists, select the sub-control corresponding to the target object and display a prompt.
[0027] The above-described response to the selected sub-control corresponding to the target object and the step of displaying a prompt includes:
[0028] If it is determined that there is only one target object within the attack range, the target sub-control is determined from the N sub-controls and the target sub-control is highlighted.
[0029] If it is determined that there are at least two target objects within the attack range, extract the avatars of each target object and display the avatars on the corresponding child controls.
[0030] Secondly, embodiments of the present invention provide a game interaction device that provides a game user interface, the game user interface including an attack control, a first virtual character and at least one second virtual character, the attack control including N sub-controls, where N is greater than 1; the game interaction method includes:
[0031] A binding module is used to respond to a binding operation for the sub-control, and to select a target object from the at least one second virtual character and bind it to the corresponding sub-control;
[0032] The control module is used to respond to touch operations on the sub-control and control the first virtual character to attack the target object bound to the sub-control.
[0033] Thirdly, embodiments of the present invention provide a user terminal device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned game interaction method.
[0034] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the above-described game interaction method.
[0035] The embodiments of the present invention bring the following beneficial effects:
[0036] The aforementioned game interaction method is applied to a user terminal device, displaying a game user interface on the terminal. This user interface includes an attack control, a first virtual character, and at least one second virtual character. The attack control contains N sub-controls. In response to a binding operation on a sub-control, a target object is selected from at least one second virtual character and bound to the corresponding sub-control. In response to a touch operation on a sub-control, the first virtual character is controlled to attack the target object bound to the sub-control. This method, by dividing the target control into multiple sub-controls and binding each sub-control to a corresponding target object, allows players to set the binding relationship between sub-controls and objects in real time. This enables locking control of the target object during attack operations and achieves fixed binding of the target object. Compared to existing technologies, this application offers more flexible and adaptable target object locking operations, better meeting the real-time needs of games. Especially when multiple target objects exist, the implementation method of this application is more precise and simple, switching attack priorities among multiple attacked objects, improving the accuracy of target object control in the game, reducing the possibility of player misoperation, and solving the problem of complex algorithms and operation methods for target locking attacks in existing technologies.
[0037] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0038] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0039] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0040] Figure 1 A schematic diagram of an embodiment of the game interaction method provided by the present invention;
[0041] Figure 2 This is a schematic diagram of another embodiment of the game interaction method provided by the present invention;
[0042] Figure 3 A schematic diagram of a game user interface provided in an embodiment of the present invention;
[0043] Figure 4 Another schematic diagram of a game user interface provided in an embodiment of the present invention;
[0044] Figure 5 This is a schematic diagram illustrating a first variation of the game user interface provided in an embodiment of the present invention;
[0045] Figure 6 This is a schematic diagram illustrating a second variation of the game user interface provided in an embodiment of the present invention;
[0046] Figure 7 This is a schematic diagram of a third real variation of the game user interface provided in an embodiment of the present invention;
[0047] Figure 8 is a schematic diagram of the fourth variation of the game user interface provided in an embodiment of the present invention;
[0048] Figure 9 A schematic diagram illustrating a fifth variation of the game user interface provided in an embodiment of the present invention;
[0049] Figure 10 A schematic diagram illustrating a sixth variation of the game user interface provided in an embodiment of the present invention;
[0050] Figure 11 A schematic diagram of yet another embodiment of the game interaction method provided by the present invention;
[0051] Figure 12 A schematic diagram illustrating a seventh variation of the game user interface provided in an embodiment of the present invention;
[0052] Figure 13 A schematic diagram illustrating an eighth variation of the game user interface provided in an embodiment of the present invention;
[0053] Figure 14 A schematic diagram illustrating a ninth variation of the game user interface provided in an embodiment of the present invention;
[0054] Figure 15 A schematic diagram of a game interaction device provided in an embodiment of the present invention;
[0055] Figure 16 This is a schematic diagram of a user terminal device provided in an embodiment of the present invention. Detailed Implementation
[0056] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0057] This application uses MOBA games as an example for illustration. In MOBA games, users can control skill release by binding skill release controls to target objects based on the real-time situation of the game. Skills are released only on the bound target objects, thus achieving fixed target locking. Moreover, the binding can be adjusted in real time. Especially when there are multiple attack targets, the attack priority can be flexibly switched through real-time settings to ensure the accuracy of skill release, thereby improving the user's gaming experience. It also solves the problem of complex algorithms and operation methods for target locking attacks in existing technologies.
[0058] Based on the above, embodiments of the present invention provide a game interaction method, equipment, device, and storage medium.
[0059] In one embodiment of the present invention, the game interaction method can run on a terminal device or a server. The terminal device can be a local terminal device. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0060] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution and the game screen presentation are separated. The storage and execution of virtual equipment processing methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0061] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0062] In one possible implementation, this invention provides a game interaction method, wherein the terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0063] See Figure 1 The diagram shows an embodiment of a game interaction method, which includes the following steps:
[0064] Step S101: Display the game user interface on the terminal. The game user interface includes an attack control, a first virtual character, and at least one second virtual character. The attack control includes N sub-controls.
[0065] The game user interface includes a UI (User Interface) for player interaction and game graphics. In an optional implementation, the UI mainly includes a game control area and an information display area. The game control area includes skill controls (such as level 1, 2, and 3 skill controls and normal attack controls), movement controls (such as a roulette wheel), and function controls. The information display area includes the map, number of kills, and match time, and the settings also include game settings controls (such as system settings, shop, gold coins, etc.).
[0066] The game screen mainly includes virtual characters such as game characters (the user player's character, i.e., the first virtual character) who execute game logic in a virtual scene, NPC characters (Non-Player Character, i.e., the second virtual character), and AI (Artificial Intelligence) characters.
[0067] In this embodiment, the user logs into the game app through their account to access the game screen, which displays the user's first virtual character and other players' second virtual characters. The attack control is the normal attack button on the interface; the user triggers the attack control to control their first virtual character to release corresponding skills to attack or kill targets.
[0068] In this embodiment, for the N sub-controls on the attack control, specifically, the N sub-controls can be displayed on the area of the attack control in response to the adjustment operation in the game user interface;
[0069] This is applied to user-end devices. The user-end device responds to user clicks on the game's user interface, partitioning the attack controls based on these clicks. In practice, multiple attack controls may exist on the interface. The system selects one control based on its position on the user interface, partitions it, and finally constructs each partitioned area into a sub-control.
[0070] In practical applications, the adjustment operation can also be a click operation on the control adjustment function button set on the game user interface, or it can be a pre-set sliding operation or gesture to trigger the attack control splitting function. Based on the adjustment operation, the splitting command of the attack control is generated, the corresponding attack control is split, and multiple sub-controls are generated.
[0071] After receiving the adjustment operation, the terminal retrieves the corresponding instruction to select a target control from the multiple attack controls in the interface, and adjusts the display of the target control to display multiple sub-controls. That is, the target control is classified and processed to generate N sub-controls, where N is an integer greater than 1. The specific value of N can be obtained by user-defined settings, or it can be determined by detecting the number of target objects in the game user interface.
[0072] In an optional embodiment, when adjusting the attack control into N sub-controls, the area occupied by the target attack control can be used as a basis to directly split the occupied area into multiple sub-regions, and each sub-region can be converted into a sub-control through rendering modeling, as shown below. Figure 3 As shown; alternatively, it can be based on the occupied area as a control template, which is then split and scaled according to a certain ratio to obtain a control group containing multiple child controls. Finally, the attack control is replaced by the control group for display, as shown in the example below. Figure 4 As shown in the figure, labels 1 and 2 represent child controls, and label 3 represents the area occupied by the attack control.
[0073] Step S102: In response to the binding operation for the child control, select the target object from at least one second virtual character and bind it to the corresponding child control;
[0074] In this embodiment, the binding operation of the area where the attack control is located after adjustment by the user in the game user interface is obtained. This binding operation can be understood as clicking, swiping, or other operations on the sub-control. After the user selects a sub-control from N sub-controls through a click operation, they then select a character from multiple second virtual characters in the game user interface as the target object and bind it to the selected sub-control. Specifically, as follows... Figure 5 As shown, the user first selects sub-control 1 from among N sub-controls and highlights it. Then, the user chooses one of five characters as the target object, such as character 1. After selecting the character, a binding line is displayed between character 1 and sub-control 1 to establish a unique binding relationship between the sub-control and the target object. Subsequent clicks on sub-control 1 search for the bound character 1 within the attack range. If it exists, the attack is prioritized on character 1. If it does not exist, the normal logic is followed to select the target object for attack, such as selecting the character closest to the user.
[0075] In practical applications, besides selecting a child control by clicking and then choosing a character, you can also select a child control by moving it to overlap with the character to achieve binding configuration. Specifically, for example... Figure 6 As shown, the user first selects sub-control 2 from among N sub-controls and highlights it. Then, the user drags sub-control 2 to the location of character 2 among the five characters, thus selecting character 2 as the target object. During the dragging of sub-control 2, a binding line of varying length is displayed, starting from sub-control 2. After selecting character 2, a unique binding relationship is established between sub-control 2 and character 2. Subsequent clicks on sub-control 2 search for the bound character 2 within the attack range. If it exists, the attack is prioritized on character 2; otherwise, the normal logic is followed to select the target object for attack, such as the character closest to the user.
[0076] Step S103: In response to a touch operation on a child control, control the first virtual character to attack the target object bound to the child control.
[0077] This system is applied to user-end devices. An under-display detection unit on the user-end device detects whether touch operations (clicks) exist in the areas where each sub-control is located. If a touch operation is found, the system searches for a target object in the game user interface that matches the corresponding binding relationship and controls it. Specifically, the corresponding sub-control is determined based on the touch operation. Then, the bound object and its identification information are parsed. Based on the identification information, a target object matching the identification information is searched from the game user interface, and the corresponding attack for that sub-control is released to control the target object.
[0078] In practical applications, after parsing the identification information, the process also includes parsing the skills and attack ranges corresponding to the sub-controls. Centered on the user player, an attack area for the user player is constructed based on the attack range. Using the identification information as an index, the attack area is searched to see if there is a character with the same identification information. If so, the first virtual character is controlled to attack the target object. If not, the target object is selected according to normal logic to release the attack, for example, the character closest to the first virtual character is selected to release the attack.
[0079] In one optional embodiment, the sub-control is a normal attack. After the user clicks the sub-control, the bound object of the sub-control and the identification information of the bound object are parsed. Based on the identification information, a target object that matches the identification information is searched from the game user interface, and a normal attack is performed on the target object. During the normal attack, the attack is stopped after a certain period of time, or when the user clicks the sub-control again, or when the target object leaves the attack range.
[0080] The aforementioned game interaction method divides the attack control into multiple sub-controls and binds each sub-control to a corresponding target object. By touching the sub-controls, the target object can be bound and controlled, improving the accuracy of target object locking in the game and reducing the possibility of player misoperation. Compared with existing technologies, it does not require complex algorithm logic to lock the target and control it, thereby improving the user's gaming experience.
[0081] See Figure 2 The diagram shows another embodiment of a game interaction method, which includes the following steps:
[0082] The user-end devices include a user client and a user VR device. The user client can be a mobile terminal (e.g., a mobile phone), a television, a computer (e.g., a personal computer), and a handheld computer, etc. For ease of explanation and understanding, the user client in this embodiment of the invention is described as a user's mobile phone, not as a limitation.
[0083] Step S201: Display the game user interface on the terminal. The game user interface includes attack controls, a first virtual character, and at least one second virtual character.
[0084] Step S202: Display a corresponding number of sub-controls on the attack control according to the number of second virtual characters in the game user interface;
[0085] In this step, the specific display data of the sub-controls is as follows: first, the number of second virtual characters in the game user interface at the current moment is determined; then, the sub-controls displayed on the attack control are adjusted based on the number of second virtual characters.
[0086] Furthermore, adjusting the sub-controls displayed on the attack control based on the number of the second virtual characters includes:
[0087] Compare the number of the second virtual characters with the number of sub-controls displayed to see if they are consistent;
[0088] If the number of the second virtual characters is less than the number of sub-controls that can be displayed, then the sub-controls will be merged in pairs until the actual number of sub-controls displayed is equal to the number of the second virtual characters.
[0089] If the number of the second virtual characters is greater than the number of sub-controls that can be displayed, then the sub-controls are split until the actual number of sub-controls displayed is equal to the number of the second virtual characters.
[0090] In practical applications, the number of sub-controls displayed in the attack control can be based on a default number N. During the game, this N can also be adjusted in real time according to the number of second virtual characters in the interface. Of course, it can also be adjusted based on the user's operation. If it is adjusted based on the user's operation, the adjustment operation in the game user interface is obtained, and the attack control is selected from the interface based on the adjustment operation; N sub-controls are created and displayed in the area where the attack control is located.
[0091] This applies to user-end devices. The adjustment can be a swipe or a click. Preferably, the user's mobile phone responds to an icon of an attack control displayed on the graphical user interface. As an example, and not a limitation, such as... Figure 7 As shown, when a user clicks the circular icon A in the image, the user's device responds to the click by switching the display mode of icon A to a split display.
[0092] In practical applications, clicking icon A is specifically a double-click operation. When there are no targets nearby, the user can double-click icon A to switch between split modes. When there are targets nearby, double-clicking triggers the split mode and prompts the user to switch to the split mode. If yes, the split mode is switched; otherwise, the original mode is maintained.
[0093] In this embodiment, N can be specifically set by the user, or it can be determined based on the number of attackable characters in the game user interface. Specifically:
[0094] Obtain the target object in the game user interface and determine the number of child controls;
[0095] The corresponding attack control is divided based on the number of sub-controls to obtain N sub-controls; this division can be an average division or a random division.
[0096] Display the N sub-controls within the area where the attack control is located.
[0097] In an optional embodiment, if the determination is made by a user setting, then after switching to the split display mode, four child controls are displayed according to the default setting number, and then the user's selection operation is obtained to select a specific number of child controls from the four child controls for materialization.
[0098] As shown in Figure 8(a), when switching to the split display mode, four sub-controls are displayed in the form of dashed lines. Then, the user performs a confirmation operation on the four sub-controls, such as long-pressing to select two, as shown in Figure 8(b). Then, the size parameters of the selected sub-controls are adjusted to obtain the final number of sub-controls, as shown in Figure 8(c).
[0099] Furthermore, the specific number of child controls can be determined by deletion. Based on Figure 8(a), the user drags unwanted child controls out of the display area, thereby deleting the corresponding child controls. Finally, the size of the retained child controls is adjusted to obtain the final number of child controls, as shown in Figure 8(a). Figure 9 As shown.
[0100] Step S203: In response to the click and drag operation on the sub-control, select the target object from at least one second virtual character according to the real-time position of the touch point of the drag operation, and prompt the currently selected target object through a preset icon;
[0101] In practical applications, the preset identifier is the line connecting the first virtual character and the target object, such as a binding line, or it can be a highlighted display or other additional identifiers, such as a circle around the character or a label on the character's head.
[0102] For example, taking the binding line as an example, in response to the click and drag operation on the child control, the target child control is determined and the binding line is generated in the game user interface; wherein, the binding line is a line segment with the user player as the starting point and the length equal to the maximum attack distance of the skill; based on the click and drag operation, the binding line is moved, an object is selected from the game user interface as the target object, and the binding relationship between the target object and the child control is established.
[0103] In this embodiment, in response to a user's click and drag operation within the target control's area, the system determines the position coordinates based on the click command. These position coordinates are then matched with the coordinates of each of the N sub-controls. Based on the matching results, the target sub-control is determined, and a ray extending outwards from the user's position is generated. Then, in response to a drag command, the length of the ray is determined, and a binding line is obtained based on this length.
[0104] In this embodiment, a click and drag operation on the sub-control is obtained, and the click position, drag distance, and direction are determined based on the click and drag operation;
[0105] The target sub-control is determined from the N sub-controls based on the click location;
[0106] The length of the binding line is calculated based on the dragging distance;
[0107] Starting from the user player's location, a line segment is created based on the direction and length, and displayed in the game user interface.
[0108] like Figure 10 As shown, after responding to a click on child control 1, child control 1 is selected as the setting control. Then, in response to dragging, the position coordinates during dragging are determined. Based on the position coordinates of the dragged position and the click position, the distance between the two is calculated. According to this distance, the actual length of the ray is adjusted according to a preset mapping relationship. At the same time, the extension direction of the ray is also determined based on the position coordinates of the two, such as... Figure 10 In the middle, when the position is dragged to position 1, the corresponding reverse direction is the direction where character 1 is located. Therefore, by analogy, the final binding line is obtained.
[0109] Step S204: In response to the end of the drag operation, bind the selected target object to the child control when the drag operation ends;
[0110] In this step, during the dragging process, the ray starting from the user's position changes with the dragging position. When dragged to position 1, if the ray or its extension line overlaps with the position or area where character 1 is located, then character 1 is selected as the target object, and a binding relationship is established between character 1 and child control 1.
[0111] Step S205: In response to a touch operation on a child control, control the first virtual character to attack the target object bound to the child control.
[0112] In this embodiment, during the game, the user's touch operation on the game user interface is detected. When the touch operation is located on the area of a sub-control, the corresponding sub-control is determined based on the touch operation, as well as the attack and attack range corresponding to the sub-control. The target object bound to the sub-control is searched based on the attack range, and the skill is released based on the search results.
[0113] In practical applications, the search and control of a target object can be achieved in the following two ways:
[0114] The first method sets up a search area centered on the user player, using the bound objects of each sub-control as the search index. It detects in real time whether there is a target object in the search area that matches the search index. If it does, it prompts the corresponding sub-control and responds to the user's touch operation on that sub-control, thereby releasing the sub-control's skill to control the target object.
[0115] The second approach is to respond to a touch operation on a child control, and then search for a bound object within a certain range centered on the user player based on the bound object of that child control. If a bound object exists, the first virtual character is controlled to attack the target object. If no bound object exists, the target object is selected and the attack is released according to normal logic, such as selecting the character closest to the user player to release the attack.
[0116] The aforementioned game interaction method, applied to mobile terminals, responds to adjustment operations in the game user interface, identifies the target control based on the adjustment operation, and displays N sub-controls on the area of the target control; responds to binding operations for sub-controls, selects a target object from the game user interface and binds it to the corresponding sub-control; responds to touch operations for sub-controls, searches for target objects in the game user interface that meet the corresponding binding relationship, and controls them. This method can switch attack priorities among multiple attacked objects more accurately and simply, improving the precise control of target objects in the game, reducing the possibility of player misoperation, and solving the problem of complex algorithms and operation methods for target-locking attacks in existing technologies.
[0117] See Figure 11 The diagram illustrates another embodiment of a game interaction method. In this embodiment, the target control is a normal attack button, and the game interaction method includes the following steps:
[0118] Step S301: Display the game user interface on the terminal, wherein the game user interface displays a first virtual character, at least one second virtual character, and an attack control, the attack control containing N sub-controls;
[0119] In this embodiment, the game user interface includes a game interface 120, a small image area 121, a skill control area 122, and other control areas 123. The game interface 120 is the background portion of the game user interface, including the game scene and virtual characters. The virtual characters include at least the user player and opposing players. The skill control area 122 includes a normal attack button 1221 and a skill button 1222. The normal attack button 1221 can be split according to user settings or the number of opposing players in the game user interface. Preferably, two opposing players are selected as an example. Figure 12 As shown.
[0120] Step S302: In response to the adjustment operation for the attack control, display N sub-controls on the area of the attack control;
[0121] In this embodiment, the adjustment operation is a multiple click operation or a specific sliding operation by the user on the attack control area 122 on the game user interface. The split display of the normal attack button is initiated based on the trajectory of the multiple click operation or the specific sliding operation. Optionally, splitting into two sub-controls is taken as an example.
[0122] In one optional embodiment, by obtaining the adjustment operation of the attack control, N sub-controls are created, and the N sub-controls are displayed within the area where the corresponding attack control is located.
[0123] Furthermore, the step of creating N sub-controls and displaying the N sub-controls within the area where the corresponding attack control is located includes:
[0124] Obtain the target object in the game user interface and determine the number of child controls;
[0125] Based on the number of sub-controls, the corresponding attack control is divided into N sub-controls;
[0126] Display the N sub-controls within the area where the attack control is located.
[0127] In practical applications, after the split display of the normal attack button is activated, it is detected in real time whether there are attack targets within a range of R distances outward from the user player. If they exist, the number of hostile targets is counted, and based on the number, the normal attack button is split into a corresponding number of sub-controls, which are displayed in the original position of the normal attack button and replace the normal attack button.
[0128] Step S303: In response to the binding operation for the child control, select the target object from at least one second virtual role and bind it to the corresponding child control;
[0129] In this step, the binding operation is a sliding touch operation of clicking and dragging. By responding to the click and drag operation on the sub-control, the target sub-control is determined, and a binding line is generated in the game user interface. The binding line is a line segment with the user player as the starting point and a length equal to the maximum attack distance of the skill. Based on the click and drag operation, the binding line is moved to select an object from the game user interface as the target object, and a binding relationship is established between the target object and the sub-control.
[0130] Furthermore, the step of responding to the click and drag operation of the sub-control, determining the target sub-control, and generating a binding line in the game user interface includes:
[0131] Get the click and drag operation for the sub-control, and determine the click position, drag distance and direction based on the click and drag operation;
[0132] The target sub-control is determined from the N sub-controls based on the click location;
[0133] The length of the binding line is calculated based on the dragging distance;
[0134] Starting from the user player's location, a line segment is created based on the direction and length, and displayed in the game user interface.
[0135] In this embodiment, the binding between each sub-control and the target object is specifically achieved by dragging the sub-control to overlap with the target object, such as... Figure 13 As shown, the binding operation first selects child control 1 and generates a drag control that moves with the drag until it touches the target object. For example, if child control 1 moves to the position of character 1 and stays at the position of character 1 for a time T, it is recorded as selecting character 1 and binding it to child control 1. At the same time, during the binding, the binding line is displayed and the binding relationship between the two is confirmed.
[0136] Step S304: Respond to the touch operation on the sub-control and determine the attack range and bound target object of the skill corresponding to the sub-control;
[0137] In this embodiment, the user's touch on the area of the normal attack button is obtained, the corresponding position is determined based on the touch, the corresponding sub-control is selected from the area of the normal attack button according to the position, thereby determining the target object, and the search range is calculated based on the attack distance of the normal attack skill. The search range is a circular area extending outward from the user's position as the center of the attack distance.
[0138] Furthermore, prior to this step, it also includes determining whether there is a target object bound to each of the sub-controls within the attack range; if so, the sub-control corresponding to the target object is selected and a prompt is displayed.
[0139] Specifically, the search is conducted with the user player as the center to determine if there are any targets within the user player's attack range.
[0140] If it exists, then the attack target will be matched with the target object bound to each of the sub-controls;
[0141] Based on the matching results, the corresponding sub-controls are determined, and prompts are displayed for the sub-controls.
[0142] Furthermore, the step of responding to the selected sub-control corresponding to the target object and displaying a prompt includes:
[0143] If it is determined that there is only one target object within the attack range, the target sub-control is determined from the N sub-controls and the target sub-control is highlighted.
[0144] If it is determined that there are at least two target objects within the attack range, extract the avatars of each target object and display the avatars on the corresponding child controls.
[0145] like Figure 14 As shown, a search area is constructed centered on user player B. The system detects whether there are hostile targets in the search area. If there are, the system identifies the child controls bound to the hostile targets. For example, if character 1 exists in the search area, the system matches the child control corresponding to character 1 as 1 and extracts the avatar of character 1 to display on child control 1. When the user clicks on child control 1, the system controls the user player to automatically attack character 1.
[0146] Step S305: When the target object enters the attack range, control the first virtual character to attack the target object.
[0147] In this step, the target object is prioritized by searching for an object within the attack range that matches it. If such an object exists, the corresponding operation of the child control is released.
[0148] Specifically, by parsing the bound object of the sub-control and the identification information of the bound object, the target object that matches the identification information is searched from the game user interface based on the identification information.
[0149] In this embodiment, if the target object is not within the attack range, the first virtual character is controlled to attack the second virtual character within the attack range that meets the preset priority attack strategy.
[0150] Specifically, if the target object is not present within the attack range, a target object matching the conditions is searched within the attack range based on a preset control strategy, and the operation corresponding to the sub-control is released to prioritize the control of the target object. In practical applications, this control strategy prioritizes either the closest target or the target object with the lowest health.
[0151] Before releasing the corresponding operation to control the target, this step also includes collecting all hostile objects within the attack range, prioritizing the target object among the hostile objects, and sorting the other hostile objects in order of proximity or lowest health to obtain a sorting sequence of hostile objects. Based on the sorting sequence, the corresponding operation is released to control the object.
[0152] The game interaction method described above divides the normal attack button into multiple buttons, the number of which can be customized as needed. Players can click and drag a normal attack button to bind it to a selected target. If the target is within attack range, clicking the bound button will prioritize attacking the bound target. If no binding is performed, clicking any area will maintain the same logic as a single normal attack button. This interaction method provides more precise target selection, reduces the possibility of player misoperation, and is simple to operate without incurring heavy operational costs. It does not cause additional impact on players who do not require sophisticated operations, and solves the problem that existing target-locking attack algorithms cannot achieve real-time adjustment of the lock-on target and lock onto a fixed target.
[0153] Corresponding to the above method embodiments, applied to user terminal devices, see [link to relevant documentation]. Figure 15 The diagram shows a game interaction device displaying a game user interface. The user interface includes attack controls, a first virtual character, and at least one second virtual character. The attack controls contain N sub-controls, where N is greater than 1. The device includes:
[0154] The binding module 1510 is used to respond to the binding operation for the sub-control, and select a target object from the at least one second virtual character and bind it to the corresponding sub-control;
[0155] The control module 1520 is used to respond to touch operations on the sub-control and control the first virtual character to attack the target object bound to the sub-control.
[0156] The aforementioned game interaction device also includes an adjustment module 1530 specifically used for:
[0157] Determine the number of second virtual characters in the game user interface at the current moment;
[0158] The number of the second virtual characters is used to adjust the sub-controls displayed on the attack control.
[0159] The aforementioned adjustment module 1530 is specifically used for:
[0160] Compare the number of the second virtual characters with the number of sub-controls displayed to see if they are consistent;
[0161] If the number of the second virtual characters is less than the number of sub-controls that can be displayed, then the sub-controls will be merged in pairs until the actual number of sub-controls displayed is equal to the number of the second virtual characters.
[0162] If the number of the second virtual characters is greater than the number of sub-controls that can be displayed, then the sub-controls are split until the actual number of sub-controls displayed is equal to the number of the second virtual characters.
[0163] The aforementioned binding module 1510 is specifically used for:
[0164] In response to a click and drag operation on the sub-control, a target object is selected from the at least one second virtual character based on the real-time position of the touch point of the drag operation, and the currently selected target object is indicated by a preset identifier;
[0165] In response to the end of the drag operation, the target object selected at the end of the drag operation is bound to the child control.
[0166] The aforementioned preset identifier is the line connecting the first virtual character and the target object.
[0167] The aforementioned control module 1520 is specifically used for:
[0168] In response to a touch operation on the sub-control, determine the attack range and the bound target object of the skill corresponding to the sub-control;
[0169] When the target object enters the attack range, the first virtual character is controlled to attack the target object.
[0170] The aforementioned control module 1520 is also used for:
[0171] If the target object is not within the attack range, the first virtual character is controlled to attack the second virtual character within the attack range that meets the preset priority attack strategy.
[0172] The aforementioned game interaction device also includes a prompting module 1540, used for:
[0173] Determine whether the target objects bound to each of the sub-controls exist within the attack range;
[0174] If it exists, select the sub-control corresponding to the target object and display a prompt.
[0175] The aforementioned prompt module 1540 is specifically used for:
[0176] If it is determined that there is only one target object within the attack range, the target sub-control is determined from the N sub-controls and the target sub-control is highlighted.
[0177] If it is determined that there are at least two target objects within the attack range, extract the avatars of each target object and display the avatars on the corresponding child controls.
[0178] The game user interface is displayed on the terminal, which displays multiple operation controls. By dividing the target control into multiple sub-controls and binding the sub-controls to the corresponding target objects, the player can set the binding relationship between the sub-controls and the objects in real time. This enables locking control of the target object during attack operations and achieves fixed binding of the target object. Compared with the prior art, the locking operation of the target object in this application is more flexible and adaptable to the real-time needs of the game. Especially when there are multiple target objects, the implementation method of this application can be more precise and simple, switching the attack priority among multiple attacked objects, improving the accurate control of the target object in the game, reducing the possibility of player misoperation, and solving the problem of complex algorithms and operation methods for target locking attacks in the prior art.
[0179] This embodiment also provides a user terminal device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described game interaction method. This user terminal device can be a server or a terminal device.
[0180] See Figure 16 As shown, the user terminal device includes a processor 1600 and a memory 1601. The memory 1601 stores machine-executable instructions that can be executed by the processor 1600. The processor 1600 executes the machine-executable instructions to implement the above-mentioned game interaction method.
[0181] Furthermore, Figure 16 The user terminal device shown also includes a bus 1602 and a communication interface 1603. The processor 1600, the communication interface 1603 and the memory 1601 are connected via the bus 1602.
[0182] The memory 1601 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 1603 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 1602 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 16 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0183] The processor 1600 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 1600 or by instructions in software form. The processor 1600 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 1601. Processor 1600 reads information from memory 1601 and, in conjunction with its hardware, completes the following steps:
[0184] A game user interface is provided on a mobile terminal. The game user interface includes an attack control, a first virtual character, and at least one second virtual character. The attack control includes N sub-controls, where N is greater than 1.
[0185] In response to a binding operation for the sub-control, a target object is selected from the at least one second virtual character and bound to the corresponding sub-control;
[0186] In response to a touch operation on the sub-control, the first virtual character is controlled to attack the target object bound to the sub-control.
[0187] The game interaction methods described above also include:
[0188] Determine the number of second virtual characters in the game user interface at the current moment;
[0189] The number of the second virtual characters is used to adjust the sub-controls displayed on the attack control.
[0190] The above-mentioned step of adjusting the sub-controls displayed on the attack control based on the number of the second virtual characters includes:
[0191] Compare the number of the second virtual characters with the number of sub-controls displayed to see if they are consistent;
[0192] If the number of the second virtual characters is less than the number of sub-controls that can be displayed, then the sub-controls will be merged in pairs until the actual number of sub-controls displayed is equal to the number of the second virtual characters.
[0193] If the number of the second virtual characters is greater than the number of sub-controls that can be displayed, then the sub-controls are split until the actual number of sub-controls displayed is equal to the number of the second virtual characters.
[0194] The above response, in response to the binding operation of the sub-control, includes the step of selecting a target object from the at least one second virtual character and binding it to the corresponding sub-control, which comprises:
[0195] In response to a click and drag operation on the sub-control, a target object is selected from the at least one second virtual character based on the real-time position of the touch point of the drag operation, and the currently selected target object is indicated by a preset identifier;
[0196] In response to the end of the drag operation, the target object selected at the end of the drag operation is bound to the child control.
[0197] The aforementioned preset identifier is the line connecting the first virtual character and the target object.
[0198] The above response, in response to a touch operation of the sub-control, controls the first virtual character to attack the target object bound to the sub-control, including the following steps:
[0199] In response to a touch operation on the sub-control, determine the attack range and the bound target object of the skill corresponding to the sub-control;
[0200] When the target object enters the attack range, the first virtual character is controlled to attack the target object.
[0201] The above-mentioned response to the touch operation of the sub-control, controlling the first virtual character to attack the target object bound to the sub-control, further includes:
[0202] If the target object is not within the attack range, the first virtual character is controlled to attack the second virtual character within the attack range that meets the preset priority attack strategy.
[0203] Before the step of responding to a touch operation on the sub-control and controlling the first virtual character to attack the target object bound to the sub-control, the method further includes:
[0204] Determine whether the target objects bound to each of the sub-controls exist within the attack range;
[0205] If it exists, select the sub-control corresponding to the target object and display a prompt.
[0206] The above-described response to the selected sub-control corresponding to the target object and the step of displaying a prompt includes:
[0207] If it is determined that there is only one target object within the attack range, the target sub-control is determined from the N sub-controls and the target sub-control is highlighted.
[0208] If it is determined that there are at least two target objects within the attack range, extract the avatars of each target object and display the avatars on the corresponding child controls.
[0209] Based on the implementation of the aforementioned device, users can control skill release by binding the skill release control to the target object according to the real-time situation of the game. The skill release will only target the bound target object, thereby achieving fixed locking of the target object. Moreover, the binding can be adjusted in real time. Especially when there are multiple attack targets, the attack priority can be flexibly switched through real-time settings to ensure the accuracy of skill release, thereby improving the user's gaming experience. It also solves the problem of complex algorithms and operation methods for target locking attacks in existing technologies.
[0210] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to perform the following steps:
[0211] A game user interface is provided on a mobile terminal. The game user interface includes an attack control, a first virtual character, and at least one second virtual character. The attack control includes N sub-controls, where N is greater than 1.
[0212] In response to a binding operation for the sub-control, a target object is selected from the at least one second virtual character and bound to the corresponding sub-control;
[0213] In response to a touch operation on the sub-control, the first virtual character is controlled to attack the target object bound to the sub-control.
[0214] The game interaction methods described above also include:
[0215] Determine the number of second virtual characters in the game user interface at the current moment;
[0216] The number of the second virtual characters is used to adjust the sub-controls displayed on the attack control.
[0217] The above-mentioned step of adjusting the sub-controls displayed on the attack control based on the number of the second virtual characters includes:
[0218] Compare the number of the second virtual characters with the number of sub-controls displayed to see if they are consistent;
[0219] If the number of the second virtual characters is less than the number of sub-controls that can be displayed, then the sub-controls will be merged in pairs until the actual number of sub-controls displayed is equal to the number of the second virtual characters.
[0220] If the number of the second virtual characters is greater than the number of sub-controls that can be displayed, then the sub-controls are split until the actual number of sub-controls displayed is equal to the number of the second virtual characters.
[0221] The above response, in response to the binding operation of the sub-control, includes the step of selecting a target object from the at least one second virtual character and binding it to the corresponding sub-control, which comprises:
[0222] In response to a click and drag operation on the sub-control, a target object is selected from the at least one second virtual character based on the real-time position of the touch point of the drag operation, and the currently selected target object is indicated by a preset identifier;
[0223] In response to the end of the drag operation, the target object selected at the end of the drag operation is bound to the child control.
[0224] The aforementioned preset identifier is the line connecting the first virtual character and the target object.
[0225] The above response, in response to a touch operation of the sub-control, controls the first virtual character to attack the target object bound to the sub-control, including the following steps:
[0226] In response to a touch operation on the sub-control, determine the attack range and the bound target object of the skill corresponding to the sub-control;
[0227] When the target object enters the attack range, the first virtual character is controlled to attack the target object.
[0228] The above-mentioned response to the touch operation of the sub-control, controlling the first virtual character to attack the target object bound to the sub-control, further includes:
[0229] If the target object is not within the attack range, the first virtual character is controlled to attack the second virtual character within the attack range that meets the preset priority attack strategy.
[0230] Before the step of responding to a touch operation on the sub-control and controlling the first virtual character to attack the target object bound to the sub-control, the method further includes:
[0231] Determine whether the target objects bound to each of the sub-controls exist within the attack range;
[0232] If it exists, select the sub-control corresponding to the target object and display a prompt.
[0233] The above-described response to the selected sub-control corresponding to the target object and the step of displaying a prompt includes:
[0234] If it is determined that there is only one target object within the attack range, the target sub-control is determined from the N sub-controls and the target sub-control is highlighted.
[0235] If it is determined that there are at least two target objects within the attack range, extract the avatars of each target object and display the avatars on the corresponding child controls.
[0236] By dividing the target control into multiple sub-controls and binding each sub-control to its corresponding target object, players can set the binding relationship between the sub-controls and the object in real time. This enables locking control of the target object during attack operations and achieves fixed binding of the target object. Compared with existing technologies, this application offers more flexible and adaptable target object locking operations, meeting the real-time needs of games. In particular, when there are multiple target objects, the implementation method of this application is more precise and simple, allowing for switching attack priorities among multiple attacked objects. This improves the accuracy of target object control in the game, reduces the possibility of player misoperation, and solves the problem of complex algorithms and operation methods for target locking attacks in existing technologies.
[0237] The computer program product of the game interaction method and related device provided in the embodiments of the present invention includes a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0238] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0239] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0240] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0241] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0242] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A game interaction method, characterized by, Providing a game user interface through a mobile terminal, the game user interface including an attack control, a first virtual character and at least one second virtual character, the attack control including N sub-controls, N being greater than 1 and the specific value being adjusted in real time according to the number of second virtual characters in the game user interface; the game interaction method comprises: selecting a target object from the at least one second virtual character and binding the target object with a corresponding sub-control in response to a binding operation for the sub-control; the binding operation includes a click operation or a sliding operation for the sub-control; controlling the first virtual character to attack the target object bound with the sub-control in response to a touch operation for the sub-control; wherein the step of controlling the first virtual character to attack the target object bound with the sub-control in response to a touch operation for the sub-control comprises: determining the attack range of the skill corresponding to the sub-control and the bound target object in response to a touch operation for the sub-control; controlling the first virtual character to attack the target object when the target object enters the attack range; if the target object is not in the attack range, controlling the first virtual character to attack a second virtual character in the attack range that meets a preset priority attack strategy.
2. The game interaction method of claim 1, wherein, The game interaction method further comprises: determining the number of second virtual characters at the current time in the game user interface; adjusting the sub-controls displayed on the attack control based on the number of second virtual characters.
3. The game interaction method of claim 2, wherein, The step of adjusting the sub-controls displayed on the attack control based on the number of second virtual characters comprises: comparing whether the number of second virtual characters is consistent with the display number of sub-controls; if the number of second virtual characters is less than the display number of sub-controls, merging the sub-controls two by two until the actual display number of sub-controls is equal to the number of second virtual characters; if the number of second virtual characters is greater than the display number of sub-controls, splitting the sub-controls until the actual display number of sub-controls is equal to the number of second virtual characters.
4. The game interaction method of claim 1, wherein, The step of selecting a target object from the at least one second virtual character and binding the target object with a corresponding sub-control in response to a binding operation for the sub-control comprises: selecting a target object from the at least one second virtual character according to the real-time position of the touch point of the drag operation in response to a click and drag operation for the sub-control, and prompting the currently selected target object through a preset identifier; binding the target object selected at the end of the drag operation with the sub-control in response to the end of the drag operation.
5. The game interaction method of claim 4, wherein, The preset identifier is a line connecting the first virtual character and the target object.
6. The game interaction method of any one of claims 1-5, wherein, Before the step of controlling the first virtual character to attack the target object bound with the sub-control in response to a touch operation for the sub-control, the method further comprises: determining whether there is a target object bound by each of the sub-controls in the attack range; if so, selecting and prompting the display of the sub-control corresponding to the target object.
7. The game interaction method of claim 6, wherein, The step of responding to the selected sub-control corresponding to the target object and prompting display includes: If it is determined that there is only one target object in the attack range, a target sub-control is determined from the N sub-controls, and the target sub-control is highlighted; If it is determined that there are at least two target objects in the attack range, an avatar of each target object is extracted, and the avatar is displayed on the corresponding sub-control.
8. A game interaction device, characterized in that The game interaction device provides a game user interface, which includes an attack control, a first virtual character and at least one second virtual character. The attack control includes N sub-controls, N is greater than 1 and the specific value is adjusted in real time according to the number of second virtual characters in the game user interface. The game interaction device includes: A binding module for responding to a binding operation on the sub-control, selecting a target object from the at least one second virtual character and binding the corresponding sub-control; the binding operation includes a click operation or a sliding operation on the sub-control; A control module for responding to a touch operation on the sub-control, controlling the first virtual character to attack the target object bound to the sub-control; The step of responding to the touch operation on the sub-control and controlling the first virtual character to attack the target object bound to the sub-control includes: Responding to the touch operation on the sub-control, determining the attack range of the skill corresponding to the sub-control and the bound target object; When the target object enters the attack range, controlling the first virtual character to attack the target object; If the target object is not in the attack range, controlling the first virtual character to attack a second virtual character in the attack range that meets a preset priority attack strategy.
9. A user equipment, characterized by The game interaction device includes a processor and a memory. The memory stores machine executable instructions that can be executed by the processor. The processor executes the machine executable instructions to implement the game interaction method of any one of claims 1-7.
10. A machine-readable storage medium, characterized in that, The machine readable storage medium stores machine executable instructions. When the machine executable instructions are called and executed by the processor, the machine executable instructions cause the processor to implement the game interaction method of any one of claims 1-7.
Citation Information
Patent Citations
Information processing method and device in mobile terminal, medium and electronic equipment
CN109865282A
Common attack control method and device, and electronic equipment
CN113842640A
Virtual character processing method, virtual character processing device, electronic apparatus and storage medium
US20210146248A1