Game Interaction Method, Device, Equipment and Storage Medium
By using attack control design divided into the first touch area and the second touch area in MOBA games, the difficulty in selecting multiple target objects is solved, precise target locking and control is achieved, and the game experience is improved.
Patent Information
- Application Number
- CN202210995915.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-18
- Publication Date
- 2025-07-29
- Estimated Expiration
- 2042-08-18
AI Technical Summary
In MOBA games, the prior art cannot quickly and accurately select attack objects among multiple target objects, resulting in a reduced gaming experience.
The attack control design is adopted that is divided into the first touch area and the second touch area. The target object is selected through the first touch area and the specific target object is determined through the touch point position of the second touch area, and the attack is carried out in combination with the preset target selection method.
It improves the precise locking and control of the target object, reduces the possibility of players misoperation, and improves the game experience.
Smart Images

Figure CN115501604B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of games, and in particular, to a game interaction method, device, equipment and storage medium. Background Art
[0002] In a MOBA (Multiplayer Online Battle Arena) game, it is very important to control each attack to accurately hit the target object that the player wants to attack. Currently, controlling the attack to accurately hit the target object is mainly achieved by setting a priority attack rule.
[0003] First, a certain attack range and the priority attack rule of the skill are set for each attack skill; then, based on the priority attack rule, an object that meets the priority attack rule is selected within the attack range to release the skill or attack. The priority attack rules mainly include the following two: the nearest distance first and the lowest health first. After detecting that the attack button is triggered, the attack is released from the objects set within the attack range through these two priority rules. However, when the player needs to customize the attack object, the selection of the specified direction cannot be achieved. If there are multiple objects, the selection range is large and there will be multiple targets that meet the conditions at the same time, resulting in the inability to determine the release of the attack, which greatly reduces 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 the existing target-locking attack algorithm cannot quickly select a target in the case of multiple target objects existing at the same time.
[0005] In a first aspect, an embodiment of the present invention provides a game interaction method, including:
[0006] Displaying a graphical user interface containing a first virtual game object, at least one second virtual game object, a game scene, and an attack control on a terminal, where the attack control includes a first touch area and a second touch area set around the first touch area;
[0007] In response to a first touch operation on the first touch area, selecting a first target object from the at least one second virtual game object according to a preset target selection method, and controlling the first virtual game object to attack the first target object;
[0008] In response to a second touch operation on the second touch area, a second target object is selected from the at least one second virtual game object according to the position of the touch point of the second touch operation, and the first virtual game object is controlled to attack the second target object, wherein the position of the touch point of the second touch operation is associated with the position of the second target object in the game scene of the graphical user interface.
[0009] The above steps of, in response to a first touch operation on the first touch area, selecting a first target object from the at least one second virtual game object according to a preset target selection method, and controlling the first virtual game object to attack the first target object, include:
[0010] In response to the first touch area of the first touch area, a first target object is selected from at least one second virtual game object within a preset range centered on the first virtual game object, and the first virtual game object is controlled to attack the first target object.
[0011] The above game interaction method further includes:
[0012] In response to an adjustment operation on the second touch area, the second touch area is divided into a plurality of sub-areas;
[0013] The plurality of sub-areas are displayed around the first touch area, wherein each sub-area corresponds to a scene area in the game scene.
[0014] The above step of displaying the plurality of sub-areas around the first touch area includes:
[0015] After the plurality of sub-areas are sequentially spliced, they are displayed on the outer edge of the first touch area, wherein the plurality of spliced sub-areas and the first touch area are in a concentric relationship.
[0016] The above steps of, in response to a second touch operation on the second touch area, selecting a second target object from the at least one second virtual game object according to the position of the touch point of the second touch operation, and controlling the first virtual game object to attack the second target object, include:
[0017] In response to the second touch operation on the second touch area, the position of the touch point of the second touch operation is determined, and the corresponding sub-area is determined based on the position of the touch point;
[0018] Based on the corresponding relationship between the sub-area and the game area, a second virtual game object is selected from the scene area corresponding to the sub-area in the game scene as the second target object;
[0019] Control the first virtual game object to attack the second target object.
[0020] The step of determining a corresponding sub-region based on the position of the touch point includes:
[0021] If the position of the touch point is within the second touch region or between the second touch region and the first touch region, it is determined that the position of the touch point is within the second touch region, and a corresponding sub-region is determined from the multiple sub-regions;
[0022] If the position of the touch point is within the first touch region, it is determined that the first touch region is the corresponding sub-region.
[0023] The step of, when the position of the touch point is within the second touch region, determining that the position of the touch point is within the second touch region and determining a corresponding sub-region from the multiple sub-regions includes:
[0024] If the position of the touch point is at the junction of the two sub-regions, then in a clockwise direction, the one with a higher ranking among the two sub-regions is the sub-region corresponding to the position of the touch point;
[0025] If the position of the touch point is within the sub-region, then determine the position of the touch point within the sub-region.
[0026] The step of selecting a first target object from the at least one second virtual game object according to a preset target selection method and controlling the first virtual game object to attack the first target object includes:
[0027] If the number of the second virtual game objects is greater than 1, then select one that meets the preset target selection method from all the second virtual game objects as the first target object, and control the first virtual game object to attack the first target object;
[0028] If the number of the second virtual game objects is not greater than 1, then control the first virtual game object to attack the second virtual game object.
[0029] In a second aspect, an embodiment of the present invention provides a game interaction device, including:
[0030] A display module, configured to display a graphical user interface including a first virtual game object, at least one second virtual game object, a game scene, and an attack control on a terminal, where the attack control includes a first touch region and a second touch region arranged around the first touch region;
[0031] A control module, configured to, in response to a first touch operation on the first touch area, select a first target object from the at least one second virtual game object according to a preset target selection method, and control the first virtual game object to attack the first target object; and
[0032] in response to a second touch operation on the second touch area, select a second target object from the at least one second virtual game object according to the position of the touch point of the second touch operation, and control the first virtual game object to attack the second target object, wherein the position of the touch point of the second touch operation is associated with the position of the second target object in the game scene of the graphical user interface.
[0033] In a third aspect, an embodiment of the present invention provides a user terminal device, including 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 above game interaction method.
[0034] In a fourth aspect, an embodiment of the present invention provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above game interaction method.
[0035] The embodiments of the present invention bring the following beneficial effects:
[0036] The game interaction method provided above is applied to a user device, and a graphical user interface including a first virtual game object, at least one second virtual game object, a game scene, and an attack control is displayed on the terminal. Among them, the attack control includes a first touch area and a second touch area arranged around the first touch area; in response to a first touch operation on the first touch area, a first target object is selected from the at least one second virtual game object according to a preset target selection method, and the first virtual game object is controlled to attack the first target object; in response to a second touch operation on the second touch area, a second target object is selected from the at least one second virtual game object according to the position of the touch point of the second touch operation, and the first virtual game object is controlled to attack the second target object, where the position of the touch point of the second touch operation is associated with the position of the second target object in the game scene of the graphical user interface. In this method, by dividing the attack control into a first touch area and a second touch area, the position of the touch point in the second touch area corresponds to a direction, and the selection range of the target object is selected while the second touch area is triggered. Compared with the prior art, the selection and locking operations of the target object in this application are more flexible and variable, can adapt to the real-time needs of the game. Especially when there are multiple target objects, the implementation method of this application can more accurately and simply determine the position of the target object, and realize switching the attack priority among multiple attacked objects, improving the precise control of the target object in the game, reducing the possibility of player misoperation, and solving the problem that the algorithms and operation methods for target locking attacks in the prior art are complex.
[0037] Other features and advantages of the present invention will be described in the following description, and in part will be obvious from the description, or will be understood by implementing the present invention. The objectives and other advantages of the present invention are achieved and obtained by the structures specifically pointed out in the description, claims, and drawings.
[0038] To make the above objectives, features, and advantages of the present invention more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, makes a detailed description as follows. BRIEF DESCRIPTION OF THE DRAWINGS
[0039] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following will briefly introduce the drawings required for the description of the specific embodiments or the prior art. Obviously, the following drawings are some embodiments of the present invention. For those skilled in the art, without creative efforts, other drawings can also be obtained based on these drawings.
[0040] Figure 1 It is a schematic diagram of an embodiment of the game interaction method provided by an embodiment of the present invention;
[0041] Figure 2 Another schematic diagram of the game interaction method provided by the embodiment of the present invention;
[0042] Figure 3 Schematic diagram of an existing game interface;
[0043] Figure 4 A schematic diagram of the game interface provided by the embodiment of the present invention;
[0044] Figure 5 The first variant schematic diagram of the game interface provided by the embodiment of the present invention;
[0045] Figure 6 The second variant schematic diagram of the game interface provided by the embodiment of the present invention;
[0046] Figure 7 The third variant schematic diagram of the game interface provided by the embodiment of the present invention;
[0047] Figure 8 is the fourth variant schematic diagram of the game interface provided by the embodiment of the present invention;
[0048] Figure 9 The fifth variant schematic diagram of the game interface provided by the embodiment of the present invention;
[0049] Figure 10 The sixth variant schematic diagram of the game interface provided by the embodiment of the present invention;
[0050] Figure 11 A schematic diagram of the game interaction device provided by the embodiment of the present invention;
[0051] Figure 12 Schematic diagram of the user equipment provided by the embodiment of the present invention. Detailed implementation manners
[0052] 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. Apparently, the described embodiments are some but not all of the embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope of the present invention.
[0053] This application is illustrated by taking a MOBA game as an example. In a MOBA game, according to the real-time situation of the game, the user sets the attack control into two major areas, namely the inner and outer circles, and second touch areas are set in different directions in the outer circle. Based on the touch operations on the second touch areas, the selection range of the target object is determined, and then the target object is selected for attack within the selected range. Such a method can reduce the number of target object screenings to a certain extent and improve the accuracy of target locking. Especially when there are multiple target objects at the same time, the second touch areas can be used for preliminary screening, and then selection can be made in the selected direction, realizing the flexible switching of the attack priority for target object selection, ensuring the accuracy of skill release, thereby improving the user experience of the game, and also solving the problem of the complex algorithms and operation methods for target locking attacks in the prior art.
[0054] Based on the above, an embodiment of the present invention provides a game interaction method, device, equipment and storage medium.
[0055] In one embodiment of the present invention, the game interaction method can run on a terminal device or a server. Among them, the terminal device can be a local terminal device. When the game interaction method runs on the server, the method can be implemented and executed based on a cloud interaction system, where the cloud interaction system includes a server and a client device.
[0056] In an optional implementation manner, various cloud applications can run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running entity of the game program and the presenting entity of the game screen are separated. The storage and running of the virtual equipment processing method in the game are completed on the cloud game server, and the role of the client device is for data reception, sending, and game screen presentation. For example, the client device can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; however, the terminal device for information processing is the cloud game server in the cloud. When playing a game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses data such as the game screen, returns it to the client device through the network, and finally, the game screen is decoded and output through the client device.
[0057] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The manner in which the local terminal device provides the graphical user interface to the player may include various ways. For example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present the graphical user interface, and the graphical user interface includes a game screen. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0058] In a possible implementation manner, an embodiment of the present invention provides a game interaction method. Among them, the terminal device may be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system.
[0059] See Figure 1 The schematic diagram of an embodiment of a game interaction method shown in the figure. The game interaction method includes the following steps:
[0060] Step S101, display a graphical user interface containing a first virtual game object, at least one second virtual game object, a game scene, and an attack control on the terminal. The attack control includes a first touch area and a second touch area arranged around the first touch area;
[0061] In this step, the first touch area and the second touch area are in a concentric relationship. In practical applications, the second touch area may be set to multiple, or the second touch area may be set to multiple sub-areas. By arranging multiple sub-areas around the first touch area and then displaying them on the graphical user interface of the terminal, where the attack control includes a first touch area and a second touch area arranged around the first touch area;
[0062] In this embodiment, further, in order to facilitate the selection of the target object after touching, a corresponding position binding is set for the position of each touch point in the second touch area. Specifically, the position of each touch point is bound to the position in the game scene, that is, a mapping relationship is established between the two. For example, the position of each touch point in the second touch area is bound to a scene area in the game scene. When the user triggers a certain touch point on the second touch area, based on the binding relationship between the position of the touch point and the scene area, a second virtual game object in the bound scene area is selected as the target object.
[0063] Further, the second touch area can be further divided into sub-areas, and the sub-areas are mapped and bound to the scene areas, that is, by responding to the adjustment operation for the second touch area, the second touch area is divided into multiple sub-areas;
[0064] The multiple sub-areas are displayed around the first touch area, wherein each sub-area corresponds to a scene area in the game scene.
[0065] The step of displaying the multiple sub-areas around the first touch area includes:
[0066] After the multiple sub-areas are sequentially spliced, they are displayed on the outer edge of the first touch area, and a concentric relationship exists between the spliced multiple sub-areas and the first touch area.
[0067] The graphical user interface includes a UI interface (User Interface) for players to interact and a game screen. In an alternative embodiment, the UI interface mainly includes a game control area and an information display area. The game control area includes attack controls (such as first-level, second-level, and third-level attack controls and a normal attack control), movement controls (such as a roulette), and function controls. The information display area includes a map and a game time, etc. The settings also include game setting controls (such as system settings, a store, gold coins, etc.).
[0068] The game screen mainly includes virtual characters such as game characters (the characters of user players), NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in a virtual scene.
[0069] In this embodiment, the user logs in to the game APP through an account to obtain the game screen, and the first virtual game object of the user player and the second virtual game objects of other players are displayed in the game screen. The user controls the first virtual game object to attack a target object by triggering the attack control.
[0070] In this step, for the settings of the first touch area and the second touch area, specifically, the attack control can be directly displayed as two concentric circles, or the display mode can be switched based on the existing display mode of the attack control. Of course, it can also be set as two concentric rectangles.
[0071] In this embodiment, when the display mode is switched for control, the specific implementation is as follows:
[0072] Display a game interface containing virtual game objects and attack controls on the terminal;
[0073] In response to the partitioning operation on the attack control, the attack control is divided into an inner circle and an outer circle;
[0074] Based on the inner circle and the outer circle, a first touch area and at least two second touch areas are sequentially constructed, where the first touch area is located in the inner circle, and the at least two second touch areas are located in the outer circle.
[0075] In practical applications, after logging in to the game through an account, the following interface is displayed on the terminal Figure 3 as shown. Then, a partitioning operation is performed at the position of the attack control 1. This partitioning operation is specifically a sliding operation or a click operation by the user at the position of the attack control 1. When it is detected that the switching condition for displaying the attack control as an inner and outer circle is met, the attack control in the currently displayed game interface is displayed in the inner and outer circle mode, as Figure 4 shown.
[0076] Taking the sliding operation as an example of the partitioning operation, the sliding operation on the area of the attack control in the interface is obtained. Specifically, the starting point, passing points, and ending point of the sliding operation on the area of the attack control are collected. Based on the starting point, the target attack control is determined. Since there are multiple attack controls in the area of the attack control, by comparing the position of the starting point with the positions of each attack control, the attack control with the same position is determined as the target control. Then, it is identified whether the sliding trajectory formed by the starting point, passing points, and ending point meets the adjustment rule of the attack control. If it meets, the target control is adjusted to the display mode of the inner and outer circles.
[0077] In this embodiment, the adjustment of the inner and outer circles can be achieved in the following two ways:
[0078] One way is that after triggering the display of the inner and outer circles of the attack control, based on the edge of the target control, a circular area is extended outward as the outer circle, and the target control itself is used as the inner circle, so as to obtain the display of the inner and outer circles;
[0079] Another way is that after triggering the display of the inner and outer circles of the attack control, based on the edge of the target control, it is contracted inward to form a circular area and a circular region. The circular area is used as the outer circle, and the circular region is used as the inner circle, so as to obtain the display of the inner and outer circles.
[0080] Furthermore, the outer circle is further divided into multiple touch areas according to directions, and each touch area corresponds to controlling a target object in one direction, as Figure 5As shown, specifically, it is based on classifying the characters around the user player centered on the user player. Here, the classification is by region. In the figure, the four characters around the user player are divided into four regions, and a second touch area is set corresponding to each region, respectively obtaining second touch areas 11, 12, 13, and 14.
[0081] Step S102, in response to a first touch operation on the first touch area, select a first target object from at least one second virtual game object according to a preset target selection method, and control the first virtual game object to attack the first target object;
[0082] In this embodiment, the preset target selection method can be understood as selecting the second virtual game object with the shortest distance and the least amount of blood within the range with the attack distance as the radius as the first target object. That is, by responding to the first touch area of the first touch area, select a first target object from at least one second virtual game object within a preset range centered on the first virtual game object, and control the first virtual game object to attack the first target object.
[0083] Step S103, in response to a second touch operation on the second touch area, select a second target object from at least one second virtual game object according to the position of the touch point of the second touch operation, and control the first virtual game object to attack the second target object, where the position of the touch point of the second touch operation is associated with the position of the second target object in the game scene of the graphical user interface.
[0084] In this embodiment, before responding to the second touch operation, it further includes identifying whether the second touch operation is located in the second touch area. If it is in the second touch area, respond to the operation at the corresponding position in the second touch area, and based on the mapping relationship between the position and the area in the game scene, select the corresponding second target object to attack.
[0085] Specifically, in response to the second touch operation on the second touch area, determine the position of the touch point of the second touch operation, and based on the position of the touch point, determine the corresponding sub-region;
[0086] Based on the corresponding relationship between the sub-region and the game region, select a second virtual game object from the scene region corresponding to the sub-region in the game scene as the second target object;
[0087] Control the first virtual game object to attack the second target object.
[0088] In this embodiment, the step of determining the corresponding sub-region based on the position of the touch point includes:
[0089] If the touch point is located within the second touch area or between the second touch area and the first touch area, determining that the touch point is located within the second touch area, and determining a corresponding sub-area from the multiple sub-areas;
[0090] If the touch point is located within the first touch area, the first touch area is determined to be a corresponding sub-area.
[0091] Furthermore, if the position of the touch point is within the second touch area, the step of determining that the position of the touch point is within the second touch area and determining a corresponding sub-area from the plurality of sub-areas includes:
[0092] If the touch point is located at the junction of the two sub-areas, the one that is ordered earlier in the clockwise direction is the sub-area corresponding to the touch point;
[0093] If the position of the touch point is within the sub-region, the position of the touch point in the sub-region is determined.
[0094] Furthermore, the step of selecting a first target object from the at least one second virtual game object according to a preset target selection method, and controlling the first virtual game object to attack the first target object includes:
[0095] If the number of the second virtual game objects is greater than 1, selecting one that satisfies a preset target selection method from all the second virtual game objects as the first target object, and controlling the first virtual game object to attack the first target object;
[0096] If the number of the second virtual game objects is not greater than 1, the first virtual game object is controlled to attack the second virtual game object.
[0097] In this embodiment, the first touch operation and the second touch operation are specifically implemented in the following manner:
[0098] responding to a touch operation directed to the attack control, and determining a target touch area based on the touch operation;
[0099] If the target touch area is the second touch area, it is determined as the second touch operation, and the direction of obtaining the virtual game object is determined according to the second touch area; according to the preset target selection method, the target object is selected from the direction of obtaining, and the operation corresponding to the attack control is released to control the target object.
[0100] If the target touch area is the first touch area, it is determined to be the first touch operation, and a second virtual game object that meets the target selection method is selected from the surrounding of the first virtual game object as the target object, and is attacked.
[0101] In actual applications, the user-end device responds to the user's click operation on the inner or outer circle of the game user interface, and selects a touch area from the inner or outer circle as the target touch area based on the click operation. The screenshot is based on the position information of the click operation and selects the target touch area from the inner or outer circle.
[0102] In this embodiment, the touch operation can also be a sliding operation. In this case, the target touch area is determined by the end position of the sliding operation. Specifically, the sliding trajectory of the sliding operation on the area of the attack control is collected, and the positions of the starting point and the end point are calculated based on the sliding trajectory combined with the coordinate system of the interface. The position relationship between the position of the starting point and the end point and each touch area is detected, and the target touch area is selected based on the position relationship and the preset priority order.
[0103] In actual applications, if the starting point is located in the outer circle and the ending point is located in the inner circle, the first touch area in the inner circle is determined to be the target touch area. If the starting point is located in the inner circle and the ending point is located in the outer circle, the second touch area in the outer circle is determined to be the target touch area. When the touch area is determined to be in the outer circle, the position of the ending point is compared with the positions of each second touch area in the outer circle, and the target touch area is selected based on the comparison results. Furthermore, if there are two target touch areas, one touch area is selected based on both the starting point and the ending point.
[0104] In this embodiment, when determining the requested direction, the direction vector corresponding to the origin position is selected based on the position of the touch operation. The origin position here can be the center position of the attack control or the center position of the target touch area.
[0105] If the center position of the target touch area is used as the origin position, after determining it as the second touch area, the direction vector is calculated based on the position information of the touch operation and the origin position. The direction vector is expressed as (L, α), where L is the distance between the two positions and α is the angle of the line connecting the two positions relative to the horizontal line.
[0106] In an optional embodiment, a search area in the game user interface is determined based on the position information of the second touch area, and the search area is the search area for the target object. In actual application, when constructing the second touch area and the first touch area, the direction of each touch area is determined based on the positional relationship of each touch area relative to the center point of the attack control. Based on this direction, a corresponding direction with the user player as the center point is selected from the game user interface and bound to the corresponding touch area. Figure 6As shown in the figure, there are 4 second touch areas in the figure. The 4 second touch areas are respectively located at the upper left, upper right, lower right, and lower left positions of the attack control. Based on this position distribution, with the user player as the origin, the game user interface is divided into a first area, a second area, a third area, and a fourth area. The direction position of the first area corresponds to the position direction of the second touch area at the upper left, and so on. Finally, the first area is bound to the second touch area 11, the second area is bound to the second touch area 12, the third area is bound to the second touch area 13, and the fourth area is bound to the second touch area 14.
[0107] Based on the above binding relationship, after the touch operation determines the corresponding second touch area, the corresponding interface area is found based on the binding relationship between the corresponding second touch area and the area in the interface, so as to obtain the claiming direction.
[0108] In practical applications, the target selection method is one of the relative movement direction to the movement direction of the user's corresponding virtual game object, the closest attack distance, and the lower health value.
[0109] In this embodiment, with the user player as the origin, a target object is searched from the game user interface in the claiming direction according to the preset target selection method, and the corresponding operation is released for control. In practical applications, when searching for a target object in the search direction, first, the number of virtual objects within the attack range in the interface is identified and counted in the claiming direction. If it is greater than 1, the distance between the user player and each virtual object is calculated, and a virtual object that meets the conditions is selected from all virtual objects based on the distance, such as the closest one. If it is not greater than 1, the virtual object is used as the target object, and the skill corresponding to the attack control is released for control.
[0110] In an alternative embodiment, it can also be to read the life parameters of all virtual objects within the attack range, and select a virtual object that meets the conditions as the target object, such as the lowest life parameter.
[0111] In this embodiment, if the target touch area is the first touch area, according to the preset target selection method, a target object is selected within a certain range centered on the user's corresponding virtual game object, and the operation corresponding to the attack control is released to control the target object.
[0112] The above game interaction method sets the attack control as a first touch area and multiple second touch areas. Touching different touch areas enables the selection and control of target objects in different directions, improving the accurate locking of target objects in the game and reducing the possibility of player misoperations. Compared with the prior art, it is not necessary to perform complex algorithmic logic judgments to lock and control the target, thereby enhancing the user's gaming experience.
[0113] See Figure 2 The schematic diagram of another embodiment of a game interaction method shown in the figure. In this embodiment, multiple second touch areas are set, and taking the selection of a target object triggering a second touch area as an example, the game interaction method includes the following steps:
[0114] The user terminal device includes a user client and a user VR device. The user client can be a mobile terminal (such as a mobile phone), a television, a computer (such as a personal computer), a handheld computer, etc. For the sake of easy elaboration and understanding, by way of example and not limitation, the user client in the embodiments of the present invention is described as a user mobile phone.
[0115] Step S201: Display a game interface on the terminal that contains virtual game objects and an attack control. Among them, the attack control includes a first touch area and at least two second touch areas arranged around the first touch area;
[0116] In this step, when displaying the attack control, specifically, based on the display of the existing attack control, in response to the zoning operation on the attack control, the attack control is divided into an inner circle and an outer circle; based on the inner circle and the outer circle, a first touch area and at least two second touch areas are sequentially constructed. Among them, the first touch area is located in the inner circle, and the at least two second touch areas are located in the outer circle.
[0117] In this embodiment, the step of sequentially constructing a first touch area and at least two second touch areas based on the inner circle and the outer circle includes:
[0118] Obtain the position coordinates of all virtual game objects in the game interface at the current moment;
[0119] Based on the position coordinates of each virtual game object, classify all virtual game objects to obtain the distribution of virtual game objects in the game interface;
[0120] Based on the distribution, determine the number of second touch areas and the positions of each second touch area;
[0121] Based on the number and the positions, construct each second touch area on the outer circle;
[0122] Construct a first touch area in the inner circle.
[0123] In practical applications, based on the distribution of virtual game objects in the game user interface, use a regression function to classify the virtual game objects into regions, and divide corresponding interface regions based on the virtual game objects of each classified category. Further, determine the position and orientation of the interface region in the entire game user interface, and set a corresponding second touch area on the outer circle based on this position and orientation.
[0124] Step S202, in response to a touch operation on the attack control, determine the position information of the touch operation;
[0125] Applied to the user device. This touch operation can be a swipe operation or a click operation. Preferably, the user's mobile phone responds to the icon of the attack control displayed on the game user interface by the user. By way of example and not limitation, as Figure 7 shown, when the user clicks on icon A in the figure, the user device responds to this click operation and determines the corresponding position information based on the under-screen detection unit triggered by the click operation.
[0126] In practical applications, this touch operation can also be a swipe operation. For a swipe operation, it is specifically composed of a starting point, a path, and an ending point. The under-screen detection unit is used to collect the complete trajectory of the swipe operation, and based on this trajectory, determine the starting point, passing points, and ending point, and judge the proportion of the starting point, passing points, and ending point on each touch area of the attack control, and select the touch area with the largest proportion as the main operation area, so as to obtain the position information of this swipe operation.
[0127] Step S203, compare the position information with the position ranges of the inner circle and the outer circle respectively to obtain a comparison result;
[0128] In this step, first calculate the position ranges of the inner circle and the outer circle in the attack control. Specifically, calculate the specific position ranges of the two through the proportional relationship between the display ratio of the terminal and the game user interface. Then, match the position information of the touch operation with the position ranges of the two to obtain a comparison result.
[0129] In this embodiment, the comparison result includes one of the following situations: outside the outer circle, inside the inner circle, between the inner circle and the outer circle, inside the inner circle; when it is between the inner circle and the outer circle, specifically, the inner circle or the outer circle is selected through priority, or the inner circle or the outer circle is selected through the proportion of the touch operation between the two.
[0130] If it is inside the outer circle, after determining that the touch operation is inside the outer circle, it further includes comparing the position information with the position information of each second touch area in the outer circle, and selecting one based on the comparison result to obtain a comparison result.
[0131] Further, when comparing with each second trigger area, if the position information of the touch operation is between two second touch areas, one of them is selected according to the selected priority of the second touch area to obtain a comparison result.
[0132] Step S204, determining a target touch area based on the comparison result;
[0133] In this embodiment, since when the user touches the screen, it cannot be guaranteed that each touch operation falls within the first touch area or the second touch area. Therefore, the comparison result includes that the touch operation is within the position range of the outer circle or between the position range of the outer circle and the position range of the inner circle, and the touch operation is within the position range of the inner circle;
[0134] To ensure that the target touch area can be determined, this application sets a priority level for the touch area. When the position information of the touch operation is between two touch areas, one of them is selected according to the priority level of the touch area. Specifically:
[0135] If the comparison result is that the touch operation is within the position range of the outer circle or between the position range of the outer circle and the position range of the inner circle, the position information is matched with the position information of each second touch area to obtain a target touch area.
[0136] Further, the step of matching the position information with the position information of each second touch area to obtain a target touch area includes:
[0137] The position information is matched with the position information of each second touch area one by one to obtain a matching result;
[0138] If the matching result is that the position information is at the junction of two second touch areas, the one with a higher ranking in the clockwise direction among the two second touch areas is used as the target touch area;
[0139] If the matching result is that the position information is within the second touch area, the second touch area is used as the target touch area.
[0140] As shown in FIG. 8(a), if the touch operation is between the position range of the outer circle and the position range of the inner circle, that is, between the second touch area 13 and the inner circle, based on the rule of outer circle priority, the second touch area 13 is selected as the target touch area. At this time, based on the binding relationship between the second touch area 13 and the third area of the interface, the search area of the target object is determined as the third area.
[0141] As shown in Figure 8(b), if the touch operation is located within the inner circle and between the two second touch areas, that is, between the position range of the second touch area 13 and the position range of the second touch area 12, then based on the clockwise rule, the second touch area 13 is selected as the target touch area. At this time, based on the binding relationship between the second touch area 13 and the third area of the interface, the search area of the target object is determined to be the third area.
[0142] If the comparison result shows that the touch operation is located within the position range of the inner circle, the first touch area is used as the target touch area.
[0143] As shown in Figure 8(c), if the touch operation is located at the inner circle, the inner circle will be directly used as the target touch area. At this time, since the first touch area has no binding relationship with the interface area, the nearest character 3 is selected as the target object from the user player's attack range based on the rule of closest distance.
[0144] Step S205 , if the target touch area is the second touch area, determining a direction for acquiring the virtual game object according to the second touch area;
[0145] In this embodiment, if the target touch area is the second touch area, the requesting direction can be determined by obtaining the first center position of the attack control and the second center position of the second touch area; based on the first center position and the second center position, the direction vector of the touch operation is calculated; and based on the direction vector, the requesting direction of the virtual game object is determined.
[0146] Furthermore, it can also be determined by the position of the touch operation and the center position of the second touch area where it is located, such as Figure 9 As shown, after determining that the touch operation is located on the second touch area 13, the coordinates of the center position b are calculated using the vertex position coordinates of the second touch area 13, the coordinates of the center position b are connected to the position information a of the touch operation and the angle α with the horizontal line is determined, thereby obtaining a direction vector, and the search angle α in the game user interface is determined based on the direction vector.
[0147] Step S206, taking the virtual game object corresponding to the user in the game user interface as a reference point, and calculating the number of virtual game objects in the requested direction;
[0148] Step S207: Based on the quantity, one virtual game object that meets the preset target selection method is selected from all virtual game objects in the acquisition direction as the target object, and the operation corresponding to the attack control is released to control the target object.
[0149] In this embodiment, if the number of the virtual game objects is greater than 1, one that satisfies a preset target selection method is selected from all virtual game objects in the acquisition direction as the target object, and the operation corresponding to the attack control is released to control the target object; Figure 10 As shown, after the second touch area 13 is selected, the corresponding area of all target objects is determined to be the third area, and there are characters 2 and 5 in the third area. Based on the priority rule of the closest distance, character 5 is selected as the target object.
[0150] If the number of the virtual game objects is not greater than 1, the virtual game object in the acquiring direction is used as the target object, and the operation corresponding to the attack control is released to control the target object.
[0151] Furthermore, if the target touch area is the first touch area, a target object is selected from a certain range centered on the virtual game object corresponding to the user according to a preset target selection method, and the operation corresponding to the attack control is released to control the target object.
[0152] The above-mentioned game interaction method is applied to a mobile terminal, by dividing the attack control into a first touch area and multiple second touch areas, each second touch area corresponds to a direction, and the selection range of the target object is selected when the second touch area is triggered. Compared with the existing technology, the present application is more flexible and changeable in the selection and locking operations of the target object, and can adapt to the real-time needs of the game. Especially when there are multiple target objects, the implementation method of the present application can more accurately and simply determine the position of the target object, and realize the switching of attack priority among multiple attacked objects, thereby improving the precise control of the target object in the game, reducing the possibility of player misoperation, and solving the problem that the existing target locking attack algorithm cannot select the target when there are multiple target objects at the same time.
[0153] Corresponding to the above method embodiment, applied to the user terminal device, see Figure 11 A schematic diagram of a game interaction device is shown, wherein the game interaction device displays a game user interface, wherein the game user interface displays multiple operation controls; the device includes:
[0154] A display module 1101 is configured to display a graphical user interface including a first virtual game object, at least one second virtual game object, a game scene, and an attack control on a terminal, wherein the attack control includes a first touch area and a second touch area disposed around the first touch area;
[0155] The control module 1102 is configured to, in response to a first touch operation on the first touch area, select a first target object from the at least one second virtual game object according to a preset target selection method, and control the first virtual game object to attack the first target object; and
[0156] In response to a second touch operation on the second touch area, select a second target object from the at least one second virtual game object according to the position of the touch point of the second touch operation, and control the first virtual game object to attack the second target object, wherein the position of the touch point of the second touch operation is associated with the position of the second target object in the game scene of the graphical user interface.
[0157] Specifically, the above control module 1102 is configured to:
[0158] In response to a first touch operation on the first touch area, select a first target object from at least one second virtual game object within a preset range centered on the first virtual game object, and control the first virtual game object to attack the first target object.
[0159] The above game interaction device further includes an adjustment module 1103, which is specifically configured to:
[0160] In response to an adjustment operation on the second touch area, divide the second touch area into multiple sub-areas;
[0161] Display the multiple sub-areas around the first touch area, where each sub-area corresponds to a scene area in the game scene.
[0162] Specifically, the above adjustment module 1103 is configured to:
[0163] After splicing the multiple sub-areas in sequence, display them on the outer edge of the first touch area, where the spliced multiple sub-areas and the first touch area are in a concentric relationship.
[0164] Specifically, the above control module 1102 is configured to:
[0165] In response to a second touch operation on the second touch area, determine the position of the touch point of the second touch operation, and determine the corresponding sub-area based on the position of the touch point;
[0166] Based on the corresponding relationship between the sub-area and the game area, select a second virtual game object from the scene area corresponding to the sub-area in the game scene as the second target object;
[0167] Control the first virtual game object to attack the second target object.
[0168] The above control module 1102 is specifically configured to:
[0169] If the position of the touch point is within the second touch area or between the second touch area and the first touch area, it is determined that the position of the touch point is within the second touch area, and the corresponding sub-area is determined from the multiple sub-areas;
[0170] If the position of the touch point is within the first touch area, the first touch area is determined as the corresponding sub-area.
[0171] The above control module 1102 is specifically configured to:
[0172] When the position of the touch point is within the second touch area, if the position of the touch point is at the junction of the two sub-areas, then the one with a higher order in the clockwise direction from the two sub-areas is the sub-area corresponding to the position of the touch point;
[0173] When the position of the touch point is within the sub-area, the position of the touch point in the sub-area is determined.
[0174] The above control module 1102 is specifically configured to:
[0175] If the number of the second virtual game objects is greater than 1, one that meets the preset target selection method is selected from all the second virtual game objects as the first target object, and the first virtual game object is controlled to attack the first target object;
[0176] If the number of the second virtual game objects is not greater than 1, the first virtual game object is controlled to attack the second virtual game object.
[0177] In this embodiment, a graphical user interface containing a first virtual game object, at least one second virtual game object, a game scene, and an attack control is displayed on a terminal. The attack control includes a first touch area and a second touch area arranged around the first touch area. In response to a first touch operation on the first touch area, a first target object is selected from the at least one second virtual game object according to a preset target selection method, and the first virtual game object is controlled to attack the first target object. In response to a second touch operation on the second touch area, a second target object is selected from the at least one second virtual game object according to the position of the touch point of the second touch operation, and the first virtual game object is controlled to attack the second target object, where the position of the touch point of the second touch operation is associated with the position of the second target object in the game scene of the graphical user interface. Such a method not only provides a more precise enemy selection interaction method but also reduces the possibility of player misoperation. Such an interaction method is simple to operate and does not bring a heavy operation cost. Players can easily get started, solving the problem that the existing target locking and attacking algorithm cannot select a target in the case of multiple target objects existing simultaneously.
[0178] This embodiment further provides a user 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 game interaction method. The user device can be a server or a terminal device.
[0179] See Figure 12 As shown, the user device includes a processor 1200 and a memory 1201. The memory 1201 stores machine-executable instructions that can be executed by the processor 1100, and the processor 1200 executes the machine-executable instructions to implement the above game interaction method.
[0180] Furthermore, Figure 12 The user device shown further includes a bus 1202 and a communication interface 1203. The processor 1200, the communication interface 1203, and the memory 1201 are connected through the bus 1202.
[0181] Among them, the memory 1201 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between this system network element and at least one other network element is realized through at least one communication interface 1203 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 1202 can be an ISA bus, a PCI bus, an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 12 only a bidirectional arrow is used in the figure, but it does not mean that there is only one bus or one type of bus.
[0182] The processor 1200 may be an integrated circuit chip with signal processing capabilities. In the implementation process, the steps of the above method can be completed by the integrated logic circuit in the hardware of the processor 1200 or instructions in software form. The above-mentioned processor 1200 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field programmable gate array (FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. It can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the embodiments of the present invention can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, register, etc. This storage medium is located in the memory 1201, and the processor 1200 reads the information in the memory 1201 and combines its hardware to complete the following steps:
[0183] Display a graphical user interface containing a first virtual game object, at least one second virtual game object, a game scene, and an attack control on the terminal, where the attack control includes a first touch area and a second touch area arranged around the first touch area;
[0184] In response to a first touch operation on the first touch area, a first target object is selected from the at least one second virtual game object according to a preset target selection method, and the first virtual game object is controlled to attack the first target object;
[0185] In response to a second touch operation on the second touch area, a second target object is selected from the at least one second virtual game object according to the position of the touch point of the second touch operation, and the first virtual game object is controlled to attack the second target object, wherein the position of the touch point of the second touch operation is associated with the position of the second target object in the game scene of the graphical user interface.
[0186] The above step of, in response to a first touch operation on the first touch area, selecting a first target object from the at least one second virtual game object according to a preset target selection method and controlling the first virtual game object to attack the first target object includes:
[0187] In response to a first touch area on the first touch area, a first target object is selected from at least one second virtual game object within a preset range centered on the first virtual game object, and the first virtual game object is controlled to attack the first target object.
[0188] The above game interaction method further includes:
[0189] In response to an adjustment operation on the second touch area, the second touch area is divided into a plurality of sub-areas;
[0190] The plurality of sub-areas are displayed around the first touch area, wherein each sub-area corresponds to a scene area in the game scene.
[0191] The above step of displaying the plurality of sub-areas around the first touch area includes:
[0192] After the plurality of sub-areas are sequentially spliced, they are displayed on the outer edge of the first touch area, and a concentric relationship exists between the spliced plurality of sub-areas and the first touch area.
[0193] The above step of, in response to a second touch operation on the second touch area, selecting a second target object from the at least one second virtual game object according to the position of the touch point of the second touch operation and controlling the first virtual game object to attack the second target object includes:
[0194] In response to a second touch operation on the second touch area, determine the position of the touch point of the second touch operation, and determine the corresponding sub-area based on the position of the touch point;
[0195] Based on the corresponding relationship between the sub-area and the game area, select a second virtual game object from the scene area corresponding to the sub-area in the game scene as the second target object;
[0196] Control the first virtual game object to attack the second target object.
[0197] The step of determining the corresponding sub-area based on the position of the touch point includes:
[0198] If the position of the touch point is within the second touch area or between the second touch area and the first touch area, determine that the position of the touch point is within the second touch area, and determine the corresponding sub-area from multiple sub-areas;
[0199] If the position of the touch point is within the first touch area, determine the first touch area as the corresponding sub-area.
[0200] When the position of the touch point is within the second touch area, the step of determining that the position of the touch point is within the second touch area and determining the corresponding sub-area from multiple sub-areas includes:
[0201] If the position of the touch point is at the junction of the two sub-areas, then the one with a higher ranking in the two sub-areas in the clockwise direction is the sub-area corresponding to the position of the touch point;
[0202] If the position of the touch point is within the sub-area, determine the position of the touch point of the sub-area.
[0203] The step of selecting the first target object from the at least one second virtual game object according to the preset target selection method and controlling the first virtual game object to attack the first target object includes:
[0204] If the number of the second virtual game objects is greater than 1, select one that meets the preset target selection method from all the second virtual game objects as the first target object, and control the first virtual game object to attack the first target object;
[0205] If the number of the second virtual game objects is not greater than 1, control the first virtual game object to attack the second virtual game object.
[0206] Based on the implementation of the above-provided device, when the user controls the release of an attack by setting the binding of the attack release control to a target object according to the real-time situation of the game, the attack is released only for 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 objects, flexible switching of the attack priority can be achieved through real-time setting, ensuring the accuracy of the attack release, thus improving the user's gaming experience. Additionally, it solves the problem of the complex algorithms and operation methods for target-locked attacks in the prior art.
[0207] This embodiment also provides a machine-readable storage medium storing machine-executable instructions, which, when called and executed by a processor, cause the processor to implement the following steps:
[0208] Display a graphical user interface on the terminal containing a first virtual game object, at least one second virtual game object, a game scene, and an attack control, where the attack control includes a first touch area and a second touch area arranged around the first touch area;
[0209] In response to a first touch operation on the first touch area, select a first target object from the at least one second virtual game object according to a preset target selection method, and control the first virtual game object to attack the first target object;
[0210] In response to a second touch operation on the second touch area, select a second target object from the at least one second virtual game object according to the position of the touch point of the second touch operation, and control the first virtual game object to attack the second target object, where the position of the touch point of the second touch operation is associated with the position of the second target object in the game scene of the graphical user interface.
[0211] The above step of, in response to a first touch operation on the first touch area, selecting a first target object from the at least one second virtual game object according to a preset target selection method and controlling the first virtual game object to attack the first target object includes:
[0212] In response to the first touch operation on the first touch area, select a first target object from at least one second virtual game object within a preset range centered on the first virtual game object, and control the first virtual game object to attack the first target object.
[0213] The above game interaction method further includes:
[0214] In response to an adjustment operation for the second touch area, divide the second touch area into multiple sub-areas;
[0215] Display the multiple sub-areas around the first touch area, where each sub-area corresponds to a scene area in the game scene.
[0216] The step of displaying the multiple sub-areas around the first touch area as described above includes:
[0217] After sequentially splicing the multiple sub-areas, display them on the outer edge of the first touch area, where the multiple spliced sub-areas and the first touch area are in a concentric relationship.
[0218] The step of, in response to a second touch operation for the second touch area, selecting a second target object from the at least one second virtual game object according to the position of the touch point of the second touch operation and controlling the first virtual game object to attack the second target object as described above includes:
[0219] In response to a second touch operation for the second touch area, determine the position of the touch point of the second touch operation and determine the corresponding sub-area based on the position of the touch point;
[0220] Based on the corresponding relationship between the sub-area and the game area, select a second virtual game object from the scene area corresponding to the sub-area in the game scene as the second target object;
[0221] Control the first virtual game object to attack the second target object.
[0222] The step of determining the corresponding sub-area based on the position of the touch point as described above includes:
[0223] If the position of the touch point is within the second touch area or between the second touch area and the first touch area, determine that the position of the touch point is within the second touch area and determine the corresponding sub-area from the multiple sub-areas;
[0224] If the position of the touch point is within the first touch area, determine that the first touch area is the corresponding sub-area.
[0225] The step of, when the position of the touch point is within the second touch area as described above, determining that the position of the touch point is within the second touch area and determining the corresponding sub-area from the multiple sub-areas includes:
[0226] When the position of the touch point is at the junction of the two sub-regions, the sub-region that is ranked higher among the two sub-regions in the clockwise direction is the sub-region corresponding to the position of the touch point;
[0227] When the position of the touch point is within the sub-region, the position of the touch point in the sub-region is determined.
[0228] The step of selecting a first target object from the at least one second virtual game object according to a preset target selection method and controlling the first virtual game object to attack the first target object includes:
[0229] If the number of the second virtual game objects is greater than 1, select one that meets the preset target selection method from all the second virtual game objects as the first target object, and control the first virtual game object to attack the first target object;
[0230] If the number of the second virtual game objects is not greater than 1, control the first virtual game object to attack the second virtual game object.
[0231] By dividing the attack control into multiple touch regions and binding each touch region to a region in the corresponding game scene, it is realized that players can set the binding relationship between the touch regions and regions in real time, select the corresponding target object, so as to realize the locking control of the target object during the attack operation and realize the binding of the fixed target object. Compared with the prior art, the locking operation of the target object in this application is more flexible and changeable, and can adapt to the real-time needs of the game. Especially when there are multiple target objects, the implementation method of this application can be more accurate and simple to switch the attack priority among multiple attacked objects, improve the precise control of the target object in the game, reduce the possibility of player misoperation, and solve the problem that the algorithms and operation methods for target locking attacks in the prior art are complex.
[0232] The computer program product of the game interaction method and related device provided by the embodiment of the present invention includes a computer-readable storage medium storing program codes, and the instructions included in the program codes can be used to execute the methods described in the foregoing method embodiments. For specific implementation, reference can be made to the method embodiments, which will not be elaborated here.
[0233] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the foregoing method embodiments, which will not be elaborated here.
[0234] In addition, in the description of the embodiments of the present invention, unless otherwise clearly specified and limited, the terms "install", "connect", and "couple" should be understood in a broad sense. For example, it may be a fixed connection, a detachable connection, or an integral connection; it may be a mechanical connection or an electrical connection; it may be directly connected or indirectly connected through an intermediate medium, and it may be the communication inside two components. For those skilled in the art, the specific meanings of the above terms in the present invention can be understood according to specific circumstances.
[0235] If the above-mentioned functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or a part of this 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 for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs.
[0236] In the description of the present invention, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings. It is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation. Therefore, it should not be construed as a limitation of the present invention. In addition, the terms "first", "second", and "third" are only used for descriptive purposes and cannot be understood as indicating or implying relative importance.
[0237] Finally, it should be noted that the above embodiments are only specific implementation manners of the present invention, used to illustrate the technical solutions of the present invention, rather than limiting it. The protection scope 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 within the technical scope disclosed by the present invention can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered by the protection scope of the present invention. Therefore, the protection scope of the present invention should be subject to the protection scope of the claims.
Claims
1. A game interaction method, characterized in that, The game interaction method includes: displaying a graphical user interface on a terminal, which includes a first virtual game object, at least one second virtual game object, a game scene, and an attack control, wherein the attack control includes a first touch area and a second touch area arranged around the first touch area, and the second touch area is provided with a plurality of sub-areas surrounding the first touch area; if the number of the second virtual game objects is greater than 1, in response to a first touch operation on the first touch area, selecting one of all the second virtual game objects that meets a preset target selection method as a first target object, and controlling the first virtual game object to attack the first target object; if the number of the second virtual game objects is not greater than 1, in response to a first touch operation on the first touch area, controlling the first virtual game object to attack the second virtual game object; in response to a second touch operation on a sub-area in the second touch area, determining the position of the touch point of the second touch operation, and determining the corresponding sub-area based on the position of the touch point; based on the correspondence between the sub-area and the game area, selecting one second virtual game object from the scene area corresponding to the sub-area in the game scene as a second target object; controlling the first virtual game object to attack the second target object.
2. The game interaction method according to claim 1, wherein The step of, in response to a first touch operation on the first touch area, selecting a first target object from the at least one second virtual game object according to a preset target selection method, and controlling the first virtual game object to attack the first target object, includes: in response to a first touch operation on the first touch area, selecting a first target object from at least one second virtual game object within a preset range centered on the first virtual game object, and controlling the first virtual game object to attack the first target object.
3. The game interaction method according to claim 1 or 2, wherein The game interaction method further includes: in response to an adjustment operation on the second touch area, dividing the second touch area into a plurality of sub-areas; displaying the plurality of sub-areas around the first touch area, wherein each sub-area corresponds to a scene area in the game scene.
4. The game interaction method according to claim 3, wherein, The step of displaying the plurality of sub-areas around the first touch area includes: sequentially splicing the plurality of sub-areas and displaying them on the outer edge of the first touch area, wherein the spliced plurality of sub-areas and the first touch area are in a concentric relationship.
5. The game interaction method according to claim 1, wherein The step of determining the corresponding sub-area based on the position of the touch point includes: if the position of the touch point is within the second touch area or between the second touch area and the first touch area, determining that the position of the touch point is within the second touch area, and determining the corresponding sub-area from the plurality of sub-areas; if the position of the touch point is within the first touch area, determining the first touch area as the corresponding sub-area.
6. The game interaction method according to claim 5, characterized in that When the position of the touch point is within the second touch area, the step of determining that the position of the touch point is within the second touch area and determining the corresponding sub-area from multiple sub-areas includes: When the position of the touch point is at the junction of two sub-areas, the sub-area with a higher order in clockwise sorting from the two sub-areas is the sub-area corresponding to the position of the touch point; When the position of the touch point is within the sub-area, determine the position of the touch point in the sub-area.
7. A game interaction device, characterized in that, The game interaction device includes: A display module for displaying a graphical user interface containing a first virtual game object, at least one second virtual game object, a game scene, and an attack control on a terminal. Among them, the attack control includes a first touch area and a second touch area arranged around the first touch area, and the second touch area is provided with multiple sub-areas around the first touch area; A control module for, if the number of second virtual game objects is greater than 1, in response to a first touch operation on the first touch area, selecting one that meets a preset target selection method from all second virtual game objects as a first target object, and controlling the first virtual game object to attack the first target object; If the number of second virtual game objects is not greater than 1, in response to a first touch operation on the first touch area, controlling the first virtual game object to attack the second virtual game object; In response to a second touch operation on a sub-area in the second touch area, determine the position of the touch point of the second touch operation, and determine the corresponding sub-area based on the position of the touch point; based on the correspondence between the sub-area and the game area, select a second virtual game object from the scene area corresponding to the sub-area in the game scene as a second target object; control the first virtual game object to attack the second target object.
8. A client device, characterized in that, It 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 according to any one of claims 1-6.
9. 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 according to any one of claims 1-6.
Citation Information
Patent Citations
Virtual character processing method, virtual character processing device, electronic apparatus and storage medium
US20210146248A1