Game interaction method, device, equipment and storage medium
By setting multiple touch areas for attack controls to bind to the game scene in MOBA games, the precise control problem of multiple target objects is solved and the gaming experience is improved.
Patent Information
- Application Number
- CN202210997973.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-08-19
- Publication Date
- 2025-08-15
- Estimated Expiration
- 2042-08-19
AI Technical Summary
In MOBA games, when multiple target objects exist, the prior art is difficult to accurately control attacks, resulting in users being prone to selecting the wrong targets and reducing the gaming experience.
By setting multiple touch areas in the attack control, each area is mapped and bound to a scene area in the game scene, and selecting the target object to attack in response to touch operations.
It improves the accuracy of the selection of target objects, reduces the possibility of players' misoperation, adapts to the real-time needs of the game, and achieves flexible control and precise locking of multiple target objects.
Smart Images

Figure CN115501605B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a game interaction method, device, equipment and storage medium. Background Art
[0002] In MOBA (Multiplayer Online Battle Arena) games, it is crucial to ensure that each attack lands precisely on the intended target. Currently, this is primarily achieved by setting priority attack rules.
[0003] First, for each attack skill, a certain attack range and skill priority rules are set; then, based on the priority attack rules, objects that meet the priority attack rules are selected within the attack range to release the skill or attack. The priority attack rules mainly include the following two types: closest distance priority and lowest health priority. After detecting that the attack button has been triggered, the attack is released from the set objects within the attack range according to these two priority rules. Although it is set as a priority attack rule, the filter range of this rule is all, and it cannot achieve partitioned filtering. Especially when there are multiple objects, the selection range is large and there may be multiple targets that meet the conditions at the same time, resulting in uncertainty in the attack release, which greatly reduces the user's gaming experience. Summary of the Invention
[0004] In view of this, an object of the present invention is to provide a game interaction method, apparatus, device and storage medium to solve the problem of easily selecting the wrong target when there are multiple target objects at the same time.
[0005] In a first aspect, an embodiment of the present invention provides a game interaction method, comprising:
[0006] Displaying a graphical user interface including a game scene and attack controls on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack controls include at least two touch areas, each touch area being mapped and bound to a scene area of the game scene displayed by the game scene;
[0007] In response to a touch operation on the attack control, based on the touch area targeted by the touch operation, the second virtual object in the scene area mapped and bound to the touch area is selected as the target object, and the first virtual object is controlled to attack the target object.
[0008] The step of displaying a graphical user interface containing a game scene and attack controls on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack controls include at least two touch areas, each touch area being mapped and bound to a scene area of the game scene displayed by the game scene, includes:
[0009] Display the game scene and attack controls on the terminal;
[0010] In response to the binding operation for the attack control, at least two touch areas are displayed at the position of the attack control, and each scene area in the game scene is mapped and bound to the corresponding touch area.
[0011] The step of, in response to a touch operation on the attack control, selecting the second virtual object in the scene area mapped and bound to the touch area as a target object based on the touch area targeted by the touch operation, and controlling the first virtual object to attack the target object includes:
[0012] In response to a touch operation on the attack control, determining position information of the touch operation, and selecting a touch area from at least two touch areas as a target touch area based on the position information;
[0013] The second virtual object in the scene area mapped and bound to the target touch area is selected as a target object, and the first virtual object is controlled to attack the target object.
[0014] If the touch operation is a click operation, the step of selecting a touch area from the at least two touch areas as a target touch area based on the position information includes:
[0015] The touch area where the touch point of the click operation is located is selected as the target touch area.
[0016] If the touch operation is a sliding operation, the step of selecting a touch area from the at least two touch areas as a target touch area based on the position information includes:
[0017] Determining the position of the end point of the sliding operation;
[0018] The touch area where the end point is located is selected as the target touch area.
[0019] The step of selecting the second virtual object in the scene area mapped and bound to the target touch area as the target object and controlling the first virtual object to attack the target object includes:
[0020] Determining a scene area corresponding to the target touch area in the game scene based on a mapping binding relationship between the touch area and the scene area;
[0021] A target object is selected from the second virtual objects in the scene area based on a preset target selection method, and the first virtual object is controlled to attack the target object.
[0022] The step of selecting a target object from the second virtual objects in the scene area based on a preset target selection method and controlling the first virtual object to attack the target object includes:
[0023] determining a number of second virtual objects in the scene area;
[0024] If the number of the second virtual objects is greater than 1, selecting one that satisfies a preset target selection method from all the second virtual objects as a target object, and controlling the first virtual object to attack the target object;
[0025] If the number of the second virtual objects is not greater than 1, the second virtual objects are used as target objects, and the first virtual objects are controlled to attack the target objects.
[0026] The step of selecting one of all the second virtual objects that satisfies a preset target selection method as a target object, and controlling the first virtual object to attack the target object includes:
[0027] Select one of all the second virtual objects that is shortest in distance from the first virtual object and / or has the least health as a target object, and control the first virtual object to attack the target object.
[0028] In a second aspect, an embodiment of the present invention provides a game interaction device, comprising:
[0029] A display module, configured to display a graphical user interface including a game scene and attack controls on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack controls include at least two touch areas, each touch area being mapped and bound to a scene area of the game scene displayed by the game scene;
[0030] A control module is configured to, in response to a touch operation on the attack control, select the second virtual object in the scene area mapped and bound to the touch area as a target object based on the touch area targeted by the touch operation, and control the first virtual object to attack the target object.
[0031] In a third aspect, an embodiment of the present invention provides 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.
[0032] 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 prompt the processor to implement the above-mentioned game interaction method.
[0033] The embodiments of the present invention bring the following beneficial effects:
[0034] The game interaction method provided above is applied to a user terminal device, and a game scene containing a virtual character and an attack control is displayed on the terminal, wherein the attack control includes at least two touch areas, each touch area is mapped and bound to a scene area in the game scene; in response to a touch operation on the attack control, a target touch area is determined based on the touch operation; based on the mapping and binding relationship between the target touch area and each touch area and the scene area, a target search range in the game scene is determined; a target object that meets preset conditions is searched from the target search range, and the operation corresponding to the attack control is released to control the target object. In this method, the attack control is divided into multiple touch areas, each touch area corresponds to a scene area in the game scene, and the selection range of the target object is selected when the 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. In particular, 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 of complex algorithms and operation methods for target locking attacks in the existing technology.
[0035] Other features and advantages of the present invention will be described in the following description, and in part will become apparent from the description, or understood by practicing the present invention. The purposes and other advantages of the present invention are realized and obtained by the structures particularly pointed out in the description, claims and drawings.
[0036] In order to make the above-mentioned objects, features and advantages of the present invention more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0037] In order to more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the following briefly introduces the drawings required for use in the specific embodiments or the description of the prior art. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.
[0038] Figure 1 A schematic diagram of an embodiment of a game interaction method provided by an embodiment of the present invention;
[0039] Figure 2 A schematic diagram of another embodiment of the game interaction method provided by an embodiment of the present invention;
[0040] Figure 3 A schematic diagram of an existing game scene;
[0041] Figure 4 A schematic diagram of a game scene provided by an embodiment of the present invention;
[0042] Figure 5 A schematic diagram of a first variation of a game scene provided by an embodiment of the present invention;
[0043] Figure 6 A schematic diagram of a second variation of a game scene provided by an embodiment of the present invention;
[0044] Figure 7 A schematic diagram of a third practical variation of a game scene provided by an embodiment of the present invention;
[0045] Figure 8 A schematic diagram of a fourth variation of a game scene provided by an embodiment of the present invention;
[0046] Figure 9 A schematic diagram of a fifth variation of a game scene provided by an embodiment of the present invention;
[0047] Figure 10 A sixth variation diagram of a game scene provided by an embodiment of the present invention;
[0048] Figure 11 A schematic diagram of a game interaction device provided by an embodiment of the present invention;
[0049] Figure 12 A schematic diagram of a user terminal device provided in an embodiment of the present invention. DETAILED DESCRIPTION
[0050] To make the objectives, technical solutions, and advantages of the embodiments of the present invention more clear, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work shall fall within the scope of protection of the present invention.
[0051] This application is illustrated by taking MOBA games as an example. In MOBA games, users set attack controls into multiple touch areas according to the real-time situation of the game, and correspond each touch area to the area corresponding to the game scene. Based on the touch operation of the touch area, the selection range of the target object in the game scene is determined, and then the target object is selected in the game scene to release skills. This method can reduce the number of target objects to be screened to a certain extent and improve the target locking accuracy. Especially when there are multiple target objects at the same time, preliminary screening can be carried out through the second touch area, and then selection can be made in the selected direction, thereby realizing flexible switching of attack priority of target object selection, ensuring the accuracy of skill release, thereby improving the user experience of the game, and solving the problem of complex algorithms and operation methods for target locking attacks in the existing technology.
[0052] Based on the above, embodiments of the present invention provide a game interaction method, equipment, device, and storage medium.
[0053] In one embodiment of the present invention, the game interaction method can be run on a terminal device or a server. The terminal device can be a local terminal device. When the game interaction method is run 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 a client device.
[0054] In an optional embodiment, various cloud applications, such as cloud gaming, can be 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 operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the virtual equipment processing method in the game are completed on the cloud gaming server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the terminal device that performs information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation instructions to the cloud gaming server. The cloud gaming server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0055] In an optional embodiment, 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 present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, 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, the graphical user interface including the game screen, and 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.
[0056] In a possible implementation, an embodiment of the present invention provides a game interaction method, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.
[0057] See also Figure 1 A schematic diagram of an embodiment of a game interaction method is shown, and the game interaction method includes the following steps:
[0058] Step S101: Displaying a graphical user interface containing a game scene and an attack control on a terminal, wherein the attack control includes at least two touch areas, each of which is mapped and bound to a scene area in the game scene;
[0059] The graphical user interface includes a UI (User Interface) for player interaction and a game scene. In an optional embodiment, the UI primarily includes a game control area and an information display area. The game control area includes attack controls (such as first, second, and third level attack controls and normal attack controls), movement controls (such as a roulette wheel), and function controls. The information display area includes a map and match time, and settings also include game settings controls (such as system settings, a store, gold coins, etc.).
[0060] The game scene mainly includes virtual characters such as game characters (user player characters), NPC characters (Non-Player Characters), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene.
[0061] In this embodiment, a user logs into a game app through an account to access the game screen, where the user's virtual character and other players' virtual characters are displayed. The user triggers attack controls to control the user's virtual character to release corresponding skills to control the target object, such as moving, attacking, and killing.
[0062] In this step, the setting of binding the touch area in the attack control to the area in the game scene can be specifically to directly display the attack control as multiple touch areas, or to switch the display mode based on the existing attack control display method.
[0063] In this embodiment, the game scene and attack controls are displayed on the terminal;
[0064] In response to the binding operation for the attack control, at least two touch areas are displayed at the position of the attack control, and each scene area in the game scene is mapped and bound to the corresponding touch area.
[0065] In this embodiment, when the display mode is switched for control, the specific implementation is as follows:
[0066] After logging into the game through the account, the terminal will display the following Figure 3 The interface shown includes a game screen and an attack control UI interface, and then a button switching display operation is performed at the position of the attack control UI interface 1, such as multiple clicks and sliding to form a specific trajectory. Based on this operation, the attack control 11 in the UI interface 1 is switched to the multi-touch area display. When it is detected that the switching condition for displaying the attack control as a multi-touch area is met, the attack control in the currently displayed game scene is displayed in the multi-touch area mode, such as Figure 4 shown.
[0067] In this embodiment, the step can be specifically implemented by setting the multi-touch area of the attack control in the following manner:
[0068] In response to a login operation by a user on the terminal, displaying a game screen and attack controls on the terminal, wherein the game screen includes at least a first virtual object of the user player;
[0069] Dividing the game screen into at least two scene areas with the position of the first virtual object as a first origin;
[0070] Taking the center position of the attack control as the second origin, the attack control is divided into regions according to the division method of the game screen to obtain at least two touch areas;
[0071] A coordinate mapping relationship is established between at least two of the touch areas and at least two of the scene areas.
[0072] In actual application, for the division of the touch area on the attack control, first enter the game configuration interface to divide the game scene into areas before the game starts, and divide the game scene into at least two areas. If it is divided into two areas, it is divided into left and right or upper and lower areas based on the center point of the game scene. If it is divided into four areas, it is divided into upper left, upper right, lower right and lower left areas based on the center point of the game scene. After setting the division method of the game scene, the division method of the game scene is mapped to the attack control through the mapping setting to realize the division of the touch area of the attack control.
[0073] like Figure 5 As shown, with the first virtual object of the user player as the base point, the game scene is divided into the first scene area, the second scene area, the third scene area and the fourth scene area through the user's settings on the configuration interface, and the touch area is set for the attack control by extracting the area division method in the game scene. The touch area here can be understood as an effective recognition area for identifying touch operations.
[0074] In practical applications, Figure 5The area division in the game scene is mapped out into a graphic that matches the attack control by shrinking and projecting, the boundary lines in the graphic are extracted, the area distribution is determined based on the boundary lines, and the relevant information such as the position and direction of each area is extracted, and the area distribution is mapped to the attack control to obtain the distribution of four touch areas, namely the first touch area 11a, the second touch area 11b, the third touch area 11c and the fourth touch area 11d in the figure. Then, the specific directions of the four touch areas are adjusted according to the direction of each area in the game scene. Finally, the positions of the adjusted four touch areas are extracted and bound to the positions of the corresponding areas in the game scene to achieve corresponding position settings, so that in subsequent controls, the user can determine the corresponding position in the game scene by triggering the touch area on the attack control or based on the position on the attack control, thereby achieving selected control of the target object.
[0075] Step S102 , in response to a touch operation on the attack control, based on the touch area targeted by the touch operation, select a second virtual object in the scene area mapped and bound to the touch area as a target object, and control the first virtual object to attack the target object.
[0076] In this step, the target touch area is determined based on the touch operation by responding to the touch operation on the attack control; the scene area in the game scene is determined according to the mapping binding relationship between the target touch area and each touch area and the scene area; the target object that meets the preset conditions is searched from the second virtual object in the scene area, and the first virtual object is controlled to attack the target object.
[0077] The user-end device responds to the user's click operation on different touch areas on the attack control of the game scene, and selects a touch area from the area where the attack control is located as the target touch area based on the click operation. Specifically, the target touch area is selected based on the position information of the click operation.
[0078] In actual applications, after setting the touch area distribution of the attack control, the coordinate range of each touch area and the specific coordinates of the touch points within the coordinate range are calculated in combination with the size and resolution of the terminal display screen, and the touch matrix is obtained based on the specific coordinates of the touch points.
[0079] After responding to the touch operation on the attack control, the position information of the touch operation is obtained, the position information is matched one by one with the touch points in the touch matrix of each touch area, and the target touch area is obtained based on the matching results.
[0080] In this embodiment, the target search range (i.e., scene area) in the game scene is determined based on the position information of the touch area. The target search range is the search area of the target object. In actual applications, when constructing the touch area of the attack control, the direction of each touch area is determined based on the position relationship of each touch area relative to the center point of the attack control. The position relationship can be understood as including the coordinate information of the touch point and the orientation of the touch point relative to the center point. Based on the orientation, the corresponding scene area with the user player as the center point is selected from the game scene and bound to the corresponding touch area. Figure 6 As shown in the figure, four touch areas are set on the attack control 11, namely the first touch area 11a, the second touch area 11b, the third touch area 11c and the fourth touch area 11d. The four touch areas are respectively located at the upper left, upper right, lower right and lower left positions of the attack control 11. Based on this position distribution, the game user interface is divided into the first scene area, the second scene area, the third scene area and the fourth scene area with the user player as the origin, and the first scene area corresponds to the first touch area 11a in the upper left, and so on, and finally each scene area is bound to each touch area.
[0081] Based on the above binding relationship, after the touch operation determines the corresponding touch area, the corresponding scene area is found based on the binding relationship between the corresponding touch area and the scene area in the game scene, thereby obtaining the target search range.
[0082] The preset condition is one of the following: the moving direction is relative to the moving direction of the first virtual object corresponding to the user, the attack distance is the shortest, and the health value is low.
[0083] In this embodiment, after determining the target search range, an actual target search area is determined from the target search area based on the user's attackable range. Within this actual target search area, a virtual object with the closest attack distance or the lowest health value is searched for as the target object, and the corresponding control is released. In actual application, when searching for a target object within the target search range, the number of virtual objects within the attack range in the interface is first identified and counted within the target search range. If the number is greater than 1, the user's distance from each virtual object is calculated. Based on this distance, a virtual object that meets the criteria is selected from all virtual objects as the target object, such as the closest virtual object. If the number is less than 1, the virtual object is selected as the target object, and the skill corresponding to the attack control is released for control.
[0084] In an optional embodiment, the life parameters of all virtual objects within the attack range may be read, and a virtual object that meets the conditions is selected as the target object based on the life parameters, for example, the virtual object with the lowest life parameter.
[0085] In this embodiment, in response to a touch operation on the attack control, based on the touch area targeted by the touch operation, selecting the second virtual object in the scene area mapped and bound to the touch area as a target object, and controlling the first virtual object to attack the target object includes:
[0086] In response to a touch operation on the attack control, determining position information of the touch operation, and selecting a touch area from at least two touch areas as a target touch area based on the position information;
[0087] The second virtual object in the scene area mapped and bound to the target touch area is selected as a target object, and the first virtual object is controlled to attack the target object.
[0088] In actual application, the touch operation can be a click operation or a sliding operation; for the click operation, the step of selecting a touch area from at least two touch areas as the target touch area based on the position information includes: selecting the touch area where the position of the contact point of the click operation is located as the target touch area.
[0089] For a sliding operation, the step of selecting a touch area from at least two touch areas as a target touch area based on the position information includes: determining the position of the end point of the sliding operation; and selecting the touch area where the end point is located as the target touch area.
[0090] In one embodiment, the step of selecting the second virtual object in the scene area mapped and bound to the target touch area as the target object and controlling the first virtual object to attack the target object includes:
[0091] Determining a scene area corresponding to the target touch area in the game scene based on a mapping binding relationship between the touch area and the scene area;
[0092] A target object is selected from the second virtual objects in the scene area based on a preset target selection method, and the first virtual object is controlled to attack the target object.
[0093] The step of selecting a target object from the second virtual objects in the scene area based on a preset target selection method and controlling the first virtual object to attack the target object includes:
[0094] determining a number of second virtual objects in the scene area;
[0095] If the number of the second virtual objects is greater than 1, selecting one that satisfies a preset target selection method from all the second virtual objects as a target object, and controlling the first virtual object to attack the target object;
[0096] If the number of the second virtual objects is not greater than 1, the second virtual objects are used as target objects, and the first virtual objects are controlled to attack the target objects.
[0097] The step of selecting one of all the second virtual objects that satisfies a preset target selection method as a target object and controlling the first virtual object to attack the target object includes:
[0098] Select one of all the second virtual objects that is shortest in distance from the first virtual object and / or has the least health as a target object, and control the first virtual object to attack the target object.
[0099] The above-mentioned game interaction method sets the attack control as multiple touch areas, which are mapped and bound to the scene areas in the game scene. After responding to the touch operation on the touch area, the target search range in the game scene is determined based on the mapping and binding relationship between the touched target touch area and the scene area, and the target object is selected within the target search range for skill control, which improves the accurate locking of the target object in the game and reduces the possibility of player misoperation. Compared with the existing technology, there is no need to perform complex algorithmic logical judgment to lock the target for control, thereby improving the user's gaming experience.
[0100] See also Figure 2 FIG2 is a schematic diagram of another embodiment of a game interaction method shown in FIG2 . This embodiment describes in detail the selection of a target object in the game interaction method in combination with a specific underlying implementation. The game interaction method includes the following steps:
[0101] The user terminal device includes 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), a handheld computer, etc. For ease of explanation and understanding, as an example and not limitation, the user client in the implementation of the present invention is described as a user mobile phone.
[0102] Step S201: Displaying a graphical user interface containing a game scene and an attack control on a terminal, wherein the attack control includes at least two touch areas, each of which is mapped and bound to a scene area in the game scene;
[0103] In this step, when displaying the attack control, specifically based on the display of the existing attack control, the attack control is divided into a plurality of touch areas in response to a partitioning operation on the attack control.
[0104] In this embodiment, the step of mapping and binding each touch area to a scene area in the game scene includes:
[0105] In response to a login operation by a user on a terminal, displaying a game screen and attack controls on the terminal, wherein the game screen includes at least a first virtual object of the user player;
[0106] Dividing the game screen into at least two scene areas with the position of the first virtual object as a first origin;
[0107] Taking the center position of the attack control as the second origin, the attack control is divided into regions according to the division method of the game screen to obtain at least two touch areas;
[0108] A coordinate mapping relationship is established between at least two of the touch areas and at least two of the scene areas.
[0109] In actual applications, after responding to a user's login operation on the terminal and displaying the game screen and attack controls on the terminal, the system also includes: collecting the user's operation on the attack control or on the scene area division based on the game configuration interface, responding to the area division operation to divide the game screen into areas, and after the game screen is divided, the attack control is divided in the same way based on the division layout of the game screen. Specifically, the division layout of the game screen is mapped and copied to set multiple touch areas on the attack control.
[0110] Furthermore, the step of establishing a coordinate mapping relationship between at least two of the touch areas and at least two of the scene areas includes:
[0111] Obtaining the trigger range coordinates of each touch area on the attack control and the range coordinates of the first control area in each scene area, wherein the first control area is a local area within the attack range of the first virtual object;
[0112] A correspondence between each trigger range coordinate and the corresponding range coordinate is established to obtain a coordinate mapping relationship between each touch area and the corresponding scene area.
[0113] In practical applications, the coordinate mapping relationship here can be understood as the binding relationship between each touch point in the touch area and each coordinate point in the game scene. After dividing the game scene and the attack control area, according to the principle of the same direction, the scene area in the game scene and the touch area on the attack control with the same direction are selected for association. After the area association, the specific position coordinates of the coordinate points in the scene area and the touch points in the touch area are extracted respectively, and then the specific position coordinates of the two are associated to obtain a correlation matrix. Of course, in addition to associating based on specific position coordinates, association can also be based on the proportional relationship between the two areas.
[0114] Step S202, responding to a touch operation on the attacking control, and determining position information of the touch operation;
[0115] Applied to user terminal devices. The touch operation can be a sliding operation or a clicking operation. Preferably, the user's mobile phone responds to the attack control icon displayed on the game scene for the user, as an example but not limited to, Figure 7 As shown, the user clicks icon A in the figure, the user-end device responds to the click operation, and determines the corresponding location information based on the under-screen detection unit triggered by the click operation.
[0116] In actual applications, the touch operation can also be a sliding operation. The sliding operation is specifically composed of a starting point, a path, and an end point. The complete trajectory of the sliding operation is collected by the under-screen detection unit, and the starting point, the way point, and the end point are determined based on the trajectory. The proportion of the starting point, the way point, and the end point in each touch area of the attack control is judged, and the touch area with the largest proportion is selected as the main operation area to obtain the position information of the sliding operation.
[0117] Step S203, matching the position information with the trigger range coordinates of each touch area to obtain a matching result;
[0118] In this step, the position range of each touch area in the attack control is first calculated. Specifically, the specific position range of the two is calculated based on the proportional relationship between the terminal's display ratio and the game scene. Then, the position information of the touch operation is matched with the position range of the two to obtain a comparison result.
[0119] In this embodiment, since the touch operation can be a click operation or a slide operation, if the touch operation is a click operation, the step of matching the position information with the trigger range coordinates of each touch area to obtain a matching result includes:
[0120] The position coordinates of the touch point of the click operation are matched with the trigger range coordinates of each touch area, and it is determined whether the position coordinates are within the trigger range coordinates to obtain a matching result.
[0121] If the touch operation is a sliding operation, the step of matching the position information with the trigger range coordinates of each touch area to obtain a matching result includes:
[0122] determining the position coordinates of the end point of the sliding operation based on the position information;
[0123] The position coordinates of the end point are matched with the trigger range coordinates of each touch area, and it is determined whether the position coordinates are within the trigger range coordinates to obtain a matching result.
[0124] Step S204 , selecting a touch area from the at least two touch areas as a target touch area based on the matching result;
[0125] In this embodiment, since it cannot be guaranteed that each touch operation falls within the touch area when the user touches the screen, the matching result includes one of the following situations: within a touch area and between two touch areas.
[0126] To ensure that the target touch area can be determined, this application sets a priority level for the touch areas. When the location information of the touch operation is between two touch areas, one of the two touch areas is selected based on the priority level of the touch area. Specifically:
[0127] If the comparison result is that the touch operation is located between the position ranges of two touch areas, the position information is matched with the position information of each touch area to obtain a target touch area.
[0128] Furthermore, the step of matching the position information with the position information of each touch area to obtain a target touch area includes:
[0129] Matching the position information with the position information of each touch area one by one to obtain a matching result;
[0130] If the matching result indicates that the position information is located at the junction of two touch areas, the one that is ordered earlier in the clockwise direction is selected as the target touch area;
[0131] If the matching result indicates that the position information is located within the touch area, the touch area is used as the target touch area.
[0132] If it is between two touch areas, it specifically includes selecting one from the two touch areas using a preset touch area priority rule. For example, if it is between the second touch area 11b and the third touch area 11c, based on the clockwise priority rule, the second touch area 11b is selected as the matching result.
[0133] In practical applications, in addition to the priority rule, one of the touch operation positions in the second touch area 11 b and the third touch area 11 c may be selected as the matching result output according to the proportion of the touch operation position information in the second touch area 11 b and the third touch area 11 c .
[0134] like Figure 8 As shown, if the touch operation is located between two touch areas, that is, between the position range of the second touch area 11b and the third touch area 11c, then based on the clockwise rule, the second touch area 11b is selected as the target touch area. At this time, based on the binding relationship between the second touch area 11b and the second scene area of the game scene, the search area of the target object is determined to be the second scene area.
[0135] Step S205, determining the corresponding target scene area according to the target touch area and the mapping binding relationship between each touch area and the scene area;
[0136] In this embodiment, the mapping binding relationship refers to the correspondence between position coordinates. Based on the correspondence, after the target touch area is determined, the scene area in the game scene is directly identified based on the mapping binding relationship. For example, the second touch area 11b is selected as the target touch area. At this time, based on the binding relationship between the second touch area 11b and the second scene area of the game scene, the search area of the target object is determined to be the second scene area.
[0137] Step S206, constructing a target search range from the target scene area using the search range construction condition according to the location information;
[0138] In this embodiment, the search range construction condition can be understood as the attack range of the first virtual object, such as Figure 9 As shown, after determining that the target scene area is the second scene area, since there is a distance limit for the user player's skill release, the user player (first virtual object) is used as the starting point for skill release. After determining the attack distance of the skill released by the first virtual object, the attack range of the first virtual object is determined based on the attack distance. The intersection is calculated based on the attack range and the second scene area to obtain the target search range, as shown in the shaded area in the figure.
[0139] Step S207: searching for a target object that meets the preset conditions from the target search range, and releasing the operation corresponding to the attack control to control the target object.
[0140] In this embodiment, the number of all second virtual objects within the target search range is identified using the first virtual object as a reference point;
[0141] If the number of the second virtual objects is greater than 1, one that satisfies a preset target selection method is selected from all the second virtual objects as a target object, and an operation corresponding to the attack control is released to control the target object;
[0142] If the number of the second virtual objects is not greater than 1, the second virtual object is used as the target object, and the operation corresponding to the attack control is released to control the target object.
[0143] In actual application, if the number of the second virtual objects is greater than 1, one that meets the preset target selection method is selected from all the second virtual objects as the target object, and the operation corresponding to the attack control is released to control the target object; Figure 10 As shown, after selecting the second touch area 11b, all areas corresponding to the target object are determined to be the second scene area, and there are characters 2 and 5 in the second scene area. Based on the priority rule of the closest distance, character 5 is selected as the target object.
[0144] The above-mentioned game interaction method is applied to a mobile terminal, by setting the attack control to multiple touch areas, and mapping and binding the touch areas with the scene areas in the game scene. After responding to the touch operation on the touch area, the target search range in the game scene is determined based on the mapping and binding relationship between the touched target touch area and the scene area, and the target object is selected within the target search range for skill control. 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. In particular, 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 the attack priority between 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.
[0145] Corresponding to the above method embodiment, applied to the user terminal device, see Figure 11 The schematic diagram of a game interaction device shown in FIG. 1 shows a game scene displayed on the game interaction device, wherein a plurality of operation controls are displayed in the game scene; the device includes:
[0146] A display module 1101 is configured to display a graphical user interface including a game scene and attack controls on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack controls include at least two touch areas, each touch area being mapped and bound to a scene area of the game scene displayed by the game scene;
[0147] The control module 1102 is used to respond to the touch operation on the attack control, select the second virtual object in the scene area mapped and bound to the touch area as the target object based on the touch area targeted by the touch operation, and control the first virtual object to attack the target object.
[0148] The display module 1101 is specifically used for:
[0149] Display the game scene and attack controls on the terminal;
[0150] In response to the binding operation for the attack control, at least two touch areas are displayed at the position of the attack control, and each scene area in the game scene is mapped and bound to the corresponding touch area.
[0151] The control module 1102 is specifically configured to:
[0152] In response to a touch operation on the attack control, determining position information of the touch operation, and selecting a touch area from at least two touch areas as a target touch area based on the position information;
[0153] The second virtual object in the scene area mapped and bound to the target touch area is selected as a target object, and the first virtual object is controlled to attack the target object.
[0154] The control module 1102 is specifically configured to:
[0155] If the touch operation is a click operation, the touch area where the touch point of the click operation is located is selected as the target touch area
[0156] The control module 1102 is specifically configured to:
[0157] If the touch operation is a sliding operation, the position of the end point of the sliding operation is determined; and the touch area where the end point is located is selected as the target touch area.
[0158] The control module 1102 is specifically configured to:
[0159] Determining a scene area corresponding to the target touch area in the game scene based on a mapping binding relationship between the touch area and the scene area;
[0160] A target object is selected from the second virtual objects in the scene area based on a preset target selection method, and the first virtual object is controlled to attack the target object.
[0161] The control module 1102 is specifically configured to:
[0162] determining a number of second virtual objects in the scene area;
[0163] If the number of the second virtual objects is greater than 1, selecting one that satisfies a preset target selection method from all the second virtual objects as a target object, and controlling the first virtual object to attack the target object;
[0164] If the number of the second virtual objects is not greater than 1, the second virtual objects are used as target objects, and the first virtual objects are controlled to attack the target objects.
[0165] The control module 1102 is specifically configured to:
[0166] Select one of all the second virtual objects that is shortest in distance from the first virtual object and / or has the least health as a target object, and control the first virtual object to attack the target object.
[0167] This embodiment configures attack controls as multiple touch zones, which are mapped and bound to scene areas within the game scene. In response to a touch operation on a touch zone, the target scene area within the game scene is determined based on the mapping relationship between the touched touch zone and the scene area. Within this scene area, a target object is selected for attack. This method not only provides a more precise enemy selection interaction but also reduces the possibility of player error. This interactive method is simple to operate and does not incur high operational costs, making it easy for players to learn. It also addresses the issue of existing target lock attack algorithms that prevent the user from selecting a target when multiple targets are present.
[0168] This embodiment further provides 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. The user terminal device can be a server or a terminal device.
[0169] See also Figure 12 As shown, the user terminal device includes a processor 1200 and a memory 1201. The memory 1201 stores machine executable instructions that can be executed by the processor 1200. The processor 1200 executes the machine executable instructions to implement the above-mentioned game interaction method.
[0170] Furthermore, Figure 12 The user terminal device shown further includes a bus 1202 and a communication interface 1203 , and the processor 1200 , the communication interface 1203 and the memory 1201 are connected via the bus 1202 .
[0171] Among them, the memory 1201 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the 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, or an EISA bus, etc. The bus can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 12 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or one type of bus.
[0172] The processor 1200 may be an integrated circuit chip with signal processing capabilities. During implementation, each step of the above method can be completed by hardware integrated logic circuits in the processor 1200 or by software instructions. The above processor 1200 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 various methods, steps, and logic block diagrams disclosed in the embodiments of the present invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present invention can be directly implemented and executed by a hardware decoding processor, or by a combination of hardware and software modules in the decoding processor. The software module can be located in a storage medium such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. The storage medium is located in memory 1201. Processor 1200 reads the information in memory 1201 and, in conjunction with its hardware, completes the following steps:
[0173] Displaying a graphical user interface including a game scene and attack controls on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack controls include at least two touch areas, each touch area being mapped and bound to a scene area of the game scene displayed by the game scene;
[0174] In response to a touch operation on the attack control, based on the touch area targeted by the touch operation, the second virtual object in the scene area mapped and bound to the touch area is selected as the target object, and the first virtual object is controlled to attack the target object.
[0175] The step of displaying a graphical user interface containing a game scene and attack controls on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack controls include at least two touch areas, each touch area being mapped and bound to a scene area of the game scene displayed by the game scene, includes:
[0176] Display the game scene and attack controls on the terminal;
[0177] In response to the binding operation for the attack control, at least two touch areas are displayed at the position of the attack control, and each scene area in the game scene is mapped and bound to the corresponding touch area.
[0178] The step of, in response to a touch operation on the attack control, selecting the second virtual object in the scene area mapped and bound to the touch area as a target object based on the touch area targeted by the touch operation, and controlling the first virtual object to attack the target object includes:
[0179] In response to a touch operation on the attack control, determining position information of the touch operation, and selecting a touch area from at least two touch areas as a target touch area based on the position information;
[0180] The second virtual object in the scene area mapped and bound to the target touch area is selected as a target object, and the first virtual object is controlled to attack the target object.
[0181] If the touch operation is a click operation, the step of selecting a touch area from the at least two touch areas as a target touch area based on the position information includes:
[0182] The touch area where the touch point of the click operation is located is selected as the target touch area.
[0183] If the touch operation is a sliding operation, the step of selecting a touch area from the at least two touch areas as a target touch area based on the position information includes:
[0184] Determining the position of the end point of the sliding operation;
[0185] The touch area where the end point is located is selected as the target touch area.
[0186] The step of selecting the second virtual object in the scene area mapped and bound to the target touch area as the target object and controlling the first virtual object to attack the target object includes:
[0187] Determining a scene area corresponding to the target touch area in the game scene based on a mapping binding relationship between the touch area and the scene area;
[0188] A target object is selected from the second virtual objects in the scene area based on a preset target selection method, and the first virtual object is controlled to attack the target object.
[0189] The step of selecting a target object from the second virtual objects in the scene area based on a preset target selection method and controlling the first virtual object to attack the target object includes:
[0190] determining a number of second virtual objects in the scene area;
[0191] If the number of the second virtual objects is greater than 1, selecting one that satisfies a preset target selection method from all the second virtual objects as a target object, and controlling the first virtual object to attack the target object;
[0192] If the number of the second virtual objects is not greater than 1, the second virtual objects are used as target objects, and the first virtual objects are controlled to attack the target objects.
[0193] The step of selecting one of all the second virtual objects that satisfies a preset target selection method as a target object, and controlling the first virtual object to attack the target object includes:
[0194] Select one of all the second virtual objects that is shortest in distance from the first virtual object and / or has the least health as a target object, and control the first virtual object to attack the target object.
[0195] Based on the implementation of the device provided above, by dividing the attack control into multiple touch areas, each touch area corresponds to a scene area in the game scene, and the selection range of the target object is selected when the 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. In particular, 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 of complex algorithms and operation methods for target locking attacks in the existing technology.
[0196] This embodiment further 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 prompt the processor to implement the following steps:
[0197] Displaying a graphical user interface including a game scene and attack controls on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack controls include at least two touch areas, each touch area being mapped and bound to a scene area of the game scene displayed by the game scene;
[0198] In response to a touch operation on the attack control, based on the touch area targeted by the touch operation, the second virtual object in the scene area mapped and bound to the touch area is selected as the target object, and the first virtual object is controlled to attack the target object.
[0199] The step of displaying a graphical user interface containing a game scene and attack controls on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack controls include at least two touch areas, each touch area being mapped and bound to a scene area of the game scene displayed by the game scene, includes:
[0200] Display the game scene and attack controls on the terminal;
[0201] In response to the binding operation for the attack control, at least two touch areas are displayed at the position of the attack control, and each scene area in the game scene is mapped and bound to the corresponding touch area.
[0202] The step of, in response to a touch operation on the attack control, selecting the second virtual object in the scene area mapped and bound to the touch area as a target object based on the touch area targeted by the touch operation, and controlling the first virtual object to attack the target object includes:
[0203] In response to a touch operation on the attack control, determining position information of the touch operation, and selecting a touch area from at least two touch areas as a target touch area based on the position information;
[0204] The second virtual object in the scene area mapped and bound to the target touch area is selected as a target object, and the first virtual object is controlled to attack the target object.
[0205] If the touch operation is a click operation, the step of selecting a touch area from the at least two touch areas as a target touch area based on the position information includes:
[0206] The touch area where the touch point of the click operation is located is selected as the target touch area.
[0207] If the touch operation is a sliding operation, the step of selecting a touch area from the at least two touch areas as a target touch area based on the position information includes:
[0208] Determining the position of the end point of the sliding operation;
[0209] The touch area where the end point is located is selected as the target touch area.
[0210] The step of selecting the second virtual object in the scene area mapped and bound to the target touch area as the target object and controlling the first virtual object to attack the target object includes:
[0211] Determining a scene area corresponding to the target touch area in the game scene based on a mapping binding relationship between the touch area and the scene area;
[0212] A target object is selected from the second virtual objects in the scene area based on a preset target selection method, and the first virtual object is controlled to attack the target object.
[0213] The step of selecting a target object from the second virtual objects in the scene area based on a preset target selection method and controlling the first virtual object to attack the target object includes:
[0214] determining a number of second virtual objects in the scene area;
[0215] If the number of the second virtual objects is greater than 1, selecting one that satisfies a preset target selection method from all the second virtual objects as a target object, and controlling the first virtual object to attack the target object;
[0216] If the number of the second virtual objects is not greater than 1, the second virtual objects are used as target objects, and the first virtual objects are controlled to attack the target objects.
[0217] The step of selecting one of all the second virtual objects that satisfies a preset target selection method as a target object, and controlling the first virtual object to attack the target object includes:
[0218] Select one of all the second virtual objects that is shortest in distance from the first virtual object and / or has the least health as a target object, and control the first virtual object to attack the target object.
[0219] By configuring attack controls as multiple touch zones, which are mapped to scene areas within the game scene, and responding to touch operations on these zones, the game scene's scene area is determined based on the mapping relationship between the touched target zone and the scene area. Within this area, a target object is selected for attack. This interactive method achieves targeted selection and improves target selection accuracy, particularly addressing the issue of incorrectly selecting a target when multiple objects are involved.
[0220] The computer program product of the game interaction method and related equipment 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 previous method embodiments. For specific implementation, please refer to the method embodiments and will not be repeated here.
[0221] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the above-described systems and devices can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0222] In addition, in the description of the embodiments of the present invention, unless otherwise expressly specified or limited, the terms "mounted," "connected," and "connected" should be understood in a broad sense. For example, they may refer to fixed connections, detachable connections, or integral connections; they may refer to mechanical connections or electrical connections; they may refer to direct connections or indirect connections through an intermediate medium; and they may refer to internal communication between two components. Those skilled in the art will understand the specific meanings of the above terms in the present invention based on the specific circumstances.
[0223] If the functions are implemented in the form of 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 the present invention, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0224] In the description of the present invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicating orientations or positional relationships, are based on the orientations or positional relationships shown in the accompanying drawings and are intended solely to facilitate and simplify the description of the present invention. They are not intended to indicate or imply that the devices or components referred to must have, be constructed, or operate in a specific orientation, and therefore should not be construed as limitations on the present 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.
[0225] Finally, it should be noted that the above embodiments are only specific implementation methods of the present invention, which are used to illustrate the technical solutions of the present invention, rather than to limit them. 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 above embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above embodiments within the technical scope disclosed by the present invention, or replace some of the technical features therein with equivalents. Such modifications, changes or replacements do not deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.
Claims
1. A game interaction method, characterized in that: The game interaction method includes: A graphical user interface including a game scene and attack controls is displayed on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack controls include at least two touch areas, each touch area being coordinate-mapped and bound to a scene area of the game scene displayed by the game scene; the scene area is obtained by dividing the game screen with the position of the first virtual object as a first origin; and the touch area is obtained by dividing the attack control into areas according to the division method of the game screen with the center position of the attack control as a second origin. In response to a touch operation on the attack control, a target touch area is determined, and based on a mapping binding relationship between the touch area and the scene area, a scene area in the game scene corresponding to the target touch area is determined, a target object that meets preset conditions is selected from a second virtual object in the scene area, and the first virtual object is controlled to attack the target object.
2. The game interaction method according to claim 1, characterized in that: The step of displaying a graphical user interface including a game scene and an attack control on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack control includes at least two touch areas, and each touch area is mapped and bound to a scene area of the game scene displayed by the game scene, includes: Display the game scene and attack controls on the terminal; In response to the binding operation for the attack control, at least two touch areas are displayed at the position of the attack control, and each scene area in the game scene is mapped and bound to the corresponding touch area.
3. The game interaction method according to claim 1, characterized in that: The steps of determining a target touch area in response to a touch operation on the attack control, determining a scene area in the game scene corresponding to the target touch area based on a mapping binding relationship between the touch area and the scene area, selecting a target object that meets a preset condition from second virtual objects in the scene area, and controlling the first virtual object to attack the target object include: In response to a touch operation on the attack control, determining position information of the touch operation, and selecting a touch area from at least two touch areas as a target touch area based on the position information; The second virtual object in the scene area mapped and bound to the target touch area is selected as a target object, and the first virtual object is controlled to attack the target object.
4. The game interaction method according to claim 3, characterized in that: If the touch operation is a click operation, the step of selecting a touch area from the at least two touch areas as a target touch area based on the position information includes: The touch area where the touch point of the click operation is located is selected as the target touch area.
5. The game interaction method according to claim 3, characterized in that: If the touch operation is a sliding operation, the step of selecting a touch area from the at least two touch areas as a target touch area based on the position information includes: Determining the position of the end point of the sliding operation; The touch area where the end point is located is selected as the target touch area.
6. The game interaction method according to claim 3, characterized in that: The step of selecting the second virtual object in the scene area mapped and bound to the target touch area as a target object and controlling the first virtual object to attack the target object includes: Determining a scene area corresponding to the target touch area in the game scene based on a mapping binding relationship between the touch area and the scene area; A target object is selected from the second virtual objects in the scene area based on a preset target selection method, and the first virtual object is controlled to attack the target object.
7. The game interaction method according to claim 6, characterized in that: The step of selecting a target object from the second virtual objects in the scene area based on a preset target selection method and controlling the first virtual object to attack the target object includes: determining a number of second virtual objects in the scene area; If the number of the second virtual objects is greater than 1, selecting one that satisfies a preset target selection method from all the second virtual objects as a target object, and controlling the first virtual object to attack the target object; If the number of the second virtual objects is not greater than 1, the second virtual objects are used as target objects, and the first virtual objects are controlled to attack the target objects.
8. The game interaction method according to claim 7, characterized in that: The step of selecting one of all the second virtual objects that satisfies a preset target selection method as a target object, and controlling the first virtual object to attack the target object includes: Select one of all the second virtual objects that is shortest in distance from the first virtual object and / or has the least health as a target object, and control the first virtual object to attack the target object.
9. A game interaction device, characterized in that: The game interaction device comprises: A display module is configured to display a graphical user interface (GUI) including a game scene and attack controls on a terminal, wherein the game scene includes a first virtual object and at least one second virtual object, and the attack controls include at least two touch areas, each touch area being coordinate-mapped and bound to a scene area of the game scene displayed by the game scene; the scene area is obtained by dividing the game screen with the position of the first virtual object as a first origin; and the touch area is obtained by dividing the attack control into areas according to the division method of the game screen with the center position of the attack control as a second origin. The control module is configured to determine a target touch area in response to a touch operation on the attack control, determine a scene area in the game scene corresponding to the target touch area based on a mapping binding relationship between the touch area and the scene area, select a target object that meets preset conditions from a second virtual object in the scene area, and control the first virtual object to attack the target object.
10. A user terminal device, characterized in that: The game interaction method comprises 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 game interaction method according to any one of claims 1 to 8.
11. 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 a processor, the machine-executable instructions prompt the processor to implement the game interaction method according to any one of claims 1 to 8.
Citation Information
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