Method, apparatus, medium and device for game control
By generating a locked switching area in response to continuous touch operations of the attack control in the battle game, efficient switching of enemy units in the battle game is achieved, which simplifies the operation process and improves the user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-01-05
- Publication Date
- 2026-07-21
AI Technical Summary
Switching between enemy units in existing battle games is inefficient, requiring users to click multiple locations on the interface, resulting in cumbersome operation.
By responding to continuous touch operations on the attack control, a lock switching area is generated, and the target virtual object is identified within the lock switching area, enabling lock switching without multiple clicks and simplifying user operation.
It improves the efficiency of users switching locked objects, provides a simpler user interface, and avoids additional lock switching controls obscuring the game screen.
Smart Images

Figure CN115999142B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically, to a method for controlling a game, a device for controlling a game, a computer-readable storage medium, and an electronic device. Background Technology
[0002] In multiplayer games, players can attack enemy units by triggering designated controls. When multiple enemy units exist, players can switch between locked enemy units by clicking to switch controls, sliding across blank areas, or clicking on the enemy unit they want to attack. However, this method is relatively inefficient.
[0003] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this application, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention
[0004] The purpose of this application is to provide a game control method, a game control device, a computer-readable storage medium, and an electronic device that can determine a first target virtual object in response to a first touch operation on an attack control and a second touch operation on a locked switching area. The first and second touch operations are consecutive operations. Furthermore, based on a third touch operation on the attack control, the controlled virtual object can be controlled to attack the first target virtual object. This eliminates the need for the user to click multiple locations on the operation interface to switch the target object, simplifying user operation and improving the efficiency of switching locked objects.
[0005] Other features and advantages of this application will become apparent from the following detailed description, or may be learned in part from practice of this application.
[0006] According to one aspect of this application, a method for game control is provided, which provides a graphical user interface via a terminal device. The graphical user interface includes at least a portion of a game scene and attack controls. The game scene includes controlled virtual objects and other virtual objects controlled via the terminal device. The method includes:
[0007] In response to the first touch operation against the attacking control, a lock toggle area is generated in the associated area of the attacking control;
[0008] In response to a second touch operation targeting a locked switching area, a first target virtual object is determined from other virtual objects and locked, wherein the second touch operation and the first touch operation are consecutive operations;
[0009] In response to a third touch operation targeting the attack control, the controlled virtual object is directed to attack the locked first target virtual object.
[0010] According to one aspect of this application, a game control device is provided, which provides a graphical user interface (GUI) including at least a portion of a game scene and attack controls. The game scene includes controlled virtual objects and other virtual objects controlled by the device. The device includes:
[0011] The region determination unit is used to generate a lock toggle region in the associated region of the attack control in response to the first touch operation against the attack control.
[0012] A virtual object determination unit is used to respond to a second touch operation on a locked switching area, determine a first target virtual object from other virtual objects, and lock the first target virtual object, wherein the second touch operation and the first touch operation are consecutive operations;
[0013] The virtual object control unit is used to respond to a third touch operation against the attack control and control the controlled virtual object to attack the locked first target virtual object.
[0014] According to one aspect of this application, a computer-readable storage medium is provided, on which a computer program is stored, wherein the computer program, when executed by a processor, implements the method of any one of the above.
[0015] According to one aspect of this application, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the method of any of the above by executing the executable instructions.
[0016] The exemplary embodiments of this application may have some or all of the following beneficial effects:
[0017] In a game control method provided in an example embodiment of this application, a first target virtual object can be determined in response to a first touch operation on an attack control and a second touch operation on a lock-to-switch area. The first and second touch operations are consecutive. Furthermore, based on a third touch operation on the attack control, the controlled virtual object can be controlled to attack the first target virtual object. This eliminates the need for the user to click multiple locations on the interface to switch between targets, simplifying user operations and improving the efficiency of switching locked objects. Moreover, this application eliminates the need for additional controls on the interface for switching locked objects. Users can perform consecutive first and second touch operations based on existing controls to achieve object switching. Therefore, it provides a simpler interface and avoids adding extra lock-to-switch controls that obstruct the game screen.
[0018] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and do not limit this application. Attached Figure Description
[0019] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application. It is obvious that the drawings described below are merely some embodiments of this application, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0020] Figure 1 This schematically illustrates a structural block diagram of a computer system provided according to an embodiment of the present application;
[0021] Figure 2 A flowchart illustrating a method for game control according to an embodiment of this application is shown schematically;
[0022] Figure 3 The illustration shows a user interface diagram including a first touch operation according to an embodiment of the present application;
[0023] Figure 4 The illustration schematically shows a user interface diagram including a second touch operation according to an embodiment of the present application;
[0024] Figure 5 A flowchart illustrating a method for game control according to another embodiment of this application is shown schematically;
[0025] Figure 6 This schematic diagram illustrates a structural block diagram of a game control device according to one embodiment of the present application;
[0026] Figure 7 A schematic diagram of the structure of a computer system suitable for implementing the electronic device of the present application is shown. Detailed Implementation
[0027] Exemplary embodiments will now be described more fully with reference to the accompanying drawings. However, these exemplary embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this application more comprehensive and complete, and to fully convey the concept of the exemplary embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of the embodiments of this application. However, those skilled in the art will recognize that the technical solutions of this application can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this application.
[0028] Furthermore, the accompanying drawings are merely illustrative of this application and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.
[0029] First, a brief introduction to the terms used in the embodiments of this application:
[0030] A virtual environment is a virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application embodiment does not limit this. Optionally, the virtual environment can provide a battle environment for virtual objects. For example, in a battle royale game, at least one virtual object engages in a single-round battle within the virtual environment. The virtual object survives by avoiding attacks from enemy units and dangers present in the virtual environment (such as poison gas circles, swamps, etc.). When a virtual object's life value in the virtual environment reaches zero, its life ends. The virtual object that successfully completes the route within the level is the winner. Each client can control one or more virtual objects within the virtual environment.
[0031] Virtual objects refer to movable objects within a virtual environment. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people or animals displayed in a 3D virtual environment. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual environment and occupies a portion of the space within that environment.
[0032] Please see Figure 1 , Figure 1 A schematic block diagram of a computer system provided according to an embodiment of this application is shown. Figure 1 As shown, the computer system 100 includes a mobile terminal 120 and a server 110.
[0033] Mobile terminal 120 has an application that supports a virtual environment installed and running. This application can be any of the following: a 3D map application, a military simulation application, a side-scrolling shooter, a side-scrolling adventure application, a side-scrolling platformer, a side-scrolling strategy application, a virtual reality (VR) application, or an augmented reality (AR) application. Mobile terminal 120 is a mobile terminal used by the user, who uses it to control a main virtual object located in the 3D virtual environment. These activities include, but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up items, using throwable items, and attacking other virtual objects. For example, the main virtual object is a virtual character, such as a realistic or anime character. For example, the user controls the main virtual character's activities through UI controls on the virtual environment screen.
[0034] Mobile terminal 120 is connected to server 110 via wireless network or wired network.
[0035] Server 110 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, server 110 includes a processor 112 and a memory 111. Memory 111 further includes a receiving module 1113, a control module 1111, and a sending module 1112. The receiving module 1113 receives requests from applications, such as attacks on enemies; the control module 1111 controls the rendering of the virtual environment; and the sending module 1112 sends responses to applications, such as damage values caused by attacks. Server 110 provides background services for applications supporting a 3D virtual environment. Optionally, server 110 performs the primary computing task, and mobile terminal 120 performs secondary computing tasks; or, server 110 performs secondary computing tasks, and mobile terminal 120 performs primary computing tasks.
[0036] Optionally, the above-mentioned application runs on different operating system platforms (Android or iOS). Optionally, the mobile terminal 140 running the application may be of the same or different device type, including at least one of the following: smartphone, smartwatch, smart TV, in-vehicle mobile terminal, wearable device, tablet computer, e-book reader, MP3 player, MP4 player, and laptop computer. The following embodiments use smartphones as an example.
[0037] Those skilled in the art will understand that the number of mobile terminals described above can be more or less. For example, there may be only one mobile terminal, or there may be dozens or hundreds of mobile terminals, or even more. This application does not limit the number or type of mobile terminals in its embodiments.
[0038] In one embodiment of this disclosure, the game control method can run on a local terminal device or a server. When the game control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0039] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of screen control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0040] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0041] In one possible implementation, embodiments of the present invention provide a game control method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interactive system.
[0042] Please see Figure 2 , Figure 2 A flowchart illustrating a game control method according to an embodiment of this application is shown schematically. This method can be implemented via a terminal device (e.g., Figure 1 The mobile terminal 120 (or the application on the mobile terminal 120) shown provides a graphical user interface, which includes at least a portion of the game scene and attack controls. The game scene includes controlled virtual objects and other virtual objects controlled via the terminal device, such as... Figure 2 As shown, the method for controlling the game may include steps S210 to S230.
[0043] Step S210: In response to the first touch operation against the attack control, generate a lock toggle area in the associated area of the attack control.
[0044] Step S220: In response to a second touch operation targeting the locked switching area, determine a first target virtual object from other virtual objects and lock the first target virtual object, wherein the second touch operation and the first touch operation are consecutive operations.
[0045] Step S230: In response to the third touch operation against the attack control, control the controlled virtual object to attack the locked first target virtual object.
[0046] Implementation Figure 2The method shown can determine the first target virtual object in response to a first touch operation on the attack control and a second touch operation on the lock-to-switch area. The first and second touch operations are consecutive. Therefore, based on a third touch operation on the attack control, the controlled virtual object can be controlled to attack the first target virtual object. This eliminates the need for the user to click multiple locations on the interface to switch between targets, simplifying user operation and improving the efficiency of switching locked objects. Furthermore, this application eliminates the need for additional controls on the interface for switching locked objects. Users can perform consecutive first and second touch operations based on existing controls to achieve object switching. This provides a simpler user interface and avoids adding extra lock-to-switch controls that obstruct the game screen.
[0047] The steps described above in this example implementation will now be explained in more detail.
[0048] In step S210, in response to the first touch operation against the attack control, a lock toggle area is generated in the associated area of the attack control.
[0049] Specifically, when a user is in a game battle, they can trigger attack controls and related controls (such as parry controls, skill controls, ultimate skill controls, etc.) to control the controlled virtual object to fight against other virtual objects.
[0050] When a user needs to attack other virtual objects, they can trigger a first touch operation (such as a click, double-click, long press, etc.) on the attack control to trigger the lock object switching function. Specifically, this can be implemented by generating a lock switching area in the associated area of the attack control. The lock switching area can be understood as a triggerable area. Triggering the lock switching area can achieve the lock object switching.
[0051] Among them, a controlled virtual object can be understood as a virtual object that the terminal has control over. A controlled virtual object can perform at least one of the following behaviors: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, using throwing props, attacking other virtual objects, etc.
[0052] The number of locked switching regions can be one or more. Each locked switching region is located within an associated region. An associated region can be understood as an area used to define the location where the locked switching region is generated; this area can be a virtual area that is not displayed. Furthermore, the virtual object can be a virtual object controlled by the player or a virtual object controlled by the program, i.e., a non-player character (NPC). This embodiment of the application does not impose any limitations.
[0053] Please see Figure 3 , Figure 3 A schematic diagram illustrating a user interface including a first touch operation according to an embodiment of this application is shown. Figure 3 As shown, the user interface 300 can be used to display a user interface containing game screens. The game screens may include one or more virtual objects. For controlled virtual objects that are locked, they can be identified in a specific way to distinguish them from other virtual objects. Figure 3 In this context, the identifier 310 of the controlled virtual object can distinguish the controlled virtual object from other virtual objects.
[0054] When a user needs to switch controlled virtual objects, they can refer to... Figure 3 The triggering method for displaying area 320 involves triggering the attack control 3201. When a first touch operation targeting the attack control 3201 is detected, locking switching areas 3202 and 3201 can be displayed, and a second touch operation targeting the attack control 3201 can be continuously detected. Locking switching areas 3202 and 3201 can be displayed visually or not. If displayed visually, users can intuitively understand the shape and boundaries of locking switching areas 3202 and 3201 from the user interface. Users can also disable the display of locking switching areas 3202 and 3201 through trigger settings. If locking switching areas 3202 and 3201 are not displayed, after the user performs the first touch operation, the user interface will not display locking switching areas 3202 and 3201, but the first target virtual object can be determined in the background based on the area and range defined by locking switching areas 3202 and 3201.
[0055] Furthermore, in response to the second touch operation, the first target virtual object can be determined from other virtual objects; wherein, the locking switching areas 3202 and 3201 can be used to assist in determining the switching direction. If the second touch operation passes through the locking switching area 3202, the direction corresponding to the locking switching area 3202 can be used as the switching direction; if the second touch operation passes through the locking switching area 3201, the direction corresponding to the locking switching area 3201 can be used as the switching direction.
[0056] In addition, it should be noted that, Figure 3Area 320 can also be replaced with area 321 or area 322. That is, different lock switching areas can be displayed using areas 320, 321, and 322 respectively. In area 321, lock switching areas 3212, 3213, 3214, and 3215 can be displayed after the user performs the first touch operation on the attack control 3211. In area 322, lock switching areas 3222 and 3223 can be displayed after the user performs the first touch operation on the attack control 3221.
[0057] As an optional embodiment, generating a lock switching area in the associated area of the attack control includes: generating two or more lock switching areas in the associated area of the attack control; responding to a second touch operation on the lock switching area, determining a first target virtual object from other virtual objects includes: responding to a second touch operation on a first lock switching area within the lock switching area, and determining the first target virtual object from other virtual objects based on the first lock switching area. This allows users to switch the locked object by triggering only one control, eliminating the need to trigger multiple controls, thereby improving the efficiency of switching locked objects.
[0058] Specifically, the first lock-on switching area can be any one of two or more lock-on switching areas that is triggered. Furthermore, the second touch operation on the lock-on switching area can be an operation such as a swipe operation. The method for determining the first target virtual object from other virtual objects based on the first lock-on switching area can be: determining the switching direction corresponding to the first lock-on switching area (e.g., to the right), and determining the first target virtual object from other virtual objects based on the switching direction; wherein, the first target virtual object can refer to a single enemy unit or a cluster of enemy units, and this application embodiment does not limit this.
[0059] exist Figure 3 Based on this, please refer to Figure 4 , Figure 4 A schematic diagram illustrating a user interface incorporating a second touch operation according to an embodiment of this application is shown. Figure 4 As shown, users can base their actions on... Figure 3 The first trigger operation shown continuously executes a second touch operation on the attack control 320 for the first lock switching area in the lock switching area, so that the terminal can determine the first target virtual object (e.g., the virtual object closest to the controlled virtual object) from other virtual objects according to the first lock switching area, cancel the identifier 410 of the controlled virtual object, and add the identifier 410 of the first target virtual object in the user interface 400, so that the first target virtual object is distinguished from other virtual objects.
[0060] Optionally, in response to a second touch operation targeting a first lock switching area within the lock switching area, determining a first target virtual object from other virtual objects based on the first lock switching area includes: if a second touch operation targeting the first lock switching area within the lock switching area is detected within a preset duration after the first touch operation is detected, then determining the first target virtual object from other virtual objects based on the first lock switching area. This allows for a response to a second trigger operation detected within a preset duration, avoiding erroneous execution of lock object switching operations and improving the accuracy of lock object switching operations. The preset duration can be expressed as a constant in time, such as 30 seconds.
[0061] Furthermore, if no second touch operation is detected within the preset time after the first touch operation is detected, targeting the first lock switching area, the switching process can be terminated. It is understood that if no second trigger operation is detected within the preset time after the first trigger operation is detected, it indicates that the user does not intend to perform a lock object switching operation, but rather wants to perform other operations, such as long-pressing the attack control to trigger a sub-function popup.
[0062] As an optional embodiment, the method further includes: responding to a fourth touch operation targeting a second lock switching area within the lock switching area; determining a second target virtual object from other virtual objects based on the second lock switching area; and switching the locked first target virtual object to the second target virtual object. This enables personalized virtual object switching based on multiple lock switching areas, improving interactivity with the user and enhancing the convenience of virtual object switching.
[0063] Specifically, the second lock switching area and the first lock switching area are used to define different lock switching directions. Therefore, the target virtual objects obtained by triggering the second lock switching area and the first lock switching area are different.
[0064] In step S220, in response to a second touch operation targeting the locked switching area, a first target virtual object is determined from other virtual objects and locked, wherein the second touch operation and the first touch operation are consecutive operations.
[0065] Specifically, the first touch operation can be a tap, and the second touch operation can be a slide from the attack control to the lock switching area. Both the first and second touch operations can be continuous. Furthermore, after locking the first target virtual object, this application can switch the locked object based on a detected operation on the lock switching area. If no locked object is currently present, the target to be attacked can be switched according to changes in the game screen's perspective. This target can be the enemy unit closest to the controlled virtual object, or an enemy unit in the center of the game screen, etc., and this application's embodiments do not limit this.
[0066] Furthermore, the first target virtual object can be understood as either an actively locked virtual object or a passively locked virtual object. Active locking can be interpreted as the user triggering the locking of a specific virtual object, while passive locking can be interpreted as locking a virtual object according to preset locking rules. For example, if a user actively selects a virtual object from among several surrounding virtual objects to attack, this behavior is called active locking; if a user-controlled virtual object is attacked by another virtual object in the vicinity, and is then passively targeted for further attack, this is called passive locking. Users can switch between active and passive locking by performing corresponding operations. In active locking mode, the interface can display a locking indicator or locking visual effects to prompt the user about the currently locked virtual object. In passive locking mode, the user-controlled virtual object performs specific actions on the locked virtual object, and the locked virtual object can be directly observed and identified on the interface.
[0067] As an optional embodiment, the graphical user interface further includes a direction control area; the method further includes: adjusting the orientation of the controlled virtual object in response to a touch operation on the direction control area; determining a second target virtual object to be attacked based on the current orientation of the controlled virtual object; and controlling the controlled virtual object to attack the second target virtual object in response to a touch operation on the attack control. This enables attack object switching based on direction changes, enriches the object switching methods, and enhances interactivity with the user.
[0068] Specifically, based on touch operations targeting the orientation control area, the orientation of the controlled virtual object can be adjusted from its current orientation to an orientation that matches the touch operation. Specifically, the orientation adjustment angle can be determined based on the touch operation targeting the orientation control area, and the orientation of the controlled virtual object can be adjusted based on the orientation adjustment angle. This orientation can include any number of virtual objects, and then one or more second target virtual objects to be attacked can be determined based on this orientation.
[0069] Optionally, determining the second target virtual object to be attacked based on the current orientation of the controlled virtual object includes: selecting a virtual object attacking the controlled virtual object from among multiple objects facing the current orientation of the controlled virtual object as the target locking object. If multiple virtual objects are attacking the controlled virtual object, the object closest to the controlled virtual object can be selected as the second target virtual object from among these attacking virtual objects.
[0070] Optionally, the above method further includes terminating the switching process if no virtual object exists in the current orientation of the controlled virtual object. This enriches the execution scheme when no virtual object exists in the switching direction, improving the usability of the switching instance. Optionally, the above method may also include the following step: outputting a prompt message to the user indicating that no switchable object exists; wherein the output method of the prompt message can be voice output, text output, image output, etc., and is not limited in this embodiment.
[0071] As an optional embodiment, in response to a second touch operation targeting the lock switching area, determining a first target virtual object from other virtual objects and locking the first target virtual object includes: in response to a second touch operation targeting the lock switching area, switching the currently targeted second target virtual object to the first target virtual object, and locking the first target virtual object. This achieves a one-click lock object switching effect based on the aforementioned steps, eliminating the need for users to perform multiple steps by moving their fingers, thus saving user operations and improving the efficiency of switching locked objects.
[0072] Specifically, the process involves switching the second target virtual object to be attacked to the first target virtual object and locking the first target virtual object, including: switching the state corresponding to the second target virtual object from a locked state to an unlocked state; and switching the state corresponding to the first target virtual object from an unlocked state to a locked state. Here, the locked state indicates that the controlled virtual object has become the behavioral target of the user-controlled virtual object. This embodiment does not limit the specific behavior of the controlled virtual object towards the first target virtual object.
[0073] Furthermore, after switching the state of the first target virtual object from unlocked to locked, attacks launched by the controlled virtual object (such as slashing, firing, releasing projectiles, and unleashing attack skills) can be directed at the first target virtual object. Also, the controlled virtual object can move towards the first target virtual object, with the first target virtual object's location serving as the user-controlled virtual object's destination. Furthermore, once the first target virtual object is within the attack range of the user-controlled virtual object, it can be kept centered on the user's interface, allowing the user to easily observe the locked target's attacks and the effects of being hit. Finally, once the first target virtual object is within the attack range of the user-controlled virtual object, its descriptive information (such as level, equipment, attributes, ultimate skill, and damage value) can be displayed on the user's interface.
[0074] In addition, optionally, after switching the current second target virtual object to be attacked to the first target virtual object, the above method may further include: adjusting the game view of the user interface according to the position of the first target virtual object in the virtual environment so that the first target virtual object is in the center of the game screen, making it convenient for the user to watch the subsequent attack process.
[0075] In step S230, in response to a third touch operation on the attack control, the controlled virtual object is controlled to attack the locked first target virtual object.
[0076] Specifically, controlling a controlled virtual object to attack a locked first target virtual object includes: controlling the controlled virtual object to perform an attack operation against the first target virtual object; or, controlling the controlled virtual object to release a skill / ultimate move towards the locked target object.
[0077] As an optional embodiment, the method further includes: hiding the lock switching area in response to a fifth touch operation targeting the attack control. This prevents the lock switching area from obscuring the game screen, providing the user with richer visual content.
[0078] Specifically, it should be noted that the first touch operation, second touch operation, third touch operation, fourth touch operation, and fifth touch operation mentioned in this application can all be customized, and each pair is different from the others.
[0079] As an optional embodiment, the method further includes: in response to a fifth touch operation targeting the attack control, canceling the locked state of the first target virtual object. This enriches the interface functionality, allowing users to lock, toggle, or cancel objects at any time according to their individual needs.
[0080] Specifically, the fifth touch operation can be any preset operation such as a swipe operation pointing in a specific direction or a double-click operation. After the locking state of the first target virtual object is canceled, there is no directional attack relationship between the first target virtual object and the controlled virtual object.
[0081] As an optional embodiment, the method further includes: in response to a first touch operation on the attack control, generating a lock toggle icon in the associated area of the attack control, the lock toggle icon representing the lock toggle area. This visualizes the lock toggle function, allowing users to intuitively obtain the lock toggle icon and thus enabling targeted function triggering.
[0082] Specifically, there may be one or more lock toggle icons generated in the associated area of the attack control, and each lock toggle icon may be used to indicate a lock toggle area. This application embodiment does not limit this.
[0083] Further, please refer to Figure 5 , Figure 5 A flowchart illustrating a method for game control according to another embodiment of this application is shown schematically. Figure 5 As shown, the game control method may include steps S510 to S570.
[0084] Step S510: In response to the first touch operation on the attack control, generate two or more lock switching areas in the associated area of the attack control; or, in response to the first touch operation on the attack control, generate a lock switching icon in the associated area of the attack control, the lock switching icon being used to represent the lock switching area.
[0085] Step S520: In response to a second touch operation targeting a first lock switching area within a lock switching area, determine a first target virtual object from other virtual objects based on the first lock switching area, and lock the first target virtual object, wherein the second touch operation and the first touch operation are consecutive operations.
[0086] Step S530: In response to a third touch operation on the attack control, control the controlled virtual object to attack the locked first target virtual object. Then, execute step S540 or step S550.
[0087] Step S540: In response to a touch operation on the direction control area, adjust the orientation of the controlled virtual object, determine the second target virtual object to be attacked based on the current orientation of the controlled virtual object, and in response to a touch operation on the attack control, control the controlled virtual object to attack the second target virtual object to be attacked.
[0088] Step S550: In response to a fourth touch operation targeting the second lock switching area in the lock switching area, determine the second target virtual object from other virtual objects based on the second lock switching area, switch the locked first target virtual object to the second target virtual object, and then respond to a touch operation targeting the attack control to control the controlled virtual object to attack the currently attacked second target virtual object.
[0089] Step S560: In response to the second touch operation targeting the locked switching area, switch the currently attacked second target virtual object to the first target virtual object, and lock the first target virtual object.
[0090] Step S570: In response to the fifth touch operation against the attack control, hide the lock switching area and cancel the lock state of the first target virtual object.
[0091] It should be noted that steps S510 to S570 are the same as... Figure 2 For the specific implementation details of steps S510 to S570, please refer to the examples shown. Figure 2 The steps and their embodiments shown are not repeated here.
[0092] It is evident that implementation Figure 5 The method shown can determine the first target virtual object in response to a first touch operation on the attack control and a second touch operation on the lock-to-switch area. The first and second touch operations are consecutive. Therefore, based on a third touch operation on the attack control, the controlled virtual object can be controlled to attack the first target virtual object. This eliminates the need for the user to click multiple locations on the interface to switch between targets, simplifying user operation and improving the efficiency of switching locked objects. Furthermore, this application eliminates the need for additional controls on the interface for switching locked objects. Users can perform consecutive first and second touch operations based on existing controls to achieve object switching. This provides a simpler user interface and avoids adding extra lock-to-switch controls that obstruct the game screen.
[0093] Further, please refer to Figure 6 , Figure 6 This schematically illustrates a structural block diagram of a game control device according to one embodiment of the present application. The device provides a graphical user interface (GUI), which includes at least a portion of a game scene and attack controls. The game scene includes controlled virtual objects and other virtual objects controlled by the device, such as... Figure 6 As shown, the game control device 600 may include:
[0094] The region determination unit 601 is used to generate a lock switching region in the associated region of the attack control in response to the first touch operation against the attack control.
[0095] The virtual object determination unit 602 is used to respond to a second touch operation for locking the switching area, determine a first target virtual object from other virtual objects, and lock the first target virtual object, wherein the second touch operation and the first touch operation are consecutive operations;
[0096] The virtual object control unit 603 is used to respond to a third touch operation against the attack control and control the controlled virtual object to attack the locked first target virtual object.
[0097] It is evident that implementation Figure 6 The device shown can determine a first target virtual object in response to a first touch operation on the attack control and a second touch operation on the lock-to-switch area. The first and second touch operations are consecutive. Furthermore, based on a third touch operation on the attack control, the controlled virtual object can be controlled to attack the first target virtual object. This eliminates the need for the user to click multiple locations on the interface to switch between targets, simplifying user operation and improving the efficiency of switching locked objects. Moreover, this application eliminates the need for additional controls on the interface for switching locked objects. Users can perform consecutive first and second touch operations based on existing controls to achieve object switching. Therefore, it provides a simpler user interface and avoids adding extra lock-to-switch controls that obstruct the game screen.
[0098] As an optional embodiment, the region determination unit 601 generates a lock switching region in the associated region of the attack control, including:
[0099] Generate two or more lock toggle areas in the associated area of the attack control;
[0100] The virtual object determination unit 602 responds to a second touch operation targeting the locked switching area and determines a first target virtual object from other virtual objects, including:
[0101] In response to a second touch operation targeting a first locked switching area within a locked switching area, a first target virtual object is determined from other virtual objects based on the first locked switching area.
[0102] As can be seen, implementing this optional embodiment allows users to switch locked objects by triggering only one control, without having to trigger multiple controls, thereby improving the efficiency of switching locked objects.
[0103] As an optional embodiment, the device further includes:
[0104] The object switching unit is used to respond to a fourth touch operation on the second locked switching area of the locked switching area, determine a second target virtual object from other virtual objects according to the second locked switching area, and switch the locked first target virtual object to the second target virtual object.
[0105] As can be seen, implementing this optional embodiment can enable personalized virtual object switching based on multiple locking switching areas, improving interactivity with users and enhancing the convenience of virtual object switching.
[0106] As an optional embodiment, the graphical user interface further includes a directional control area; the device also includes:
[0107] An orientation adjustment unit is used to adjust the orientation of the controlled virtual object in response to a touch operation on the orientation control area.
[0108] The virtual object determination unit 602 is also used to determine the second target virtual object to be attacked based on the current orientation of the controlled virtual object;
[0109] The virtual object control unit 603 is also used to respond to touch operations on the attack control and control the controlled virtual object to attack the second target virtual object to be attacked.
[0110] As can be seen, implementing this optional embodiment can enable attack target switching based on direction change, enrich the target switching methods, and improve interactivity with users.
[0111] As an optional embodiment, the virtual object determination unit 602 responds to a second touch operation targeting a lock switching area, determines a first target virtual object from other virtual objects, and locks the first target virtual object, including:
[0112] In response to a second touch operation targeting the locked switching area, the current second target virtual object to be attacked is switched to the first target virtual object, and the first target virtual object is locked.
[0113] As can be seen, by implementing this optional embodiment, a one-click locking object switching effect can be achieved based on the aforementioned steps. Users do not need to move their fingers to perform multiple operations, which can save user operations and improve the efficiency of switching locking objects.
[0114] As an optional embodiment, the device further includes:
[0115] The area hiding unit is used to hide and lock the switching area in response to a fifth touch operation targeting the attack control.
[0116] As can be seen, implementing this optional embodiment can avoid locking the switching area and obscuring the game screen, providing users with richer visual content.
[0117] As an optional embodiment, the device further includes:
[0118] The lock cancellation unit is used to respond to a fifth touch operation against the attack control and cancel the lock state of the first target virtual object.
[0119] As can be seen, implementing this optional embodiment can enrich the interface functionality, allowing users to lock, switch locks, and cancel locks at any time according to their personalized needs.
[0120] As an optional embodiment, the device further includes:
[0121] The icon generation unit is used to respond to the first touch operation against the attack control and generate a lock toggle icon in the associated area of the attack control. The lock toggle icon is used to represent the lock toggle area.
[0122] As can be seen, implementing this optional embodiment can visualize the lock switching function, allowing users to intuitively obtain the lock switching icon, thus facilitating targeted function triggering.
[0123] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to the embodiments of this application, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0124] Since the functional modules of the game control device in the example embodiments of this application correspond to the steps of the example embodiments of the game control method described above, for details not disclosed in the device embodiments of this application, please refer to the embodiments of the game control method described above in this application.
[0125] Please see Figure 7 , Figure 7 A schematic diagram of the structure of a computer system suitable for implementing the electronic device of the present application is shown.
[0126] It should be noted that, Figure 7 The computer system 700 of the electronic device shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments of this application.
[0127] like Figure 7As shown, the computer system 700 includes a central processing unit (CPU) 701, which can perform various appropriate actions and processes based on programs stored in read-only memory (ROM) 702 or programs loaded from storage section 708 into random access memory (RAM) 703. The RAM 703 also stores various programs and data required for system operation. The CPU 701, ROM 702, and RAM 703 are interconnected via a bus 704. An input / output (I / O) interface 705 is also connected to the bus 704.
[0128] The following components are connected to the I / O interface 705: an input section 706 including a keyboard, mouse, etc.; an output section 707 including a cathode ray tube (CRT), liquid crystal display (LCD), etc., and speakers, etc.; a storage section 708 including a hard disk, etc.; and a communication section 709 including a network interface card such as a LAN card, modem, etc. The communication section 709 performs communication processing via a network such as the Internet. A drive 710 is also connected to the I / O interface 705 as needed. A removable medium 711, such as a disk, optical disk, magneto-optical disk, semiconductor memory, etc., is installed on the drive 710 as needed so that computer programs read from it can be installed into the storage section 708 as needed.
[0129] In particular, according to embodiments of this application, the processes described below with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this application include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication section 709, and / or installed from removable medium 711. When the computer program is executed by central processing unit (CPU) 701, it performs the various functions defined in the methods and apparatus of this application.
[0130] In another aspect, this application also provides a computer-readable medium, which may be included in the electronic device described in the above embodiments; or it may exist independently and not assembled into the electronic device. The computer-readable medium carries one or more programs, which, when executed by the electronic device, cause the electronic device to perform the methods described in the above embodiments.
[0131] It should be noted that the computer-readable medium shown in this application can be a computer-readable signal medium or a computer-readable storage medium, or any combination of the two. A computer-readable storage medium can be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this application, a computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In this application, a computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. Computer-readable signal media can also be any computer-readable medium other than computer-readable storage media, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to: wireless, wire, optical fiber, RF, etc., or any suitable combination thereof.
[0132] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this application. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram or flowchart, and combinations of blocks in a block diagram or flowchart, may be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.
[0133] The units described in the embodiments of this application can be implemented in software or hardware, and the described units can also be located in a processor. The names of these units do not necessarily limit the specific unit itself.
[0134] Other embodiments of this application will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this application that follow the general principles of this application and include common knowledge or customary techniques in the art not disclosed herein. The specification and examples are to be considered exemplary only, and the true scope and spirit of this application are indicated by the following claims.
[0135] It should be understood that this application is not limited to the precise structure described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this application is limited only by the appended claims.
Claims
1. A method for controlling a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI including at least a portion of a game scene and attack controls, the game scene including controlled virtual objects and other virtual objects controlled by the terminal device. In response to a first touch operation on the attack control, two or more locking switching areas are generated in the associated area of the attack control; wherein the locking switching areas are used to assist in determining the switching direction; In response to a second touch operation targeting a first lock switching area within the lock switching area, a first target virtual object is determined from the other virtual objects based on the first lock switching area, and the first target virtual object is locked. The second touch operation and the first touch operation are consecutive operations, and the first lock switching area is any one of the two or more lock switching areas that is triggered. The step of determining the first target virtual object from the other virtual objects based on the first lock switching area in response to a second touch operation targeting the first lock switching area within the lock switching area includes: if a second touch operation targeting the first lock switching area within the lock switching area is detected within a preset time period after the first touch operation is detected, then the first target virtual object is determined from the other virtual objects based on the first lock switching area; if a second touch operation targeting the first lock switching area within the lock switching area is not detected within the preset time period after the first touch operation is detected, then the switching process is terminated. In response to a third touch operation on the attack control, the controlled virtual object is controlled to attack the locked first target virtual object.
2. The method according to claim 1, characterized in that, The graphical user interface further includes a direction control area; the method further includes: In response to a touch operation on the direction control area, the orientation of the controlled virtual object is adjusted; The second target virtual object to be attacked is determined based on the current orientation of the controlled virtual object. In response to a touch operation on the attack control, the controlled virtual object is controlled to attack the second target virtual object currently to be attacked.
3. The method according to claim 2, characterized in that, The response to a second touch operation on the locked switching area, determining a first target virtual object from the other virtual objects, and locking the first target virtual object, includes: In response to a second touch operation targeting the locked switching area, the currently targeted second target virtual object is switched to a first target virtual object, and the first target virtual object is locked.
4. The method according to claim 1, characterized in that, The method further includes: In response to a fourth touch operation targeting the second lock switching area within the lock switching area, a second target virtual object is determined from the other virtual objects based on the second lock switching area; Switch the locked first target virtual object to the second target virtual object.
5. The method according to claim 1, characterized in that, The method further includes: In response to a fifth touch operation targeting the attack control, the lock toggle area is hidden.
6. The method according to claim 5, characterized in that, The method further includes: In response to the fifth touch operation on the attack control, the locked state of the first target virtual object is canceled.
7. The method according to claim 1, characterized in that, The method further includes: In response to a first touch operation on the attack control, a lock toggle icon is generated in the associated area of the attack control, the lock toggle icon being used to represent the lock toggle area.
8. A device for controlling a game, characterized in that, The device provides a graphical user interface, the graphical user interface including at least a portion of a game scene and attack controls, the game scene including controlled virtual objects and other virtual objects controlled by the device, the device comprising: A region determination unit is used to respond to a first touch operation against the attack control and generate two or more lock switching regions in the associated region of the attack control; wherein the lock switching regions are used to assist in determining the switching direction; A virtual object determination unit is configured to respond to a second touch operation targeting a first lock switching area within the lock switching area, determine a first target virtual object from other virtual objects based on the first lock switching area, and lock the first target virtual object. The second touch operation and the first touch operation are consecutive operations, and the first lock switching area is any triggered area among two or more lock switching areas. The step of responding to the second touch operation targeting the first lock switching area within the lock switching area and determining the first target virtual object from other virtual objects based on the first lock switching area includes: if a second touch operation targeting the first lock switching area within the lock switching area is detected within a preset time period after the first touch operation is detected, then determining the first target virtual object from other virtual objects based on the first lock switching area; if no second touch operation targeting the first lock switching area within the lock switching area is detected within the preset time period after the first touch operation is detected, then terminating the switching process. A virtual object control unit is configured to respond to a third touch operation on the attack control and control the controlled virtual object to attack the locked first target virtual object.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method described in any one of claims 1-7.
10. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1-7 by executing the executable instructions.