Information Processing Method, Electronic Device, and Computer-Readable Storage Medium in a Game
By optimizing the graphical user interface of the mobile terminal game, automatically following the locked target and adjusting the virtual camera orientation, the convenience and coherence of locked target switching and uninstalling operations are solved, and the flexibility of game interactive control and player experience are improved.
Patent Information
- Application Number
- CN202111537538.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-15
- Publication Date
- 2025-07-29
- Estimated Expiration
- 2041-12-15
AI Technical Summary
The interactive control scheme in existing mobile terminal games is difficult to meet the convenience and coherence of different game players or different game scenarios, especially in terms of locking target switching or releasing operations.
The terminal device provides a graphical user interface, adjusts the position and orientation of the virtual camera in response to player operations, and realizes automatic follow-up and unlocking of the locking target, combining locking conditions and orientation adjustment operations to optimize locking and unlocking logic.
It improves the convenience of switching and unlocking of targets, reduces the difficulty of interactive control during combat, enhances the compatibility and coherence of game scene switching, and improves the gaming experience.
Smart Images

Figure CN116262173B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to an information processing method, electronic device, and computer-readable storage medium in a game. Background Art
[0002] In recent years, with the development of network communication technology and the improvement of mobile terminal hardware processing capabilities, game companies have developed many game applications for mobile terminals.
[0003] Due to the limitations of mobile device input methods, many interactive control schemes that provide a positive user experience in traditional PC games cannot be replicated effectively in mobile gaming applications. In many games, players need to control the movement, perspective, and attacks of their characters. For example, they need to adjust their perspective to observe the surrounding virtual environment, search for or select moving enemy characters, and then attack them. For these scenarios, existing interactive control schemes in mobile gaming applications require high player control skills, especially in real-time combat scenes. For many average players, the interactive control experience during gaming is suboptimal.
[0004] The related technical solution attempts to at least partially address the above-mentioned issues from one aspect: providing an enemy lock function. After locking onto an enemy character, the player can focus on the character's movement and attack control, thereby reducing the difficulty of adjusting the player's perspective during the tense battle of attacking the enemy character. Summary of the Invention
[0005] During the long-term research and development process, the applicant in this case discovered that the relevant technical solutions still have certain limitations. The convenience and consistency of switching or releasing the locked target are not high, and it is difficult to match and meet the interactive control needs of different game players or different game scenarios.
[0006] In view of this, the present disclosure provides an information processing method, an electronic device, and a storage medium in a game to at least partially address the deficiencies in related technical solutions.
[0007] In a first aspect, an embodiment of the present application provides a method for information processing in a game. A graphical user interface is provided through a terminal device. The game includes a player virtual object and an enemy virtual object. The display content of the graphical user interface includes at least a part of the game scene. The game scene displayed on the graphical user interface changes with the change of the virtual shooting position and / or virtual shooting direction of the virtual camera corresponding to the player virtual object. The method includes: responding to a movement control operation for the player virtual object, controlling the player virtual object to move in the game scene, and adjusting the position of the virtual camera corresponding to the player virtual object according to the position of the player virtual object; responding to a first orientation adjustment operation on the orientation control area in the graphical user interface, adjusting the orientation of the player virtual object and the virtual shooting direction; responding to the end of the first orientation adjustment operation, maintaining the orientation of the player virtual object and the virtual shooting direction at the end of the first orientation adjustment operation; responding to a locking trigger instruction, determining a first enemy virtual object that meets the locking condition in the game scene as the locking target, and adjusting the virtual shooting direction following the moving position of the locking target, so that the first enemy virtual object is located in a first set area of the graphical user interface; wherein, the locking condition at least includes: a preset distance condition; during the process of determining the first enemy virtual object as the locking target, responding to a second orientation adjustment operation on the orientation control area, at least adjusting the virtual shooting direction, and, responding to the end of the second orientation adjustment operation, determining whether to restore the control logic of the virtual shooting direction to adjusting the virtual shooting direction following the moving position of the locking target according to the adjustment angle of the virtual shooting direction: if the adjustment angle of the virtual shooting direction is less than the angle threshold, restoring the control logic of the virtual shooting direction to adjusting the virtual shooting direction following the moving position of the locking target; if the adjustment angle of the virtual shooting direction is greater than the angle threshold, releasing the lock on the first enemy virtual object and maintaining the virtual shooting direction at the end of the second orientation adjustment operation.
[0008] As an optional implementation manner, a locking control is included in the graphical user interface, and the locking trigger instruction is generated in response to a first type of touch operation on the locking control; the method further includes: during the process of determining the first enemy virtual object as the locking target, responding to a first type of touch operation on the locking control, and determining a second enemy virtual object that meets the locking condition in the game scene as the locking target.
[0009] As an optional implementation manner, the above method further includes: during the process of determining the second enemy virtual object as the locking target, responding to a second type of touch operation on the locking control, releasing the lock on the second enemy virtual object, and restoring the control logic of the virtual shooting direction to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0010] As an alternative implementation, the lock trigger instruction is generated in response to a first type of touch operation acting on the orientation control area in the graphical user interface; the above method further includes: during the determination of the first enemy virtual object as the lock target, in response to a first type of touch operation acting on the orientation control area, determining a third enemy virtual object that meets the lock condition as the lock target in the game scene.
[0011] As an alternative implementation, the above method further includes: during the determination of the third enemy virtual object as the lock target, in response to a second type of touch operation acting on the orientation control area, unlocking the third enemy virtual object, and restoring the control logic of the virtual shooting direction to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0012] As an alternative implementation, the above method further includes: in response to a perspective adjustment operation acting on the perspective control area in the graphical user interface, adjusting the virtual shooting direction; in response to the end of the perspective adjustment operation, restoring the control logic of the virtual shooting direction to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0013] As an alternative implementation, the step of at least adjusting the virtual shooting direction in response to a second orientation adjustment operation acting on the orientation control area includes: in response to a second orientation adjustment operation acting on the orientation control area, adjusting the virtual shooting direction and the orientation of the player virtual object according to the second orientation adjustment operation; correspondingly, the step of unlocking the first enemy virtual object and maintaining the virtual shooting direction at the end of the second orientation adjustment operation includes: unlocking the first enemy virtual object and maintaining the orientation of the player virtual object and the virtual shooting direction at the end of the second orientation adjustment operation.
[0014] As an alternative implementation, the above method further includes: in response to an attack operation acting on the attack control in the graphical user interface, controlling the player virtual object to perform a virtual attack action corresponding to the attack operation with the locked first enemy virtual object as the attack target.
[0015] As an alternative implementation, the above method further includes: in response to the distance between the first enemy virtual object and the player virtual object being greater than the unlock threshold, unlocking the first enemy virtual object, and restoring the control logic of the virtual shooting direction to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0016] As an alternative implementation, the above lock condition further includes: a preset anti-attack attribute condition; a lock identifier is displayed on the lock target; wherein, the lock identifier includes at least one of the following: a graphic identifier, a special effect identifier, a text identifier, and a color icon identifier.
[0017] As an alternative implementation, the above method further includes: in response to the player virtual object attacking the fourth enemy virtual object and there being no currently locked enemy virtual object, controlling the player virtual object to target the fourth enemy virtual object as the locked target, and adjusting the virtual shooting direction according to the moving position of the locked target; during the period when the fourth enemy virtual object is determined as the locked target, if no virtual attack action of the player virtual object against the fourth enemy virtual object is detected within a predetermined time, the lock on the fourth enemy virtual object is released, and the control logic of the virtual shooting direction is restored to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0018] In a second aspect, an embodiment of the present application further provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the information processing method in any one of the above games.
[0019] In a third aspect, an embodiment of the present application further provides a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by the processor, the computer-executable instructions cause the processor to implement the information processing method in any one of the above games.
[0020] The embodiments of the present application provide a method for information processing in a game, an electronic device, and a computer-readable storage medium. On the one hand, the virtual shooting direction of the virtual camera corresponding to the player's virtual object is adjusted following the moving position of the locked target, so that the locked target is located in the first set area of the graphical user interface, providing a good observation field of view for the player to aim at attacking the locked target, reducing the difficulty of interactive control during combat, and enabling the player to focus on control operations other than the field of view adjustment operation during the intense battle process, such as moving positions, releasing skills, etc.; on the other hand, even during the period when a target is locked, the orientation adjustment operation of the player acting on the orientation control area can still be responded to in a timely manner to adjust the virtual shooting direction, improving the compatibility of the solution; on the other hand, it is possible to determine whether to restore the control logic of the virtual shooting direction to adjust the virtual shooting direction following the moving position of the locked target according to the adjustment angle of the virtual shooting direction. For example, when the adjustment angle is large, when the player hopes to quickly unlock the target or quickly escape and move away from the attack range of the current enemy, a large angle can be adjusted so that the previously locked target is no longer the attack object. In this case, the locked target is directly unlocked, and the virtual shooting direction or orientation at the end of the orientation adjustment operation is continued to be maintained. In this implementation method, there is no need for the player to perform a traditional unlocking operation, nor to wait for the locked target to move away from the player's virtual object to a certain extent to unlock. The automatic unlocking of the locked target is realized while switching the game scene, improving the convenience and coherence of the game scene switching and unlocking the target, enabling the game interaction process to better match and meet the interactive control requirements of different game players or different game scenarios, and improving the player's game experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] In order to more clearly illustrate the specific embodiments of the present application or the technical solutions in the prior art, the following will briefly introduce the drawings required for use in the description of the specific embodiments or the prior art. Obviously, the drawings in the following description are some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0022] Figure 1 A schematic diagram of a graphical user interface provided by an embodiment of the present invention;
[0023] Figure 2 A flowchart of a method for information processing in a game provided by an embodiment of the present application;
[0024] Figure 3 Another schematic diagram of a graphical user interface provided by an embodiment of the present application;
[0025] Figure 4 Another schematic diagram of a graphical user interface provided by an embodiment of the present application;
[0026] Figure 5 Another schematic diagram of the graphical user interface provided by the embodiment of the present application;
[0027] Figure 6 The structural diagram of an information processing device in a game provided by the embodiment of the present application;
[0028] Figure 7 The structural diagram of an electronic device provided by the embodiment of the present application. Specific embodiments
[0029] Next, the technical solutions of the present application will be clearly and completely described in conjunction with the embodiments. Obviously, the described embodiments are part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.
[0030] First, introduce the nouns involved in the present application:
[0031] (1) Virtual scene (also known as game scene)
[0032] The virtual scene is a virtual scene displayed (or provided) when the application program runs on the terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be sky, land, ocean, etc. Among them, the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene for the complete game logic of virtual objects such as user control. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for players to control virtual objects to fight. The exemplary virtual scene may include at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, sky, plants, buildings, vehicles; for example, in a 2D or 2.5D card game, the virtual scene is a scene for displaying the release of cards or displaying virtual objects corresponding to the cards. The exemplary virtual scene may include: a ring arena, a decisive battle field, or other "field" elements or other elements that can display the card battle status; for a 2D or 2.5D multiplayer online tactical competitive game, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. The exemplary virtual scene may include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
[0033] (2) Game interface
[0034] The game interface refers to the interface corresponding to an application provided or displayed through a graphical user interface, which includes a UI interface and game graphics for players to interact with. In an alternative embodiment, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication signs (such as direction indication signs, character indication signs, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an alternative embodiment, the game graphics are the display graphics corresponding to the virtual scene displayed by the terminal device, and the game graphics may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0035] (3) Virtual object
[0036] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object may be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle, and the embodiments of the present application do not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc. provided by the application to fight against other virtual objects.
[0037] (4) Player character
[0038] A player character refers to a virtual object that can be controlled by the player to move in a game environment, and may also be referred to as a shikigami character or a hero character in some video games. The player character may be at least one of different forms such as a virtual character, a virtual animal, and an anime character.
[0039] On touch devices or non-touch devices such as ordinary computer terminals, battle games (such as battle royale games, MOBA games, etc.) can be played. See Figure 1A schematic diagram of a graphical user interface is shown. Among them, it includes a player virtual object 12, an enemy virtual object 14, a joystick 16, an attack control 18, a locking control 20, and a perspective control 22. Among them, the joystick 16 is used to control the orientation and forward direction of the player virtual object. The attack control 18 is used to attack the enemy virtual object, and the locking control 20 is used to lock the enemy virtual object for attacking it. The perspective control 22 is used to adjust the game scene displayed in the graphical user interface. When the player virtual object 12 attacks the enemy virtual object 14 by triggering the attack control 18, the joystick 16 can be moved towards the enemy virtual object 14 and attack towards the enemy virtual object 14. However, when the enemy virtual object 14 is located at the edge position of the interface, such as Figure 1 when it is at the left side of the interface shown in it, it is difficult for the player virtual object 12 to aim at the enemy virtual object 14, which may lead to the failure of the attack. Or, in order to improve the accuracy of the attack, before triggering the attack control 18, the locking control 20 can be clicked first to lock the enemy virtual object 14, and then the attack control 18 is triggered to attack. After the attack, the enemy virtual object 14 is unlocked through the locking control 20. Both of these locking and unlocking methods require the player to operate the locking control 20 to complete, and the operation is relatively cumbersome, affecting the coherence of the game interaction process. Based on this, the embodiments of the present application provide a method for processing information in a game, an electronic device, and a computer-readable storage medium, which can effectively attack the enemy and meet the diverse needs of players. This technology can be applied to electronic devices such as mobile phones, computers, and tablets that can achieve human-computer interaction.
[0040] The embodiments of the present application provide a method for processing information in a game. By providing a graphical user interface through a terminal device, the game includes a player virtual object and an enemy virtual object, and the display content of the graphical user interface includes at least a part of the game scene.
[0041] In one implementation, when the game is a third-person perspective game, the display content of the graphical user interface may include the player virtual object and the enemy virtual object. In this case, the game scene displayed in the graphical user interface is the scene captured by a virtual camera at a specified position above the head of the player virtual object. This scene includes the player virtual object and the enemy virtual objects within the field of view (i.e., the virtual shooting direction of the virtual camera). Among them, the player virtual object can be fully displayed in the graphical user interface or partially displayed in the graphical user interface. The specified position above the head of the player virtual object may include the position directly above the head of the player virtual object, the position above the player's shoulder (left shoulder or right shoulder), and other specified positions that include the player virtual object and can display the perspective of the player virtual object.
[0042] In another embodiment, when the game is a first-person perspective game, the content displayed on the graphical user interface may not include the player virtual object. In this case, the game scene displayed on the graphical user interface is the scene seen within the field of view of the player virtual object, and this scene may include enemy virtual objects within the field of view of the player virtual object.
[0043] During the game process, the game scene displayed on the above graphical user interface changes following the changes in the position and / or virtual shooting direction of the virtual camera corresponding to the player virtual object. If the player virtual object moves in position and / or rotates in direction within the game scene, the virtual camera will also correspondingly change its virtual shooting position and / or virtual shooting direction following the changes of the player virtual object, so that the game scene displayed on the graphical user interface changes according to the change in the virtual shooting position of the virtual camera, and / or the game scene displayed on the graphical user interface changes following the change in the virtual shooting direction of the virtual camera corresponding to the player virtual object.
[0044] See Figure 2 the flowchart of the information processing method in the game shown below. This method is applied to the above terminal device, and this method includes the following steps:
[0045] Step S202, in response to a movement control operation for the player virtual object, control the player virtual object to move in the game scene, and adjust the position of the virtual camera corresponding to the player virtual object according to the position of the player virtual object.
[0046] The above movement control operation may be an operation acting on the movement control area in the graphical user interface. This movement control area may be a preset area in the graphical user interface. For example, this movement control area may be the area in the graphical user interface where a joystick or a direction wheel for direction control is set, located in the lower left corner area or the lower right corner area of the graphical user interface, and can be adjusted and set according to the player's operation habits. The game scene where the player can move may include, for example, the battle area, the wild area, the road, the river, the lake, the ocean, etc. in the game scene. The movement control area may also be the area where other movement controls are located. This movement control may be a sprint control, a jump control, a crouch control, or a dodge control, etc. By acting on the movement control operation on the movement control area, the player virtual object can be controlled to move in the game scene.
[0047] The above movement control operation can control the player virtual object to perform corresponding movement operations according to the player's control instructions. For example, it may include moving forward, moving backward, turning around, jumping, dodging, etc. When the player virtual object is controlled to perform corresponding movement operations, the virtual camera corresponding to the player virtual object will also move correspondingly, so that the game scene displayed on the graphical user interface can be correspondingly matched with the position and virtual shooting direction of the player virtual object.
[0048] As a possible implementation manner, the position of the virtual camera corresponding to the above-mentioned player virtual object (i.e., the virtual shooting position) can be set to move following the movement of the player virtual object, so that the relative position relationship between the virtual camera and the player virtual object can always be kept unchanged. For example, assuming that the virtual camera view of the game is referenced by the upper position of the player virtual character, the view at a certain height above the left shoulder, head or right shoulder position of the player virtual object can be used as the game view displayed in the graphical user interface. At this time, the virtual camera can be located at a certain height above the left shoulder, head or right shoulder position of the player virtual object. Of course, specifically adjusting the position of the virtual camera according to the position of the player virtual object can be flexibly adjusted according to the game needs, and the embodiments of the present application do not limit this.
[0049] Step S204, in response to a first orientation adjustment operation acting on the orientation control area in the graphical user interface, adjust the orientation of the player virtual object and the virtual shooting direction.
[0050] Among them, the above-mentioned virtual shooting direction is the shooting direction of the virtual camera corresponding to the player virtual object, and the game scene corresponding to the shooting direction of the virtual camera will be presented in the graphical user interface. By adjusting the virtual shooting direction, the game scene in the graphical user interface can be updated.
[0051] The above-mentioned orientation control area can be an area in the graphical user interface for controlling the orientation of the player virtual object. For example, the orientation control area is a set blank area in the graphical user interface, or it can be the area where the orientation control widget is located in the graphical user interface, and the orientation control widget can be set on the above-mentioned graphical user interface. When the player performs a first orientation adjustment operation in the orientation control area, the orientation of the player virtual object will be adjusted accordingly according to the first orientation adjustment operation. In this case, the virtual camera corresponding to the player virtual object will also be adjusted accordingly. For example, when the player performs a rotation and drag operation in the corresponding direction in the orientation control area, the player virtual object will also be adjusted accordingly in the rotation and drag direction in the orientation control area, and the virtual shooting direction of the virtual camera will also be adjusted following the rotation and drag direction.
[0052] Step S206, in response to the end of the first orientation adjustment operation, keep the orientation of the player virtual object and the virtual shooting direction at the end of the first orientation adjustment operation.
[0053] When the player stops triggering the orientation control area, the corresponding first orientation adjustment operation ends. At this time, the orientation of the player virtual object and the virtual shooting direction are the orientations corresponding to the stop of the first orientation adjustment operation.
[0054] Step S208, in response to a locking trigger instruction, determine a first enemy virtual object that meets the locking conditions in the game scene as the locking target, and adjust the virtual shooting direction following the moving position of the locking target so that the first enemy virtual object is located in a first set area of the graphical user interface; wherein, the locking conditions at least include: a preset distance condition.
[0055] When no enemy virtual object is locked, the virtual camera view of the game is referenced by the upper position of the player virtual object. For example, the view at a certain height above the left shoulder, head, or right shoulder position of the player virtual object can be the game view displayed in the graphical user interface. When a first enemy virtual object that meets the locking conditions appears, by triggering the locking trigger instruction, the first enemy virtual object that meets the locking conditions can be marked, and thus the marked first enemy virtual object is determined as the locking target. For example, when the first enemy virtual object and the player virtual object meet the preset distance condition, by responding to the locking trigger instruction, the first enemy virtual object can be marked and locked.
[0056] After the first enemy virtual object is determined as the locking target, the current virtual shooting direction can be adjusted following the moving position of the locking target. The above-mentioned first set area can be an area with a certain distance threshold centered on the center of the graphical user interface. In this first set area, the first enemy virtual object can be clearly displayed in the graphical user interface, so that the player virtual object can aim and attack it.
[0057] When adjusting the shooting direction of the game virtual camera according to the moving position of the first enemy virtual object, the game scene displayed in the above-mentioned graphical user interface changes following the change of the shooting direction of the virtual camera.
[0058] Step S210, during the period when the first enemy virtual object is determined as the locking target, in response to a second orientation adjustment operation acting on the orientation control area, at least adjust the virtual shooting direction, and, in response to the end of the second orientation adjustment operation, determine whether to restore the control logic of the virtual shooting direction to adjusting the virtual shooting direction following the moving position of the locking target according to the adjustment angle of the virtual shooting direction.
[0059] The second orientation adjustment operation can be an operation in which the player acts on the orientation control area to drag and switch the currently displayed virtual scene. During the player's dragging process, the shooting direction of the virtual camera can at least be adjusted to the game scene where the player stops dragging. The dragging stop is when the player's finger stops operating, and the player's finger does not leave the screen of the terminal device. Optionally, during the above-mentioned player dragging process, the orientation of the player's virtual object can also be adjusted. For example, there is a certain adjustment angle between the second orientation adjustment operation and the current orientation of the player's virtual object. In order to facilitate the subsequent operation of the player's virtual object, the orientation of the player's virtual object can also be adjusted to the orientation corresponding to the second orientation adjustment operation.
[0060] The second orientation adjustment operation can be terminated by the player's finger lifting off the terminal screen. When the player's finger lifts off the terminal screen, the virtual shooting direction control logic is determined based on the adjustment angle of the virtual shooting direction to determine whether to restore the virtual shooting direction to follow the movement of the locked target. This second orientation adjustment operation can meet the user's need for manual viewing angle adjustment and enhance interactive performance.
[0061] When determining whether to restore the control logic of the virtual shooting direction to adjust the virtual shooting direction to follow the moving position of the locked target based on the adjustment angle of the virtual shooting direction, if the adjustment angle of the virtual shooting direction is less than the angle threshold, the control logic of the virtual shooting direction is restored to adjust the virtual shooting direction to follow the moving position of the locked target; if the adjustment angle of the virtual shooting direction is greater than the angle threshold, the lock on the first enemy virtual object is released, and the virtual shooting direction at the end of the second direction adjustment operation is maintained.
[0062] The above-mentioned angle threshold can be set according to the game requirements. For example, the angle threshold can take any value between 30° and 60°. When the adjustment angle of the virtual shooting direction is less than the pre-set angle threshold, it may be that the player's virtual object needs to survey the surroundings of the current environment. Therefore, with the completion of the second direction adjustment operation, the virtual shooting direction can be restored to follow the moving position of the locked target, that is, the shooting direction before the second direction adjustment operation is restored. This method can facilitate the viewing of the surrounding situation at any time while a target is locked, improves the user's gaming needs when locking the target, and increases the interactive performance of the game.
[0063] When the adjustment angle of the virtual shooting direction is greater than the angle threshold, it means that the player may want to quickly unlock the target or quickly escape to a farther game scene. Therefore, the player directly contacts and locks the first locked enemy virtual object and continues to maintain the virtual shooting direction at the end of the adjustment operation. At this time, the game scene currently displayed in the graphical user interface is also the scene corresponding to the virtual shooting direction at the end of the adjustment operation.
[0064] The information processing method in the game provided by the embodiments of the present invention, on the one hand, adjusts the virtual shooting direction of the virtual camera corresponding to the player's virtual object following the moving position of the locked target, so that the locked target is located in the first set area of the graphical user interface, providing a good observation field of view for the player to aim at attacking the locked target, reducing the interaction control difficulty during combat, and enabling the player to focus on control operations other than the field of view adjustment operation during the intense battle process, such as moving positions, releasing skills, etc.; on the other hand, even during the period when a target is locked, it can still timely respond to the orientation adjustment operation of the player acting on the orientation control area and adjust the virtual shooting direction, improving the compatibility of the solution; on the other hand, it can determine whether to restore the control logic of the virtual shooting direction to adjust the virtual shooting direction following the moving position of the locked target according to the adjustment angle of the virtual shooting direction. For example, when the adjustment angle is large, when the player hopes to quickly unlock the target or quickly escape and move away from the attack range of the current enemy, a large angle can be adjusted so that the previously locked target is no longer the attack object. In this case, the locked target is directly unlocked, and the virtual shooting direction or orientation at the end of the orientation adjustment operation is continued to be maintained. In this implementation method, there is no need for the player to perform a traditional unlocking operation, nor to wait for the locked target to move away from the player's virtual object to a certain extent before unlocking. It realizes the automatic unlocking of the locked target while switching the game scene, improving the convenience and coherence of the game scene switching and unlocking the target, enabling the game interaction process to better match and meet the interaction control requirements of different game players or different game scenarios, and improving the player's game experience.
[0065] The above-mentioned graphical user interface may include a locking control, and correspondingly, the above-mentioned locking trigger instruction is generated in response to a first type of touch operation acting on the locking control. In one implementation manner, for a touch terminal, the above-mentioned first type of touch operation may be a touch event of clicking on the locking control with a finger; for a non-touch terminal, the above-mentioned first type of touch operation may be a selection operation event of selecting the locking control with a mouse. Optionally, the above-mentioned locking control can be selected according to the setting whether to be displayed on the graphical user interface. When the locking control is set on the graphical user interface, the player can directly lock the enemy virtual object by clicking on the locking control, which is convenient for operation.
[0066] When the locking control is displayed in the graphical user interface, during the period of determining the first enemy virtual object as the locked target, in response to the first type of touch operation acting on the locking control, a second enemy virtual object that meets the locking condition is determined as the locked target in the game scene. When the player triggers the locking control in the graphical user interface, the enemy virtual objects that meet the locking condition near the player's virtual object are locked.
[0067] In one embodiment, after the second enemy virtual object is locked onto, the virtual shooting direction can be adjusted according to the movement of the second enemy virtual object so that the second enemy virtual object is located within a first set area of the graphical user interface. The first set area can be the center area of the graphical user interface. By displaying the second enemy virtual object in the center area of the graphical user interface, it is easier to observe and perform corresponding attack operations on the second enemy virtual object, thereby improving operational convenience.
[0068] Taking into account the situation that the player's virtual object may not need to always lock on to the same enemy virtual object during the game, for example, when the enemy virtual object has more health value, armor value, etc. than the player's virtual object, constantly locking on and attacking the enemy virtual object will not defeat the enemy virtual object, or there are other virtual objects with less health and armor within the field of view. At this time, while determining the second enemy virtual object as the locked target, the second type of touch operation acting on the lock control can be responded to, the lock on the second enemy virtual object can be released, and the control logic of the virtual shooting direction can be restored to adjust the virtual shooting direction of the virtual camera corresponding to the player's virtual object according to the orientation of the player's virtual object.
[0069] In one embodiment, in order to ensure that the unlocking operation and the locking operation are clearly distinguished so as to avoid erroneous operations, the second type of touch operation for the locked control may be a long press on the locked control to unlock the control.
[0070] The control logic for restoring the virtual shooting direction to adjust the virtual shooting direction of the virtual camera corresponding to the player's virtual object according to the orientation of the player's virtual object may include the following situations:
[0071] (1) When the second enemy virtual object is the locked target, and the health and armor values of the second enemy virtual object are greater than those of the player virtual object, the player may be defeated by the second enemy virtual object if the second enemy virtual object is locked all the time. Therefore, the player virtual object may need to escape. In this case, the virtual shooting direction of the virtual camera corresponding to the player virtual object is adjusted according to the orientation of the player virtual object, so that the player virtual object can be in the direction away from the second enemy virtual object, that is, the escape direction.
[0072] (2) When the second enemy virtual object is locked as a target, if there is another virtual object with less health and less armor within the field of view, the enemy virtual object with less health and less armor can be used as a target to be locked again. Therefore, the above-mentioned adjustment of the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object can be the direction in which the player virtual object is facing the enemy virtual object with less health and less armor.
[0073] (3) When there is a certain angle between the orientation of the player's virtual object and the virtual shooting direction, as the event of unlocking the lock on the second enemy virtual object occurs, the virtual shooting direction is adjusted to the direction corresponding to the orientation of the player's virtual object.
[0074] When the lock control is not set on the graphical user interface, in another implementation, the lock trigger instruction is generated in response to a first type of touch operation acting on the orientation control area in the graphical user interface; during the determination of the first enemy virtual object as the lock target, in response to the first type of touch operation acting on the orientation control area, a third enemy virtual object that meets the lock conditions is determined as the lock target in the game scene.
[0075] In a specific implementation, the enemy virtual object can be locked by a first type of touch operation (the same as the first type of touch operation for the above-mentioned lock control) acting on the orientation control area in the graphical user interface. The orientation control area can be an area in the graphical user interface where no control is set, and moreover, the orientation control area can be an area in the entire graphical user interface where no control is set, or it can be an area without controls in the left or right half area of the graphical user interface, and can be adaptively set according to the player's preference.
[0076] When the lock control is not displayed on the graphical user interface, the enemy virtual object in the orientation control area can be locked by a first type of touch operation. Of course, the virtual camera view can also be briefly switched by dragging the orientation control area or other areas without controls. The two operation methods are different, and the functions achieved are also different.
[0077] The above specific implementation form of determining the enemy virtual object as the lock target enables the user to select one of the above methods to trigger object locking according to needs, enhancing the flexibility of the solution.
[0078] In addition, when the lock control is set on the graphical user interface, the enemy virtual object can also be locked by performing a touch operation on the orientation control area.
[0079] Further, the above locking conditions further include: a preset anti-attack attribute condition, which may include conditions corresponding to the life attribute, armor attribute, or other attributes of the enemy virtual object, and is characterized by an attribute value. For example, in the initial state, when the attack target (i.e., the enemy virtual object) has not been attacked, the attribute value of the attack target has the maximum attribute value, and when the user controls the player virtual object to attack the enemy virtual object, the attribute value of the enemy virtual object will decrease. When performing locking, the preset anti-attack attribute condition may be that the attribute value of a specified attribute is lower than a preset threshold, and one of the enemy virtual objects that meet this condition or the enemy virtual object with the lowest attribute value that meets this condition is used as the first enemy virtual object.
[0080] For example, the specified attribute may be the life attribute and / or the armor attribute. The life attribute may use the blood volume or the blood volume percentage as the attribute value of this attribute; the armor attribute is generally used to represent the defensive ability (physical defensive ability) of a certain character or unit, and is generally represented by a numerical value. Players can choose to equip multiple armors, and the main function of these armor equipments is to provide defense for the character so that it can withstand more damage. Some advanced armor equipments will also provide attributes such as health, dodge, movement speed, or resistance, further improving the survival ability of the character. Based on this, the armor attribute of this application can be determined according to the types of armors in the actual game. One type of armor can be selected to represent the armor attribute of the virtual object, or a preset weighted calculation can be performed on the armors currently equipped by the virtual object to obtain the armor attribute value of the virtual object.
[0081] After determining the enemy virtual object as the locking target, a locking identifier is displayed on the locking target. Among them, the locking identifier includes at least one of the following: a graphic identifier, a special effect identifier, a text identifier, and a color icon identifier, such as a specific light point, such as a blue dot identifier. For ease of understanding, taking the player triggering the locking control as an example, see Figure 3 shown, in Figure 1 On the basis of the shown graphical user interface, when the user triggers the locking control 20, assuming that the enemy virtual object 14 meets the locking conditions, the enemy virtual object 14 is locked, and a locking identifier 32 is added to the enemy virtual object 14 to indicate that the enemy virtual object 14 has been locked.
[0082] Alternatively, by clicking on the orientation control area in the graphical user interface, the locking of the enemy virtual object and the addition of the locking identifier are performed. See Figure 4 shown, when the player triggers the orientation control area 42, assuming that the enemy virtual object 14 meets the locking conditions, the enemy virtual object 14 is locked, and a locking identifier 32 is added to the enemy virtual object 14 to indicate that the enemy virtual object 14 has been locked. Figure 4The shown orientation control area is a way of area implementation. In practical applications, this area can be enlarged. For example, the blank area in Figure 4 (that is, the area excluding controls) can be set as the orientation control area, or it can be the left half blank area or the right half blank area. The form of this area can be determined by the player's preference settings in the corresponding function module. In an optional implementation, when it is determined that a first orientation adjustment operation acting on the orientation control area, such as a touch operation, is detected, the shooting parameters of the virtual camera and the orientation of the player's virtual object are adjusted according to this touch operation. Among them, the shooting parameters include but are not limited to the position, orientation, viewing angle, etc. of the virtual camera. Among them, the touch operation on the orientation control area can be operations such as clicking, double-clicking, long-pressing, and swiping.
[0083] As an optional implementation, when the enemy virtual object responds to the first type of touch operation acting on the locking control or the orientation control area and determines the locking target in the game scene, the above method further includes: during the period of determining the third enemy virtual object as the locking target, responding to the second type of touch operation acting on the orientation control area to unlock the third enemy virtual object, and restoring the control logic of the virtual shooting direction to adjust the virtual shooting direction of the virtual camera corresponding to the player's virtual object according to the orientation of the player's virtual object.
[0084] Similar to the above unlocking operation acting on the locking control, in order to ensure that the unlocking operation and the locking operation are significantly different so that misoperations do not occur, the second type of touch operation acting on the orientation control area can be a long-press unlocking operation on the orientation control area.
[0085] Regarding the unlocking operation on the orientation control area, restoring the control logic of the virtual shooting direction to adjust the virtual shooting direction of the virtual camera corresponding to the player's virtual object according to the orientation of the player's virtual object is the same as the above situation of the unlocking operation on the locking control, and will not be elaborated here.
[0086] Further, in order to quickly adjust the virtual shooting direction of the virtual camera, the above method further includes: responding to the viewing angle adjustment operation acting on the viewing angle control area in the graphical user interface to adjust the virtual shooting direction; and restoring the control logic of the virtual shooting direction to adjust the virtual shooting direction of the virtual camera corresponding to the player's virtual object according to the orientation of the player's virtual object after the viewing angle adjustment operation ends.
[0087] For ease of understanding, the above perspective control can be an "eye" control. By dragging this "eye" control, the virtual shooting direction can be adjusted. For example, when the "eye" control is dragged to the left within the perspective control area, the virtual shooting direction can be adjusted to the left relative to the current shooting direction. When the "eye" control is dragged to the right within the perspective control area, the virtual shooting direction can be adjusted to the right relative to the current shooting direction. In addition, the "eye" control can also be dragged to perform other angle drags within the perspective control area, so that the virtual shooting direction is adjusted accordingly following the dragging direction of the "eye" control.
[0088] The end of the above response to the perspective adjustment operation can be the operation of the finger dragging the "eye" control leaving the touch terminal. The above control logic for restoring the virtual shooting direction to adjusting the virtual shooting direction of the virtual camera corresponding to the player's virtual object according to the orientation of the player's virtual object can be referred to the description in the above embodiments.
[0089] Furthermore, during the orientation adjustment operation, there may be a certain angle between the player's virtual object and the adjusted orientation. Therefore, when the above step S210 is specifically executed, it can also respond to the second orientation adjustment operation acting on the orientation control area, and adjust the virtual shooting direction and the orientation of the player's virtual object according to the second orientation adjustment operation. For example, when the player triggers the orientation control area, the virtual shooting direction of the virtual camera can be adjusted in the direction corresponding to the orientation adjustment operation, and at the same time, the orientation of the player's virtual object is controlled to point to the direction corresponding to the orientation adjustment operation.
[0090] Correspondingly, when unlocking the first enemy virtual object and maintaining the virtual shooting direction at the end of the second orientation adjustment operation, the lock on the first enemy virtual object can be released, and the orientation and virtual shooting direction of the player's virtual object at the end of the second orientation adjustment operation can be maintained.
[0091] In one implementation, after locking an enemy virtual object, it can further respond to an attack operation on an attack control in the graphical user interface, and control the player's virtual object to perform a virtual attack action corresponding to the attack operation with the locked first enemy virtual object as the attack target.
[0092] The above attack operations can include various types, such as horizontal strikes, vertical strikes, etc. Figure 5 Another schematic diagram of the graphical user interface is shown. The attack controls can include vertical strikes, horizontal strikes, etc. By triggering the corresponding attack controls, the corresponding attacks can be performed on the locked enemy virtual object. If continuous attack operations are carried out, the locked enemy virtual object will be continuously attacked until the enemy virtual object is defeated.
[0093] The above attack operation can be an operation of clicking an attack control. For example, the user clicks the attack control. In addition to the above attack control, optionally, referring to Figure 5 as shown, it may further include action controls such as dodging, crouching, jumping, weapon switching, etc. By triggering the corresponding action controls, corresponding attack actions can be coordinated with the attack control.
[0094] Further, when the enemy virtual object is in a locked state, the above method further includes: in response to the distance between the first enemy virtual object and the player virtual object being greater than the unlocking threshold, unlocking the first enemy virtual object, and restoring the control logic of the virtual shooting direction to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0095] The above unlocking threshold can be a preset distance threshold. In actual applications, in order to ensure the user experience and be more in line with game rationality, the unlocking threshold is greater than the corresponding distance threshold in the above preset distance conditions.
[0096] Since the enemy virtual object is continuously locked after being locked by the locking control and no unlocking event occurs, the above method of unlocking based on distance considers that the enemy is too far away to attack, so there is no need to continue locking the target. The target is directly unlocked, and the control logic of the virtual shooting direction is restored to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object, which is beneficial for the player to observe the scene near the player virtual object.
[0097] Considering that when the current first enemy virtual object has a large amount of health, armor value or other attribute values, while other enemy virtual objects that meet the locking conditions may have less health and less armor, the locked object can be further switched. Based on this, the above method further includes: in the state where the first enemy virtual object is already locked, in response to a re-locking trigger event for the game scene, switching the locked object from the first enemy virtual object to the second enemy virtual object; where the second enemy virtual object is an enemy virtual object that meets the locking conditions other than the first enemy virtual object. This method can quickly switch the locked object by triggering the locking control or the orientation control area again, meeting the application requirements of target switching.
[0098] In an optional embodiment, the above method further includes: in response to the player virtual object attacking a fourth enemy virtual object and there being no currently locked enemy virtual object, controlling the player virtual object to target the fourth enemy virtual object and adjusting the virtual shooting direction according to the moving position of the locked target; and, during the period when the fourth enemy virtual object is determined as the locked target, if no virtual attack action of the player virtual object against the fourth enemy virtual object is detected within a predetermined time, the lock on the fourth enemy virtual object is released, and the control logic of the virtual shooting direction is restored to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0099] In this embodiment, the player can directly operate the above attack control to implement the player virtual object attacking the fourth enemy virtual object. By triggering the corresponding attack control, the fourth enemy virtual object near the player virtual object can be attacked correspondingly. If continuous attack operations are performed, the fourth enemy virtual object will be continuously attacked until the fourth enemy virtual object is defeated.
[0100] In this embodiment, when the player virtual object attacks the fourth enemy virtual object, it is detected whether there is a currently locked enemy virtual object. It can be checked whether the enemy virtual objects within a certain range from the player virtual object carry a lock identifier. If there is, there is a locked enemy virtual object. If none of these enemy virtual objects have a lock identifier, it is determined that there is no currently locked enemy virtual object. In order to improve the accuracy of the next attack on the fourth enemy virtual object, in this embodiment, the fourth enemy virtual object is targeted and directly locked, for example, the above lock identifier is set for the fourth enemy virtual object.
[0101] When the fourth enemy virtual object is targeted, the virtual shooting direction is adjusted according to the moving position of the locked target. By this way of adjusting the virtual shooting direction, the locked target can be present in the game scene displayed on the graphical user interface, which is beneficial for the player to attack the locked target next time.
[0102] The above predetermined time is usually relatively short, such as 5s or 20s, etc. When the locking duration reaches the predetermined time and no virtual attack action of the player virtual object against the fourth enemy virtual object is detected during this process, it means that the player does not wish to continue attacking the fourth enemy virtual object. Then, there is no need to lock the fourth enemy virtual object anymore. To simplify the player's operation, in this scenario, the locked fourth enemy virtual object will be automatically unlocked in this embodiment, without the player having to operate the lock control to unlock it. At the same time, because there is no locked enemy virtual object, the control logic of the virtual shooting direction is restored to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object, so as to conduct game interaction from a perspective that is more beneficial for the player to view.
[0103] In summary, the information processing method in the game provided by the embodiments of the present invention can quickly lock the enemy, and when the virtual object of the enemy is in the locked state, adjust the viewing angle of the virtual camera to follow the position of the object, so that the virtual object of the enemy is located in the set area, which is convenient for the player to aim and attack, and can improve the accuracy of the attack; it can also respond in a timely manner to the orientation adjustment operation of the player on the orientation control area, adjust the virtual shooting direction, and then switch the game scene. At the same time of switching the game scene, it can also know the player's next operation intention based on the adjustment angle size of the virtual shooting direction, without the player performing an unlocking operation, nor waiting for the locked target to move away from the player's virtual object to a certain extent and then unlocking. It realizes the automatic unlocking of the locked target while switching the game scene, improves the convenience and coherence of the game scene switching and unlocking the target, enables the game interaction process to better match and meet the interactive control requirements of different game players or different game scenarios, improves the player's game experience, can also quickly switch the locked enemy, and improves the diversified requirements of locking; it can also determine the attack object through the attack operation when there is no locked enemy and lock the attack object, improving the attack effect.
[0104] Based on the above method embodiments, the embodiments of the present application also provide an information processing device in a game, which provides a graphical user interface through a terminal device; the game includes a player virtual object and an enemy virtual object, and the display content of the graphical user interface includes at least a part of the game scene, and the game scene displayed on the graphical user interface changes with the change of the virtual shooting position and / or virtual shooting direction of the virtual camera corresponding to the player virtual object. See Figure 6 As shown, the above device includes:
[0105] A movement control module 602, configured to respond to a movement control operation on the player virtual object, control the player virtual object to move in the game scene, and adjust the position of the virtual camera corresponding to the player virtual object according to the position of the player virtual object;
[0106] A first orientation adjustment module 604, configured to respond to a first orientation adjustment operation on the orientation control area in the graphical user interface, and adjust the orientation of the player virtual object and the virtual shooting direction;
[0107] A shooting direction maintaining module 606, configured to respond to the end of the first orientation adjustment operation, and maintain the orientation of the player virtual object and the virtual shooting direction when the first orientation adjustment operation ends;
[0108] A locking module 608, configured to, in response to a locking trigger instruction, determine a first enemy virtual object that meets the locking conditions in a game scene as a locking target, and adjust a virtual shooting direction according to the moving position of the locking target, so that the first enemy virtual object is located in a first set area of a graphical user interface; wherein, the locking conditions at least include: a preset distance condition;
[0109] A second orientation adjustment module 610, configured to, during the determination of the first enemy virtual object as the locking target, in response to a second orientation adjustment operation acting on an orientation control area, at least adjust the virtual shooting direction, and, in response to the end of the second orientation adjustment operation, determine whether to restore the control logic of the virtual shooting direction to adjusting the virtual shooting direction according to the moving position of the locking target according to the adjustment angle of the virtual shooting direction: if the adjustment angle of the virtual shooting direction is less than an angle threshold, restore the control logic of the virtual shooting direction to adjusting the virtual shooting direction according to the moving position of the locking target; if the adjustment angle of the virtual shooting direction is greater than the angle threshold, cancel the locking of the first enemy virtual object and maintain the virtual shooting direction at the end of the second orientation adjustment operation.
[0110] The information processing device in the game provided by the embodiments of the present invention, on the one hand, adjusts the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the moving position of the locking target, so that the locking target is located in the first set area of the graphical user interface, providing a good observation field of view for the player to aim at and attack the locking target, reducing the interaction control difficulty during combat, and enabling the player to focus on control operations other than the field of view adjustment operation during the intense battle process, such as moving positions, releasing skills, etc.; on the other hand, even during the period when a target is locked, it can still respond in a timely manner to the orientation adjustment operation of the player acting on the orientation control area and adjust the virtual shooting direction, improving the compatibility of the solution; on the other hand, it can be determined whether to restore the control logic of the virtual shooting direction to adjusting the virtual shooting direction according to the moving position of the locking target according to the adjustment angle of the virtual shooting direction. For example, when the adjustment angle is large, when the player hopes to quickly unlock the target or quickly escape and move away from the attack range of the current enemy, a large angle can be adjusted so that the previously locked target is no longer the attack object. In this case, the locked target is directly unlocked, and the virtual shooting direction or orientation at the end of the orientation adjustment operation is continued to be maintained. In this implementation method, there is no need for the player to perform a traditional unlocking operation, nor to wait for the locked target to move away from the player virtual object to a certain extent before unlocking, realizing the automatic unlocking of the locked target while switching the game scene, improving the convenience and coherence of the game scene switching and unlocking the target, enabling the game interaction process to better match and meet the interaction control requirements of different game players or different game scenarios, and improving the player's game experience.
[0111] In some embodiments, a locking control is included in the graphical user interface, and the locking trigger instruction is generated in response to a first type of touch operation on the locking control; the above device further includes: a first locking module, configured to, during determining the first enemy virtual object as the locking target, in response to the first type of touch operation on the locking control, determine a second enemy virtual object that meets the locking condition as the locking target in the game scene.
[0112] In some embodiments, the above device further includes: a first unlocking module, configured to, during determining the second enemy virtual object as the locking target, in response to a second type of touch operation on the locking control, release the locking of the second enemy virtual object, and restore the control logic of the virtual shooting direction to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0113] In some embodiments, the locking trigger instruction is generated in response to a first type of touch operation on the orientation control area in the graphical user interface; the above device further includes: a second locking module, configured to, during determining the first enemy virtual object as the locking target, in response to the first type of touch operation on the orientation control area, determine a third enemy virtual object that meets the locking condition as the locking target in the game scene.
[0114] In some embodiments, the above device further includes: a second unlocking module, configured to, during determining the third enemy virtual object as the locking target, in response to a second type of touch operation on the orientation control area, release the locking of the third enemy virtual object, and restore the control logic of the virtual shooting direction to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0115] In some embodiments, the above device further includes: a perspective adjustment module, configured to, in response to a perspective adjustment operation on the perspective control area in the graphical user interface, adjust the virtual shooting direction; and in response to the end of the perspective adjustment operation, restore the control logic of the virtual shooting direction to adjusting the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0116] In some embodiments, the above second orientation adjustment module 610 is further configured to, in response to a second orientation adjustment operation on the orientation control area, adjust the virtual shooting direction and the orientation of the player virtual object according to the second orientation adjustment operation; and is further configured to, if the adjustment angle of the virtual shooting direction is greater than the angle threshold, release the locking of the first enemy virtual object, and maintain the orientation of the player virtual object and the virtual shooting direction at the end of the second orientation adjustment operation.
[0117] In some embodiments, the above-mentioned device further includes: an attack module, which is configured to respond to an attack operation on an attack control in the graphical user interface, and control the player virtual object to perform a virtual attack action corresponding to the attack operation with the locked first enemy virtual object as the attack target.
[0118] In some embodiments, the above-mentioned device further includes: an unlocking module, which is configured to respond when the distance between the first enemy virtual object and the player virtual object is greater than the unlocking threshold, unlock the first enemy virtual object, and restore the control logic of the virtual shooting direction to adjust the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0119] In some embodiments, the above-mentioned locking condition further includes: a preset anti-attack attribute condition; a locking identifier is displayed on the locked target; wherein, the locking identifier includes at least one of the following: a graphic identifier, a special effect identifier, a text identifier, and a color icon identifier.
[0120] In some embodiments, the above-mentioned device further includes: a locking processing module, which is configured to respond when the player virtual object attacks the fourth enemy virtual object and there is no currently locked enemy virtual object, control the player virtual object to use the fourth enemy virtual object as the locking target, and adjust the virtual shooting direction following the moving position of the locking target; during the period when the fourth enemy virtual object is determined as the locking target, if no virtual attack action of the player virtual object against the fourth enemy virtual object is detected within a predetermined time, unlock the fourth enemy virtual object, and restore the control logic of the virtual shooting direction to adjust the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
[0121] The information processing device in the game provided by the embodiments of the present application has the same implementation principle and the same technical effects as those of the foregoing method embodiments. For the sake of brief description, for the parts not mentioned in the embodiments of the information processing device in the game, reference may be made to the corresponding content in the foregoing method embodiments of the game in the information processing method.
[0122] Embodiments of the present application also provide an electronic device, as Figure 7 shown, is a schematic structural diagram of the electronic device. Among them, the electronic device 100 includes a processor 71 and a memory 70. The memory 70 stores computer-executable instructions that can be executed by the processor 71. The processor 71 executes the computer-executable instructions to implement any one of the above-mentioned information processing methods in the game.
[0123] In Figure 7 the shown embodiment, the electronic device further includes a bus 72 and a communication interface 73. Among them, the processor 71, the communication interface 73, and the memory 70 are connected through the bus 72.
[0124] Among them, the memory 70 may include high-speed random access memory (RAM), and may also include non-volatile memory, such as at least one disk memory. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 73 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 72 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, an EISA (Extended Industry Standard Architecture) bus, etc. The bus 72 can be divided into an address bus, a data bus, a control bus, etc. For the sake of representation, Figure 7 only a bidirectional arrow is used in Figure 7 , but it does not mean that there is only one bus or one type of bus.
[0125] The processor 71 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the integrated logic circuit in the hardware of the processor 71 or the instructions in the form of software. The above-mentioned processor 71 can be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it can also be a digital signal processor (DSP for short), an application specific integrated circuit (ASIC for short), a field programmable gate array (FPGA for short), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in the embodiments of the present application can be directly embodied as being executed and completed by a hardware decoding processor, or executed and completed by a combination of the hardware and software modules in the decoding processor. The software module can be located in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, or electrically erasable programmable memory, registers, etc. This storage medium is located in the memory, and the processor 71 reads the information in the memory and combines its hardware to complete the steps of the information processing method in the game in the foregoing embodiments.
[0126] An embodiment of the present application also provides a computer-readable storage medium. The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the information processing method in the above game. For the specific implementation, reference can be made to the foregoing method embodiments and will not be elaborated herein.
[0127] The computer program product of the information processing method, electronic device, and computer-readable storage medium in the game provided by the embodiments of the present application 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 foregoing method embodiments. For the specific implementation, reference can be made to the method embodiments and will not be elaborated herein.
[0128] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present application.
[0129] If the above functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or a 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 causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program code.
[0130] In the description of the present application, it should be noted that the orientation or positional relationship indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. is based on the orientation or positional relationship shown in the drawings, and is only for the convenience of describing the present application and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore should not be construed as a limitation to the present application. In addition, the terms "first", "second", and "third" are only used for descriptive purposes and should not be construed as indicating or implying relative importance.
[0131] Finally, it should be noted that the above-described embodiments are only specific implementation manners of the present application, used to illustrate the technical solutions of the present application, rather than limiting it. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the technical field of the present application can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims
1. An information processing method in a game, characterized in that A graphical user interface is provided via a terminal device; the game includes a player virtual object and an enemy virtual object, the display content of the graphical user interface includes at least a portion of a game scene, and the game scene displayed by the graphical user interface changes with changes in a virtual shooting position and / or virtual shooting direction of a virtual camera corresponding to the player virtual object, the method comprising: In response to a movement control operation on the player virtual object, control the player virtual object to move in the game scene, and adjust the position of the virtual camera corresponding to the player virtual object according to the position of the player virtual object; In response to a first orientation adjustment operation applied to an orientation control area in the graphical user interface, adjusting the orientation of the player virtual object and the virtual shooting direction; In response to the completion of the first orientation adjustment operation, maintaining the orientation of the player virtual object and the virtual shooting direction at the completion of the first orientation adjustment operation; In response to a lock trigger instruction, determining a first enemy virtual object that meets a lock condition in the game scene as a lock target, and adjusting the virtual shooting direction according to the movement position of the lock target so that the first enemy virtual object is located in a first set area of the graphical user interface; wherein the lock condition includes at least a preset distance condition; During the period of determining the first enemy virtual object as the locked target, in response to the second orientation adjustment operation acting on the orientation control area, at least the virtual shooting direction is adjusted, and in response to the end of the second orientation adjustment operation, it is determined whether to restore the control logic of the virtual shooting direction to adjust the virtual shooting direction according to the adjustment angle of the virtual shooting direction: if the adjustment angle of the virtual shooting direction is less than the angle threshold, the control logic of the virtual shooting direction is restored to adjust the virtual shooting direction according to the moving position of the locked target; if the adjustment angle of the virtual shooting direction is greater than the angle threshold, the lock on the first enemy virtual object is released, and the virtual shooting direction at the end of the second orientation adjustment operation is maintained.
2. The method according to claim 1, wherein The graphical user interface includes a lock control, and the lock trigger instruction is generated in response to a first type of touch operation acting on the lock control; the method further includes: During the determination of the first enemy virtual object as the locking target, in response to a first type of touch operation acting on the locking control, a second enemy virtual object that meets the locking condition is determined in the game scene as the locking target.
3. The method according to claim 2, wherein The method further comprises: While determining the second enemy virtual object as the locked target, in response to the second type of touch operation acting on the locking control, the second enemy virtual object is unlocked, and the control logic of the virtual shooting direction is restored to adjust the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
4. The method according to claim 1, characterized in that The lock trigger instruction is generated in response to a first type of touch operation directed toward a control area in the graphical user interface; the method further includes: During the determination of the first enemy virtual object as the locked target, in response to a first type of touch operation on the orientation control area, determine a third enemy virtual object that meets the locking conditions as the locked target in the game scene.
5. The method according to claim 4, characterized in that, The method further includes: During the determination of the third enemy virtual object as the locked target, in response to a second type of touch operation on the orientation control area, unlock the third enemy virtual object, and restore the control logic of the virtual shooting direction to adjust the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
6. The method according to claim 1, characterized in that, The method further includes: In response to a perspective adjustment operation on the perspective control area in the graphical user interface, adjust the virtual shooting direction; In response to the end of the perspective adjustment operation, restore the control logic of the virtual shooting direction to adjust the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
7. The method according to claim 1, characterized in that, The step of at least adjusting the virtual shooting direction in response to a second orientation adjustment operation on the orientation control area includes: in response to a second orientation adjustment operation on the orientation control area, adjust the virtual shooting direction and the orientation of the player virtual object according to the second orientation adjustment operation; Accordingly, the step of unlocking the first enemy virtual object and maintaining the virtual shooting direction at the end of the second orientation adjustment operation includes: unlocking the first enemy virtual object and maintaining the orientation of the player virtual object and the virtual shooting direction at the end of the second orientation adjustment operation.
8. The method according to claim 1, wherein The method further includes: In response to an attack operation on the attack control in the graphical user interface, control the player virtual object to perform the virtual attack action corresponding to the attack operation with the locked first enemy virtual object as the attack target.
9. The method according to claim 1, characterized in that, The method further includes: In response to the distance between the first enemy virtual object and the player virtual object being greater than the unlocking threshold, unlock the first enemy virtual object, and restore the control logic of the virtual shooting direction to adjust the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
10. The method according to claim 1, characterized in that The locking condition further includes: a preset anti-attack attribute condition; A locking identifier is displayed on the locked target; wherein, the locking identifier includes at least one of the following: a graphical identifier, a special effect identifier, a text identifier, and a color icon identifier.
11. The method according to claim 1, wherein The method further includes: In response to the player virtual object attacking a fourth enemy virtual object and there being no currently locked enemy virtual object, control the player virtual object to use the fourth enemy virtual object as the locked target and adjust the virtual shooting direction following the moving position of the locked target. During the period of determining the fourth enemy virtual object as the locked target, if no virtual attack action of the player virtual object against the fourth enemy virtual object is detected within a predetermined time, the lock on the fourth enemy virtual object is released, and the control logic of the virtual shooting direction is restored to adjust the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object.
12. An electronic device, characterized in that, It includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the method according to any one of claims 1 to 11.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions. When the computer-executable instructions are called and executed by the processor, the computer-executable instructions cause the processor to implement the method according to any one of claims 1 to 11.
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