Information Processing Method in a Game, Electronic Device, and Computer-Readable Storage Medium
By directly locking and automatically unlocking the virtual camera shooting direction of enemy targets in mobile terminal games, the convenience and coherence of locking and unlocking operations are solved, and the convenience and coherence of game interaction is improved.
Patent Information
- Application Number
- CN202111539668.X
- 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
In mobile terminal games, the operational convenience and coherence of locking and unlocking enemy targets is insufficient, making it difficult to meet the interactive control needs of different gamers and scenarios.
When the player's virtual object attacks an enemy virtual object and there is no locked target, it is used as the lock target and adjusts the shooting direction of the virtual camera as the moving position of the locked target; when no attack action is detected within a predetermined time, the shooting direction control logic is automatically unlocked and restored to adjust the shooting direction of the virtual camera according to the player's orientation.
It simplifies locking and unlocking operations, improves the coherence and convenience of game interaction, and meets the diverse needs of players.
Smart Images

Figure CN116262175B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of games, and in particular, to a method for processing information in a game, an electronic device, and a computer-readable storage medium. Background Art
[0002] In recent years, with the development of network communication technology and the improvement of the hardware processing capacity of mobile terminals, game companies have developed many game applications for mobile terminals.
[0003] Limited by the input methods of mobile terminals, many interaction control solutions with good user experience in traditional PC games cannot be well restored in mobile game applications. In many games, players need to control the movement, perspective, and attacks of game characters. For example, adjust the perspective of the game character to observe the surrounding virtual environment, search for or select a moving enemy character, and further attack the enemy character. For the above scenarios, the interaction control solutions in existing mobile game applications have high requirements for players' manipulation abilities. Especially in some real-time combat scenarios, for many ordinary players, the interaction control experience during the game is not ideal.
[0004] In related technical solutions, one aspect attempts to at least partially solve the above problems: providing a target locking function. After locking an enemy character, the player can focus on the movement and attack control of the character to reduce the operation difficulty of adjusting the perspective during the tense battle of attacking the enemy character. Summary of the Invention
[0005] The applicant of this case found in the long-term research and development process that there are still certain limitations in the related technical solutions. The convenience and coherence of the target locking operation or unlocking operation are not high, and it is difficult to match and meet the interaction control requirements of different game players or different game scenarios.
[0006] The purpose of the present application is to provide a method for processing information in a game, an electronic device, and a computer-readable storage medium to at least partially solve the deficiencies existing in the related technical solutions.
[0007] In a first aspect, an embodiment of the present application provides an information processing method in a game, providing a graphical user interface through a terminal device; the game includes a player virtual object and an enemy virtual object, and the content displayed by the graphical user interface includes at least a part of the game scene, and the game scene displayed by 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, and the method includes: responding to a movement control operation for the player virtual object, controlling the movement of the player virtual object 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 acting on a direction control area in the graphical user interface, adjusting the orientation of the player virtual object and the virtual shooting direction 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 end of the first orientation adjustment operation; in response to the player virtual object attacking the first enemy virtual object and there is no currently locked enemy virtual object, controlling the player virtual object to use the first enemy virtual object as the locking target, and adjusting the virtual shooting direction following the moving position of the locked target; during the period of determining the first enemy virtual object as the locking target, if the virtual attack action of the player virtual object directed to the first enemy virtual object is not detected within a predetermined time, the first 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.
[0008] As an optional embodiment, the step of adjusting the virtual shooting direction following the moving position of the locked target includes: adjusting the virtual shooting direction 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.
[0009] As an optional implementation, the above method also includes: responding to an attack operation acting on the attack control of the graphical user interface, checking whether there is a direction control operation acting on the direction control of the graphical user interface, and if so, determining a first enemy virtual object in the direction corresponding to the direction control operation; if not, determining the first enemy virtual object based on the distance between the enemy virtual object and the player virtual object; controlling the player virtual object to perform a virtual attack action corresponding to the attack operation with the first enemy virtual object as the attack target.
[0010] As an alternative implementation, the step of determining the first enemy virtual object based on the distance between the enemy virtual object and the player virtual object includes: if there is an enemy virtual object in the game scene corresponding to the virtual shooting direction, determining the enemy virtual object closest to the player virtual object in the game scene as the first enemy virtual object; if there is no enemy virtual object in the game scene corresponding to the virtual shooting direction, determining the enemy virtual object closest to the player virtual object within the set value of the distance from the player virtual object as the first enemy virtual object.
[0011] As an alternative implementation, the above method further includes: during the period of determining the first enemy virtual object as the locked target, in response to a second orientation adjustment operation acting on the orientation control area, at least adjusting the virtual shooting direction, and, in response to the end of the second orientation adjustment operation, determining whether to restore the control logic of the virtual shooting direction to follow the movement position of the locked target 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, restoring the control logic of the virtual shooting direction to follow the movement position of the locked target to adjust the virtual shooting direction; 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.
[0012] As an alternative implementation, the step of, in response to a second orientation adjustment operation acting on the orientation control area, at least adjusting the virtual shooting direction 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 releasing the lock on the first enemy virtual object and maintaining the virtual shooting direction at the end of the second orientation adjustment operation includes: releasing the lock on 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.
[0013] As an alternative implementation, the above method further includes: within the period when the locking duration of the first enemy virtual object has not reached the preset duration, in response to the player virtual object attacking the first enemy virtual object again, continuing to control the player virtual object with the first enemy virtual object as the locked target.
[0014] As an alternative implementation, the above graphical user interface includes a locking control. The method further includes: during the determination that the first enemy virtual object is the locking target, in response to an unlocking operation on the locking control, unlocking the locking of 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.
[0015] As an alternative implementation, a locking identifier is displayed on the above locking 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.
[0016] 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.
[0017] 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. 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.
[0018] An embodiment of the present application provides an information processing method, an electronic device, and a computer-readable storage medium in a game. When the player virtual object attacks an enemy virtual object and there is no currently locked target, the enemy virtual object is directly used as the locking target, and the virtual shooting direction of the virtual camera corresponding to the player virtual object is adjusted according to the moving position of the locked target, so that the locked target is in the current game scene. During the period when the target is locked, if the player virtual object does not attack it within a preset time, the above locking is directly unlocked, and the control logic of the above 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. In this way, the purpose of attack and locking can be achieved without the player performing a locking operation in advance. At the same time, according to the behavior of attacking the locked target, the target can be automatically unlocked when it has not been attacked for a long time without the user performing an unlocking operation, which simplifies the locking and unlocking operations, improves the coherence and convenience of the interaction during the game process, and better meets the diverse needs of players. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] 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 accompanying drawings required for the description of the specific embodiments or the prior art. Obviously, the accompanying drawings in the following description are some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other accompanying drawings can also be obtained based on these drawings.
[0020] Figure 1 A schematic diagram of a graphical user interface provided by an embodiment of the present invention;
[0021] Figure 2 A flowchart of a method for processing information in a game provided by an embodiment of the present application;
[0022] Figure 3 Another schematic diagram of a graphical user interface provided by an embodiment of the present application;
[0023] Figure 4 Another schematic diagram of a graphical user interface provided by an embodiment of the present application;
[0024] Figure 5 Another schematic diagram of a graphical user interface provided by an embodiment of the present application;
[0025] Figure 6 A structural diagram of an information processing device in a game provided by an embodiment of the present application;
[0026] Figure 7 A structural diagram of an electronic device provided by an embodiment of the present application. Specific embodiments
[0027] The following will clearly and completely describe the technical solutions of the present application in conjunction with the embodiments. Obviously, the described embodiments are some embodiments of the present application, rather than all embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative efforts belong to the scope of protection of the present application.
[0028] First, introduce the nouns involved in the present application:
[0029] (1) Virtual scene (also known as game scene)
[0030] A virtual scene is a virtual scene displayed (or provided) when an application runs on a terminal or a 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 2.5D virtual scene, and a three-dimensional virtual scene. The virtual environment can be the 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. An 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 the virtual objects corresponding to the cards. An exemplary virtual scene may include: a ring arena, a decisive battle arena, 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. An exemplary virtual scene may include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, podiums, etc.
[0031] (2) Game Interface
[0032] The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface. This interface includes a UI interface for players to interact and a game screen. In an optional implementation, the UI interface may include game controls (such as skill controls, movement controls, function controls, etc.), indication identifiers (such as direction indication identifiers, character indication identifiers, 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 optional implementation, the game screen is the display screen corresponding to the terminal device displaying the virtual scene. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
[0033] (3) Virtual Object
[0034] A virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, an anime character, etc. The virtual object is a character controlled by a 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, which is not limited in the embodiments of the present application. In a possible implementation manner, a 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 props, etc. provided by the application to fight against other virtual objects.
[0035] (4) Player character
[0036] A player character refers to a virtual object that can be controlled by a player to move in a game environment, and can also be called a shikigami character or a hero character in some video games. The player character can be at least one of different forms such as a virtual character, a virtual animal, an anime character, etc.
[0037] On a touch device or a non-touch device such as an ordinary computer terminal, 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, which includes a player virtual object 12, an enemy virtual object 14, a joystick 16, an attack control 18, a lock 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 lock 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 to make the player virtual object 12 face the enemy virtual object 14 and attack towards the enemy virtual object 14. Or, in order to improve the accuracy of the attack, before triggering the attack control 18, the lock control 20 can be clicked to lock the enemy virtual object 14 first, and then the attack control 18 is triggered to attack. After the attack, the enemy virtual object 14 is unlocked through the lock control 20. Both of these locking and unlocking methods require the player to operate the lock 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, and is particularly suitable for scenarios of mobile games or computer games.
[0038] The embodiments of the present application provide an attack processing method 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, and the display content of the graphical user interface includes at least a part of the game scene. Among them, for a first-person perspective game, the player virtual object is not included in the game scene, and for a third-person perspective game, the player virtual object is included in the game scene. Whether it is a first-person perspective or a third-person perspective, at least one enemy virtual object corresponding to the player virtual object is included in the game scene.
[0039] 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, and this scene includes the player virtual object and the enemy virtual object 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.
[0040] 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.
[0041] During the game process, if the player virtual object moves in position and / or rotates in direction in 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 of the virtual shooting position of the virtual camera, and / or, the game scene displayed on the graphical user interface follows the change of the virtual shooting direction of the virtual camera corresponding to the player virtual object.
[0042] See Figure 2 the flowchart of the information processing method in the game shown in , which is applied to the above-mentioned terminal device, and the method includes the following steps:
[0043] 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.
[0044] The above-mentioned movement control operation may be an operation acting on a movement control area in the graphical user interface. The movement control area may be a pre-set area in the graphical user interface. For example, the movement control area may be an area in the graphical user interface where a joystick or a direction wheel for direction control is set, located in the lower left area or the lower right 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. The 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.
[0045] The above-mentioned movement control operation can control the player virtual object to perform corresponding movement operations according to the player's control instructions, such as may include moving forward, 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 accordingly, 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.
[0046] As a possible embodiment, 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. In this way, 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 position above 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 needs of the game, and the embodiments of this application do not limit this.
[0047] Step S204, in response to the first orientation adjustment operation on the orientation control area in the graphical user interface, adjust the orientation of the player virtual object and the virtual shooting direction.
[0048] Among them, the above-mentioned virtual shooting direction is the shooting direction of the virtual camera corresponding to the player virtual object. The game scene corresponding to the shooting direction of this 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.
[0049] The above-mentioned orientation control area can be the 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 this orientation control widget can be set on the above-mentioned graphical user interface. When the player performs the 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 along the rotation and drag direction in the orientation control area, and the virtual shooting direction of the virtual camera will also follow the rotation and drag direction for adjustment.
[0050] Taking the blank area as the orientation control area as an example, refer to Figure 3 the schematic diagram of another graphical user interface shown in Figure 1Based on the graphical user interface shown, it further includes an orientation control area 24 enclosed by a dashed line box. The orientation control area 24 can be used to control the virtual shooting direction of the virtual camera presenting the game scene and the orientation of the player virtual object, so as to adjust the field of view of the game scene displayed in the graphical user interface and the orientation of the player virtual object. In an optional implementation, it is determined that a first orientation adjustment operation acting on the orientation control area, such as a touch operation, is detected. According to the touch operation, the shooting parameters of the virtual camera and the orientation of the player virtual object are adjusted. Among them, the shooting parameters include but are not limited to the position, orientation, perspective, 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, swiping, etc.
[0051] Step S206, in response to the end of the first orientation adjustment operation, maintain the orientation of the player virtual object and the virtual shooting direction at the end of the first orientation adjustment operation.
[0052] 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.
[0053] Step S208, in response to the player virtual object attacking the first enemy virtual object and there being no currently locked enemy virtual object, control the player virtual object to take the first enemy virtual object as the locked target and adjust the virtual shooting direction following the moving position of the locked target.
[0054] In this embodiment, the player can directly operate the attack control to make the player virtual object attack the first enemy virtual object. The above attack controls can include various types, such as a flat strike control, a vertical strike control, a blade vibration control, an ultimate skill control, a skill control, and so on. By triggering the corresponding attack control, the corresponding attack can be performed on the first enemy virtual object near the player virtual object. If continuous attack operations are performed, the first enemy virtual object will be continuously attacked until it is defeated.
[0055] The attack operation corresponding to the above attack control can be an operation of clicking the attack control. For example, the user clicks the attack control.
[0056] In this embodiment, when the player virtual object attacks the first enemy virtual object, it is detected whether there is a locked enemy virtual object currently. It is possible to check 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 first enemy virtual object, in this embodiment, the first enemy virtual object is set as the lock target, and the first enemy virtual object is directly locked. For example, a lock identifier is set for the first enemy virtual object. The lock identifier may include at least one of the following: a graphic identifier, a special effect identifier, a text identifier, and a color icon identifier. For example, a specific light point, such as a blue dot identifier. For ease of understanding, taking the player triggering the lock control as an example, refer to Figure 4 as shown in Figure 1 Based on the graphical user interface shown, assuming that the enemy virtual object 14 is attacked by the player virtual object 12 and there is no currently locked enemy virtual object, then the enemy virtual object 14 is locked, and a lock identifier 32 is added to the enemy virtual object 14 to indicate that the enemy virtual object 14 has been locked.
[0057] When the first enemy virtual object is set as the lock target, the virtual shooting direction is adjusted following the moving position of the lock target. By this way of adjusting the virtual shooting direction, the game scene displayed on the graphical user interface can have the lock target, which is beneficial for the player to attack the lock target next time.
[0058] Step S210, during the period when it is determined that the first enemy virtual object is the lock target, if no virtual attack action of the player virtual object against the first enemy virtual object is detected within a predetermined time, the lock on the first 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.
[0059] The above-mentioned predetermined time is usually relatively short, such as 5s or 20s, etc. When the lock duration reaches the predetermined time and no virtual attack action of the player virtual object against the first enemy virtual object is detected during this process, it means that the player does not wish to continue attacking the first enemy virtual object. Then, there is no need to lock the first enemy virtual object anymore. To simplify the player's operation, in this embodiment, in such a scenario, the locked first enemy virtual object will be automatically unlocked without the player having to perform an unlocking operation on the lock control. At the same time, because there is no locked enemy virtual object, the control logic of the virtual shooting direction will be 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, so as to conduct game interaction from a perspective that is more conducive to the player's viewing.
[0060] In the above information processing method in the game, when the player virtual object attacks the enemy virtual object and there is no currently locked target, the enemy virtual object is directly used as the locked target, and the virtual shooting direction of the virtual camera corresponding to the player virtual object is adjusted according to the moving position of the locked target, so that the locked target is in the current game scene. During the period when the target is locked, if the player virtual object does not attack it within the preset time, the above lock is directly 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. In this way, the purpose of attack and enemy locking can be achieved without the player having to perform an enemy locking operation in advance. At the same time, according to the behavior of attacking the locked target, the target can be automatically unlocked when not attacked for a long time without the user having to perform an unlocking operation, which simplifies the operations of enemy locking and unlocking, improves the coherence and convenience of the interaction during the game process, and better meets the diverse needs of players.
[0061] As a possible implementation manner, the step of adjusting the virtual shooting direction according to the moving position of the locked target includes: adjusting the virtual shooting direction according to the moving position of the locked target so that the locked target is located in the first set area of the graphical user interface. During the process of adjusting the virtual shooting direction according to the moving position of the locked target, in order to facilitate the attack on the locked target, when adjusting the virtual shooting direction according to the moving position of the locked target, the locked target can always be located in the above first set area. The above first set area can be the set area corresponding to the center of the graphical user interface, and the size of this area can be set as needed. By always controlling the locked target in this first set area, the locked target can be clearly displayed in the interface, facilitating the aiming operation of the player and improving the accuracy of attacking the locked target.
[0062] As a possible implementation manner, the above method further includes: responding to an attack operation on the attack control on the graphical user interface, checking whether there is a direction control operation on the direction control on the graphical user interface. If so, determining the first enemy virtual object in the direction corresponding to the direction control operation; if not, determining the first enemy virtual object according to the distance between the enemy virtual object and the player virtual object; controlling the player virtual object to perform the virtual attack action corresponding to the above attack operation with the first enemy virtual object as the attack target.
[0063] When the player virtual object attacks the enemy virtual object, the attack can be carried out by triggering the attack control and direction control (such as a movement joystick) in the graphical user interface, or it can also include only triggering the attack control. For the method of triggering the attack control and direction control, by checking whether the direction control is triggered, it can be determined whether there is a direction control operation acting on the direction control. When the direction control is triggered, the player virtual object is moved in the direction controlled by the player, and the first enemy virtual object is determined in the direction corresponding to the direction control operation.
[0064] For the method of only triggering the attack control, the first enemy virtual object can be determined according to the distance between the enemy virtual object and the player virtual object. In specific implementation, it can at least include the following two methods:
[0065] In one implementation, if there is an enemy virtual object in the game scene corresponding to the virtual shooting direction, the enemy virtual object with the shortest distance from the player virtual object in the game scene is determined as the first enemy virtual object. In this way, there is an enemy virtual object in the current virtual shooting direction of the virtual camera, that is, in the game scene currently displayed in the graphical user interface. By determining the enemy virtual object with the shortest distance in the game scene as the first enemy virtual object, it is convenient to quickly attack the enemy.
[0066] In another implementation, if there is no enemy virtual object in the game scene corresponding to the virtual shooting direction, the enemy virtual object within the set value of the distance from the player virtual object and the closest to the player virtual object is determined as the first enemy virtual object. In this way, there is no enemy virtual object in the current virtual shooting direction of the virtual camera, that is, in the game scene currently displayed in the graphical user interface. The enemy virtual character may move behind the player virtual character. The player can perceive someone behind through methods such as listening and identifying the position. By determining the first enemy virtual object according to the distance between the enemy virtual object and the player virtual object, it can help the player quickly determine the attack target and achieve an effective attack.
[0067] In the above methods, in addition to determining the enemy virtual object with the shortest distance from the player virtual object as the first enemy virtual object, based on considering the distance factor, the anti-attack ability of the enemy virtual object can also be considered. Based on this, the above first enemy virtual object can be an enemy virtual object that meets the preset distance condition, or an enemy virtual object that meets the preset distance condition and the preset anti-attack attribute condition.
[0068] The above preset distance condition can be used to limit the distance range at which an enemy virtual object can lock onto the player virtual object. For example, one of the enemy virtual objects within a certain distance range from the player virtual object can be determined as the first enemy virtual object, or the enemy virtual object closest to the player virtual object within the player virtual object's field of view can be determined as the first enemy virtual object.
[0069] The above preset anti-attack property conditions can include conditions corresponding to the life property, armor property, or other properties of the enemy virtual object, which are characterized by property values. For example, in the initial state, when the attack target (i.e., the enemy virtual object) has not been attacked, the property value of this attack target has the maximum property value. When the user controls the player virtual object to attack this enemy virtual object, the property value of the enemy virtual object will decrease. When locking, the preset anti-attack property condition can be that the property value of a specified property 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 property value that meets this condition is used as the first enemy virtual object.
[0070] For example, the specified property can be the life property and / or the armor property. The life property can use the blood volume or the percentage of blood volume as the property value of this property; the armor property is generally used to represent the defensive ability (physical defensive ability) of a certain character or unit, usually represented by a numerical value. Players can choose to equip multiple armors, and the main function of these armor equipment is to provide defense for the character so that it can withstand more damage. Some advanced armor equipment will also provide properties such as health, dodge, movement speed, or resistance, further improving the survival ability of the character. Based on this, the armor property 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 property 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 property value of the virtual object.
[0071] In practical applications, as long as one of the above conditions is met, it can be determined as the attack target. For example, the first enemy virtual object can be determined as the enemy virtual object with the lowest blood volume or blood percentage within the set threshold range from the player virtual object, or it can be determined as the enemy virtual object closest to the player virtual object in the direction the player virtual object is facing, etc.
[0072] When attacking the first enemy virtual object, the orientation of the player virtual object and the attack direction of the attack control can be adjusted to the position of the first enemy virtual object, and a virtual attack action corresponding to the attack control is executed on the first enemy virtual object. When the distance between the player virtual object and the first enemy attack object exceeds the attack distance corresponding to the attack control, the player virtual object can also be controlled to move towards the position of the first virtual object to perform an attack.
[0073] As a possible implementation manner, the above method further includes: within the locking duration of the first enemy virtual object not reaching the predetermined time, in response to the player virtual object attacking the first enemy virtual object again, continue to control the player virtual object to target the first enemy virtual object. In this way, the same target can be locked continuously for multiple times without the player clicking the locking control multiple times for locking.
[0074] The above method is a method of directly locking an enemy virtual object based on an attack, and this method can be simply referred to as an attack correction function. To further enhance the flexibility of the game, the attack correction function can also be configured with a switch. Based on this, the above method further includes: in response to the on state of the attack correction function switch, execute the above steps of responding to the player virtual object attacking the first enemy virtual object and currently having no locked enemy virtual object, controlling the player virtual object to target the first enemy virtual object, and adjusting the virtual shooting direction following the movement position of the locked target. That is, if the player turns on this switch, the above method is executed; if the player turns off this switch, the attack operation in the related art is performed, and no locking and subsequent virtual camera perspective adjustment processing are performed on the attack target. This switch can be set in the above graphical user interface or configured in the setting information of the game. By setting this switch, the diverse combat needs of players can be met.
[0075] In this embodiment, while attacking the enemy virtual object, the enemy virtual object is used as the locked target, and when the target is not attacked again within the predetermined time, the target 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. To make the locking and unlocking operations more reasonable, generally the locking duration of the above locking configuration is relatively short. When attacking the locked target again, the timing is restarted to lock the target again until the target is no longer attacked or the distance between the locked target and the player virtual object is relatively far, and the target is automatically unlocked.
[0076] Compared with the method of triggering locking through the locking control, the method of locking the target by attacking the target is a temporary locking, and the method of triggering locking through the locking control is a continuous locking, which requires manual unlocking or the distance between the locked target and the player virtual object is relatively far, and the target is automatically unlocked. In this way, when it is necessary to continuously attack an enemy virtual object, the locking control can be clicked for the attack. When it is necessary to perform a short attack on an enemy virtual object, no additional locking operation is required, and the object is automatically locked after the attack, which can meet the needs of the player for attacking multiple targets and improve the attack effect.
[0077] Considering that when an enemy virtual object is locked, the player may need to understand other information in the game scene, such as the battle situation and the supply situation, in one embodiment, the above method may further include: during the period when the first enemy virtual object is determined as the locked target, in response to a second orientation adjustment operation applied to the orientation control area, at least adjusting the virtual shooting direction of the above virtual camera, and in response to the completion of the second orientation adjustment operation, determining whether to restore the control logic of the virtual shooting direction to adjust the virtual shooting direction to follow the movement position of the locked target based on the adjustment angle of the above virtual shooting direction. When the virtual shooting direction is adjusted accordingly based on the size of the virtual shooting direction adjustment angle, the following two situations may be included:
[0078] (1) 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;
[0079] (2) If the adjustment angle of the virtual shooting direction is greater than the angle threshold, unlock the first enemy virtual object and maintain the virtual shooting direction at the end of the second orientation adjustment operation.
[0080] The above angle threshold can be flexibly set according to actual needs. For example, the angle threshold can be any value between 30° and 60°.
[0081] The above method adjusts the virtual shooting direction of the virtual camera corresponding to the player's virtual object according to the movement of the locked target while the first enemy virtual object is locked. When a second direction adjustment operation toward the control area is detected, the virtual shooting direction of the virtual camera is adjusted, thereby switching the game scene. While switching the game scene, the player's next operation intention can also be detected based on the adjustment angle of the virtual shooting direction. When the adjustment angle is large, it indicates that the player may want to quickly unlock the target or quickly escape to a farther game scene. The previously locked target is no longer an attack target. In this case, the locked target is directly unlocked and the virtual shooting direction at the end of the adjustment operation is maintained. This implementation method does not require the player to perform an unlocking operation or wait for the locked target to move a certain distance away from the player's virtual object before unlocking. The locked target is automatically unlocked while the game scene switches, improving the convenience and consistency of game scene switching and target unlocking. This allows the game interaction process to better match and meet the interactive control needs of different game players or different game scenarios, thereby enhancing the player's gaming experience.
[0082] The above second orientation adjustment operation can be an operation where the player drags the currently displayed virtual scene. During the player's dragging process, the perspective of the virtual camera will be adjusted to the scene where the player stops dragging. The dragging stops when the player's finger stops operating, and at this time, the player's finger does not leave the screen of the terminal device. The end of the second orientation adjustment operation can be the operation where the player's finger leaves the terminal screen. When the player's finger leaves the terminal screen, if the adjusted angle is less than the angle threshold, the control logic for the virtual shooting direction is restored to adjust the virtual shooting direction following the movement position of the locked target; if the adjusted angle 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. In this way, when a target is locked, the application requirements for the user to manually adjust the perspective can be met. At the same time, the player can conveniently release the lock according to their will, and can also, according to their will, control the player's virtual object to quickly escape to a suitable position while adjusting the virtual shooting direction, increasing the interaction performance of the game.
[0083] To more quickly and conveniently control the orientation of the player's virtual object, the step of at least adjusting the virtual shooting direction in the above second orientation adjustment operation that acts on the orientation control area can include: responding to the second orientation adjustment operation that acts on the orientation control area, and adjusting the virtual shooting direction and the orientation of the player's virtual object according to the second orientation adjustment operation; correspondingly, the step of releasing the lock on the first enemy virtual object and maintaining the virtual shooting direction at the end of the second orientation adjustment operation can further include: releasing the lock on the first enemy virtual object and maintaining the orientation of the player's virtual object and the virtual shooting direction at the end of the second orientation adjustment operation. In this way, while adjusting the virtual shooting direction of the virtual camera, the orientation of the player's virtual object is adjusted, without separately controlling the orientation of the player's virtual object through a direction control, simplifying the operation process and improving the interaction efficiency.
[0084] Considering the diverse needs of players, based on the above graphical user interface including a lock control, the above method further includes: during the period of determining the first enemy virtual object as the locked target, responding to the unlock operation acting on the lock control, releasing the lock on the first enemy virtual object, and restoring the control logic for 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. In this way, the player can also directly unlock the locked target through the lock control 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, without waiting for the above-mentioned predetermined time, enhancing the interaction performance of the game.
[0085] 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 adjust the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object. The unlocking threshold can be a preset distance threshold. In practical applications, to ensure the user experience and better conform to game rationality, the unlocking threshold is greater than the corresponding distance threshold in the above preset distance condition. Since the enemy virtual object is continuously locked after being locked by the locking control until an unlocking event occurs, the above method of unlocking based on distance considers that it is impossible to attack when the enemy is far away, 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 adjust 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.
[0086] When a locking control is displayed in the graphical user interface, the above method further includes: during the period of determining the first enemy virtual object as the locking target, in response to a first type of touch operation on the locking control, determining a second enemy virtual object that meets the locking conditions in the game scene as the locking target. In this way, the locking target can be switched, that is, during the period when the first enemy virtual object is the locking target, if the player triggers the locking control in the graphical user interface, the second enemy virtual object that meets the locking conditions near the player virtual object can be locked.
[0087] In one implementation, after the second enemy virtual object is used as the locking target, the virtual shooting direction can be adjusted according to the moving position of the second enemy virtual object, so that the second enemy virtual object is located in the first set area of the graphical user interface. The first set area can be the central area of the graphical user interface. By displaying the second enemy virtual object in the central area of the graphical user interface, it is convenient to observe the second enemy virtual object and perform corresponding attack operations, improving the convenience of operation.
[0088] Considering that during the game process, there may be situations where the player virtual object does not need to always lock the same enemy virtual object. For example, when the health value, armor value, etc. of the enemy virtual object are more than those of the player virtual object, continuously locking and attacking the enemy virtual object will not defeat it, or when there are other enemy virtual objects with less health and less armor in the current game scene, switch the locking target.
[0089] As a possible implementation, the above method further includes: during the determination of the second enemy virtual object as the locking target, in response to a second type of touch operation on the locking control, the locking of the second 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.
[0090] To ensure that the unlocking operation and the locking operation are significantly different so as to avoid misoperation, for the locking control, the above first type of touch operation can be a locking operation by clicking on the locking control, and the above second type of touch operation can be an unlocking operation by long-pressing the locking control.
[0091] As a possible implementation, to quickly adjust the virtual shooting direction of the virtual camera, the above method further includes: in response to a perspective adjustment operation 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 adjust the virtual shooting direction of the virtual camera corresponding to the player virtual object according to the orientation of the player virtual object. The above perspective control area can be the area where the perspective control is located. Refer to Figure 5 As shown, among them, the "small eye" control is the perspective control, and the area where it is located is the perspective control area 52. By dragging the "small eye" control, the virtual shooting direction can be adjusted. For example, when dragging the "small eye" control to the left in the perspective control area, the virtual shooting direction can be adjusted to the left relative to the current shooting direction. When dragging the "small eye" control to the right in the perspective control area, the virtual shooting direction can be adjusted to the right relative to the current shooting direction. In addition, the "small eye" control can also be dragged to perform other angle drags in the perspective control area, so that the virtual shooting direction is adjusted accordingly following the dragging direction of the "small eye" control.
[0092] The above response to the end of the perspective adjustment operation can be the operation of the finger that drags the "small eye" control leaving the touch terminal. The above restoration of 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 refers to the introduction in the above embodiment.
[0093] Figure 5A variety of attack controls corresponding to attack operations are still shown, such as horizontal strikes, vertical strikes, etc. By triggering the corresponding attack controls, corresponding attacks can be performed on the locked enemy virtual object. If continuous attack operations are performed, the locked enemy virtual object will be continuously attacked until the enemy virtual object is defeated. The above attack operations can be operations of clicking on the attack control. For example, the user clicks on the attack control. In addition to the above attack controls, the above graphical user interface may include a jump control, a crouch control, a dodge control, a weapon switching control, etc.
[0094] Based on the above method embodiments, an information processing device in a game is further provided in an embodiment of the present application. The device is applied to a terminal device, and a graphical user interface is provided through the 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. The game scene displayed in the graphical user interface changes following the change of the virtual shooting position and / or virtual shooting direction of the virtual camera corresponding to the player virtual object. Refer to Figure 6 As shown, the device includes the following modules:
[0095] A movement control module 62, configured to respond 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;
[0096] An orientation adjustment module 64, configured to respond 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; and maintain the orientation of the player virtual object and the virtual shooting direction at the end of the first orientation adjustment operation in response to the end of the first orientation adjustment operation;
[0097] A target locking module 66, configured to respond to the player virtual object attacking a first enemy virtual object and there being no currently locked enemy virtual object, control the player virtual object to take the first enemy virtual object as the locked target, and adjust the virtual shooting direction following the moving position of the locked target;
[0098] A target unlocking module 68, configured to, during the period when the first enemy virtual object is determined as the locked target, if no virtual attack action of the player virtual object against the first enemy virtual object is detected within a predetermined time, unlock the first 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.
[0099] As an optional implementation manner, the above target locking module 66 is further configured to: adjust the virtual shooting direction 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.
[0100] As an alternative implementation, the above device further includes: a target attack module connected to the target locking module 66, configured to respond to an attack operation on an attack control on the graphical user interface, check whether there is a direction control operation on a direction control on the graphical user interface, and if so, determine a first enemy virtual object in the direction corresponding to the direction control operation; if not, determine the first enemy virtual object according to the distance between the enemy virtual object and the player virtual object; control the player virtual object to execute a virtual attack action corresponding to the attack operation with the first enemy virtual object as the attack target.
[0101] As an alternative implementation, the above target attack module is further configured to: if there is an enemy virtual object in the game scene corresponding to the virtual shooting direction, determine the enemy virtual object closest to the player virtual object in the game scene as the first enemy virtual object; if there is no enemy virtual object in the game scene corresponding to the virtual shooting direction, determine the enemy virtual object within the set value of the distance from the player virtual object and closest to the player virtual object as the first enemy virtual object.
[0102] As an alternative implementation, the above orientation adjustment module 64 is further configured to: during the period of determining the first enemy virtual object as the locking target, respond to a second orientation adjustment operation 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 adjust 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, restore the control logic of the virtual shooting direction to adjust 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, release the lock on the first enemy virtual object and maintain the virtual shooting direction at the end of the second orientation adjustment operation.
[0103] As an alternative implementation, the above orientation adjustment module 64 is further configured to: respond to a second orientation adjustment operation on the orientation control area, and adjust the virtual shooting direction and the orientation of the player virtual object according to the second orientation adjustment operation; correspondingly, the above target unlocking module 68 is further configured to: release the lock on 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.
[0104] As an alternative implementation, the target locking module 66 is further configured to: within the locking duration of the first enemy virtual object not reaching the preset duration, respond to the player virtual object attacking the first enemy virtual object again, and continue to control the player virtual object with the first enemy virtual object as the locking target.
[0105] As an alternative embodiment, the above-mentioned graphical user interface includes a locking control, and the above-mentioned target unlocking module 68 is further configured to: during the determination that the first enemy virtual object is the locking target, in response to an unlocking operation on the locking control, unlock the locking of 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.
[0106] As an alternative embodiment, a locking identifier is displayed on the above-mentioned locking 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.
[0107] 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 in 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.
[0108] The 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, and the processor 71 executes the computer-executable instructions to implement any one of the above-mentioned information processing methods in the game.
[0109] 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.
[0110] Among them, the memory 70 may include a high-speed random access memory (RAM, Random Access Memory), and may also include a non-volatile memory, such as at least one disk memory. Through at least one communication interface 73 (which can be wired or wireless), a communication connection is realized between the system network element and at least one other network element, 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, or 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 convenience of representation,Figure 7 is represented only by a single bi-directional arrow, but does not mean that there is only one bus or one type of bus.
[0111] 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 instructions in the form of software. The above-mentioned processor 71 may be a general-purpose processor, including a central processing unit (CPU for short), a network processor (NP for short), etc.; it may 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 may be a microprocessor or the processor may also be any conventional processor, etc. The steps of the method disclosed in combination with 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 hardware and software modules in the decoding processor. The software module may be located in a mature storage medium in the art such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, 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.
[0112] The embodiments of the present application also provide a computer-readable storage medium, which 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 specific implementation, reference may be made to the foregoing method embodiments, and details are not described herein again.
[0113] 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, and the instructions included in the program code can be used to execute the method described in the foregoing method embodiments. For specific implementation, reference may be made to the method embodiments, and details are not described herein again.
[0114] 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.
[0115] When the above-mentioned functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of this application, in essence, or the part that contributes to the prior art or a part of this technical solution can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of this application. The foregoing storage medium includes: various media that can store program codes such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs.
[0116] In the description of this 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. It is only for the convenience of describing this 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. Therefore, it should not be construed as a limitation to this application. In addition, the terms "first", "second", "third" are only used for descriptive purposes and cannot be construed as indicating or implying relative importance.
[0117] Finally, it should be noted that the above-mentioned embodiments are only specific implementation manners of this application, used to illustrate the technical solutions of this application, rather than limiting them. The protection scope of this application is not limited thereto. Although this 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 art within the technical scope disclosed in this 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 this application, and should all be covered within the protection scope of this application. Therefore, the protection scope of this 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 content displayed by 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 the player virtual object attacking the first enemy virtual object, and there is no currently locked enemy virtual object, controlling the player virtual object to lock onto the first enemy virtual object and adjusting the virtual shooting direction according to the movement of the locked onto target; During the period when the first enemy virtual object is determined as a locked target, if no virtual attack action of the player virtual object directed at the first enemy virtual object is detected within a predetermined time, unlocking the first 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 virtual object according to the orientation of the player virtual object; During the determination of the first enemy virtual object as a locked target, in response to a second orientation adjustment operation applied to the orientation control area, at least the virtual shooting direction is adjusted; and in response to the completion of the second orientation adjustment operation, determining, based on the adjustment angle of the virtual shooting direction, 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: 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 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 first enemy virtual object is unlocked, 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 step of adjusting the virtual shooting direction following the moving position of the locked target includes: adjusting the virtual shooting direction following the moving position of the locked target so that the locked target is located in a first setting area of the graphical user interface.
3. The method according to claim 1, wherein The method further comprises: In response to an attack operation applied to an attack control of the graphical user interface, checking whether a direction control operation is applied to a direction control of the graphical user interface, and if so, determining a first enemy virtual object in a direction corresponding to the direction control operation; if not, determining the first enemy virtual object based on a distance between the enemy virtual object and the player virtual object; Control the player virtual object to perform the virtual attack action corresponding to the attack operation with the first enemy virtual object as the attack target.
4. The method according to claim 3, wherein The step of determining the first enemy virtual object according to the distance between the enemy virtual object and the player virtual object includes: If there is an enemy virtual object in the game scene corresponding to the virtual shooting direction, determine the enemy virtual object with the shortest distance to the player virtual object in the game scene as the first enemy virtual object; If there is no enemy virtual object in the game scene corresponding to the virtual shooting direction, determine the enemy virtual object within the set value of the distance to the player virtual object and the closest to the player virtual object as the first enemy virtual object.
5. The method according to claim 1, wherein The step of at least adjusting the virtual shooting direction in response to the second orientation adjustment operation acting on the orientation control area includes: in response to the 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 releasing the lock on the first enemy virtual object and maintaining the virtual shooting direction at the end of the second orientation adjustment operation includes: releasing the lock on 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.
6. The method according to claim 1, characterized in that, The method further includes: Within the period when the lock duration of the first enemy virtual object has not reached the preset duration, in response to the player virtual object attacking the first enemy virtual object again, continue to control the player virtual object with the first enemy virtual object as the locked target.
7. The method according to claim 1, wherein The graphical user interface includes a lock control, and the method further includes: During the period of determining the first enemy virtual object as the locked target, in response to the unlock operation acting on the lock control, release the lock on the first 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.
8. The method according to claim 1, wherein A lock mark is displayed on the locked target; wherein, the lock mark includes at least one of the following: a graphical mark, a special effect mark, a text mark, and a color icon mark.
9. 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 8.
10. A computer-readable storage medium, characterized in that, 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 method according to any one of claims 1 to 8.
Citation Information
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