Interaction method, device and electronic equipment in game
Patent Information
- Application Number
- CN202311298863.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-09
- Publication Date
- 2026-08-21
- Estimated Expiration
- 2043-10-09
AI Technical Summary
[0002]随着智能手机的发展,竖屏手游已经成为了一个非常重要的游戏类型,但是由于竖屏手游通常是单手操作的,无法完成横屏游戏中需要双手配合完成的操作,例如,竖屏游戏无法在移动玩家角色的同时,使用技能瞄准敌方角色,从而导致玩家游戏体验感较差
[0009]本发明提供的一种游戏中的交互方法、装置和电子设备,首先响应针对第一虚拟对象的锁定操作,锁定第一虚拟对象,并控制受控虚拟对象跟随第一虚拟对象移动;然后响应于指定攻击操作,在受控虚拟对象跟随第一虚拟对象移动的过程中,控制受控虚拟对象基于指定攻击操作攻击第一虚拟对象。该方式中,玩家可通过锁定操作,锁定需要攻击的第一虚拟对象,以使受控虚拟对象跟随第一虚拟对象移动,从而玩家无需控制受控虚拟对象移动,即可使第一虚拟对象保持在受控虚拟对象的攻击范围内,因而玩家可通过单手专心进行攻击瞄准或者其他操作,从而减低了玩家操作压力,提升了玩家游戏体验感。
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Figure CN117547812B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game interaction design technology, and in particular to an interaction method, device and electronic device in games. Background Technology
[0002] With the development of smartphones, portrait-oriented mobile games have become a very important game genre. However, since portrait-oriented mobile games are usually operated with one hand, they cannot perform the operations that require two hands in landscape-oriented games. For example, in portrait-oriented games, players cannot use skills to aim at enemy characters while moving their own character, resulting in a poor gaming experience. Summary of the Invention
[0003] The purpose of this invention is to provide an interactive method, device, and electronic device for games, enabling players to accurately aim at and attack moving objects while operating with one hand, thereby enhancing the player's gaming experience.
[0004] In a first aspect, the present invention provides an interaction method in a game, which provides a graphical user interface through a terminal device; the graphical user interface displays at least a portion of a game scene, the game scene including a first virtual object and a controlled virtual object controlled by the terminal device; the method includes: in response to a locking operation on the first virtual object, locking the first virtual object and controlling the controlled virtual object to move following the first virtual object; in response to a specified attack operation, while the controlled virtual object is moving following the first virtual object, controlling the controlled virtual object to attack the first virtual object based on the specified attack operation.
[0005] Secondly, the present invention provides an interactive device for a game, which provides a graphical user interface through a terminal device; the graphical user interface displays at least a portion of the game scene, the game scene including a first virtual object and a controlled virtual object controlled by the terminal device; the device includes: an object locking module, used to respond to a locking operation on the first virtual object, lock the first virtual object, and control the controlled virtual object to move following the first virtual object; and an object attack module, used to respond to an attack operation on the first virtual object, and control the controlled virtual object to attack the first virtual object based on the attack operation while the controlled virtual object is moving following the first virtual object.
[0006] Thirdly, the present invention provides an electronic device including a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interaction method in the above-mentioned game.
[0007] Fourthly, the present invention provides a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interaction method in the aforementioned game.
[0008] The embodiments of the present invention bring the following beneficial effects:
[0009] This invention provides an interactive method, device, and electronic device for games. First, in response to a locking operation on a first virtual object, the method locks the first virtual object and controls a controlled virtual object to move along with it. Then, in response to a specified attack operation, while the controlled virtual object moves along with the first virtual object, the method controls the controlled virtual object to attack the first virtual object based on the specified attack operation. In this method, the player can lock the first virtual object to be attacked through a locking operation, causing the controlled virtual object to move along with it. This allows the player to keep the first virtual object within the controlled virtual object's attack range without needing to control its movement. Therefore, the player can focus on aiming or other operations with one hand, reducing the player's operational burden and improving the gaming experience.
[0010] Other features and advantages of the invention will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the techniques described above.
[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0013] Figure 1 A flowchart of an interaction method in a game provided by an embodiment of the present invention;
[0014] Figure 2 A schematic diagram illustrating the locking of a first virtual object according to an embodiment of the present invention;
[0015] Figure 3 This is a schematic diagram of the structure of an interactive device in a game provided by an embodiment of the present invention;
[0016] Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0017] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.
[0018] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.
[0019] With the development of smartphones, portrait-oriented mobile games have become a very important game genre. However, since portrait-oriented mobile games are usually operated with one hand, they cannot perform the operations that require two hands in landscape-oriented games. For example, current landscape-oriented MOBA (Multiplayer Online Battle Arena) games require the cooperation of both hands: the left hand swipes to control the character's movement, and the right hand swipes to control skills and aim at targets. However, portrait-oriented games cannot use skills to aim at enemy characters while moving the player character, resulting in a poor gaming experience.
[0020] To address the aforementioned issues, embodiments of the present invention provide an interactive method, device, and electronic device for games. This technology can be applied to scenarios in landscape or portrait games where character attacks are required during movement control.
[0021] In one embodiment of this disclosure, the game interaction method can run on a local terminal device or a server. When the game interaction method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0022] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of interactive methods in the game are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0023] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0024] In one possible implementation, embodiments of the present invention provide an interaction method in a game, providing a graphical user interface (GUI) via a terminal device. The terminal device can be either a local terminal device as mentioned above, or a client device in a cloud interaction system as mentioned above. The GUI displays at least a portion of the game scene, including a first virtual object and a controlled virtual object controlled by the terminal device; such as... Figure 1 As shown, the method includes the following specific steps:
[0025] Step S102: In response to the locking operation for the first virtual object, lock the first virtual object and control the controlled virtual object to follow the movement of the first virtual object.
[0026] In practice, players can manipulate controlled virtual objects within the game scene using their terminal devices. These controlled virtual objects can be any game character selected by the player, or virtual vehicles or weapons controlled by the player. In addition to controlled virtual objects, the game scene can also contain at least one primary virtual object. This primary virtual object can be a monster or a non-player NPC within the game scene, or a game character belonging to a different faction than the controlled virtual objects. This primary virtual object can be controlled by other players using other terminal devices.
[0027] The specific operation of the locking operation on the first virtual object can be determined according to the development needs. For example, the locking operation can be a click operation, a long press operation, or a swipe operation on the first virtual object. Alternatively, it can be a click operation or a double-click operation on the first virtual object when the distance between the controlled virtual object and the first virtual object meets a specified condition. The specified condition can be determined according to the development needs.
[0028] When a player locks onto the first virtual object, the first virtual object is locked, and the controlled virtual object follows the first virtual object's movement. Locking onto the first virtual object means that the controlled virtual object will move along with the first virtual object even without the player's control, maintaining a certain distance between them. This distance is typically the distance between the controlled and first virtual objects when the first virtual object is locked; however, it can also be a fixed distance set by the player or a system-defined value.
[0029] Step S104: In response to the specified attack operation, while the controlled virtual object is moving along with the first virtual object, the controlled virtual object is controlled to attack the first virtual object based on the specified attack operation.
[0030] In practical implementation, the specific operation of the aforementioned designated attack can be determined based on development needs or player input. For example, the designated attack could be the player triggering a skill control, aiming at the first virtual object, and releasing the skill; it could also be the operation of using virtual equipment to attack the first virtual object, such as virtual guns or virtual missiles. While the controlled virtual object is moving along with the first virtual object—that is, while locking onto the first virtual object—the player performs the designated attack. The controlled virtual object in the game scene will then attack the first virtual object based on the designated attack, causing damage. In this method, the player only needs to perform the designated attack with one hand. During the movement of the first virtual object, the distance between the controlled virtual object and the first virtual object is automatically controlled to remain within the range where the controlled virtual object can attack the first virtual object. This allows the player to aim and attack the first virtual object while it is moving, thus reducing the player's operational burden.
[0031] This invention provides an interactive method in a game. First, in response to a locking operation on a first virtual object, the first virtual object is locked, and a controlled virtual object is controlled to move along with the first virtual object. Then, in response to a specified attack operation, while the controlled virtual object is moving along with the first virtual object, the controlled virtual object is controlled to attack the first virtual object based on the specified attack operation. In this method, the player can lock the first virtual object to be attacked through the locking operation, causing the controlled virtual object to move along with the first virtual object. Thus, the player does not need to control the movement of the controlled virtual object to keep the first virtual object within the attack range of the controlled virtual object. Therefore, the player can focus on attack aiming or other operations with one hand, thereby reducing the player's operational burden and improving the player's gaming experience.
[0032] The following preferred embodiments describe a method for locking the first virtual object.
[0033] Specifically, the process of locking the first virtual object and controlling the controlled virtual object to follow its movement, as described above, may include: in response to a triggering operation on the first virtual object when specified conditions are met, locking the first virtual object and controlling the controlled virtual object to follow its movement; maintaining a preset distance between the controlled virtual object and the first virtual object during the movement. This method only triggers the locking operation on the first virtual object when specified conditions are met, thus preventing the abuse of this locking method.
[0034] In practical implementation, the aforementioned triggering operation for the first virtual object can be a click operation, a long press operation, or a drag operation on the first virtual object, etc., which can be determined according to development needs. The aforementioned specified conditions can be determined according to development needs or player settings. In a specific embodiment, the aforementioned specified conditions include: the distance between the controlled virtual object and the first virtual object is less than a preset maximum locking distance. Specifically, when the distance between the controlled virtual object and the first virtual object is less than the preset maximum locking distance, the player will trigger the first virtual object, lock the first virtual object, and control the controlled virtual object to move with the first virtual object. The specific distance value of the preset maximum locking distance can be determined according to development needs or player settings, and is not specifically limited here. The preset maximum locking distance can actually be the maximum distance at which the controlled virtual object can cause damage to the target when attacking it; for example, the preset maximum locking distance can be the maximum effective range of a skill.
[0035] As the controlled virtual object moves alongside the first virtual object, the two objects maintain a preset distance. This preset distance can be a fixed value set by the developers or the player, or it can be the distance between the controlled virtual object and the first virtual object when the first virtual object is locked. Figure 2 The diagram shown is a schematic representation of locking a first virtual object according to an embodiment of the present invention. Figure 2 The screen displays two virtual objects. The finger position corresponds to the first virtual object, and the other is a controlled virtual object. When the player taps the first virtual object, the controlled virtual object will maintain its current distance and move with the first virtual object.
[0036] In practical applications, to ensure that the distance between the controlled virtual object and the first virtual object is less than the preset maximum locking distance, the player also needs to control the controlled virtual object to move closer to the first virtual object. Specifically, in response to the first movement control operation targeting the controlled virtual object, the player controls the controlled virtual object to move towards the position of the first virtual object. This first movement control operation can be a sliding operation of the player's movement joystick, or an operation of the player dragging the controlled virtual object, etc., which can be determined according to the game rules and player operations.
[0037] In another optional embodiment, the player can also trigger the first virtual object displayed in the graphical user interface at any time to lock the first virtual object and control the controlled virtual object to move along with the first virtual object while maintaining a relative distance. Specifically, if the distance between the controlled virtual object and the first virtual object is less than the maximum locking distance when the player triggers the first virtual object, then when locking the first virtual object, the controlled virtual object is controlled to maintain the current distance from the first virtual object, and the controlled virtual object moves along with the first virtual object; if the distance between the controlled virtual object and the first virtual object is not less than the maximum locking distance when the player triggers the first virtual object, then when locking the first virtual object, the controlled virtual object is controlled to move to a position at a distance from the maximum locking distance of the first virtual object, and the controlled virtual object moves along with the first virtual object while maintaining the maximum locking distance. This method allows the first virtual object to be locked at any time, making it convenient to operate.
[0038] By triggering the lock and automatically moving the first virtual object, players can free up their fingers to aim skills, thus simplifying player operations and enhancing the player's gaming experience.
[0039] The following preferred embodiments describe a method by which a controlled virtual object attacks a first virtual object, and a method by which the first virtual object is unlocked.
[0040] Specifically, the process of controlling the controlled virtual object to attack the first virtual object based on the specified attack operation in response to the specified attack operation, while the controlled virtual object moves following the first virtual object, may include the following steps 10-11:
[0041] Step 10: In response to a sliding operation of a skill control in the graphical user interface, while the controlled virtual object moves along with the first virtual object, adjust the skill release direction of the skill corresponding to the skill control so that the skill release direction is aimed at the first virtual object.
[0042] In practical implementation, the graphical user interface can display at least one skill control. Each skill control corresponds to a different skill, and each skill can inflict varying degrees of damage on the target. As the controlled virtual object moves alongside the first virtual object, the player can slide a skill control to adjust the direction of the skill's release, allowing the player to aim the skill at the first virtual object.
[0043] Step 11: In response to the end of the above sliding operation, release the skill corresponding to the skill control in the skill release direction.
[0044] The aforementioned swipe operation typically ends when the player stops swiping or removes their finger from the graphical user interface. When the player ends the swipe, the skill corresponding to the skill control is released in the player's adjusted skill release direction. This skill then acts on the first virtual object, causing damage to it.
[0045] In practical implementation, after responding to a locking operation on the first virtual object, locking the first virtual object, and controlling the controlled virtual object to move with the first virtual object, the first virtual object can also be unlocked. Unlocking the first virtual object can include the following two methods:
[0046] The first method involves unlocking the first virtual object in response to a second movement control operation on the controlled virtual object, and controlling the controlled virtual object to move within the game scene according to the second movement control operation.
[0047] The second movement control operation mentioned above can be a sliding operation of the player's movement joystick, or an operation of the player dragging the controlled virtual object, etc., which can be determined according to the game rules and player operations. After unlocking the first virtual object, the controlled virtual object will no longer follow the first virtual object, but will move in the game scene according to the second movement control operation.
[0048] The second method involves unlocking the first virtual object in response to a sudden change in the displacement of the first virtual object in the game scene, the defeat of either the controlled virtual object or the first virtual object, or the existence of a virtual object between the controlled virtual object and the first virtual object. After the first virtual object is unlocked, the controlled virtual object does not move with the first virtual object.
[0049] The sudden change in the position of the first virtual object usually occurs when the first virtual object suddenly releases a displacement skill, causing a sudden change in the distance between the first virtual object and the controlled virtual object. As a result, the controlled virtual object cannot keep up with the displacement of the first virtual object, thus unlocking the first virtual object. The first virtual object will automatically unlock when the controlled virtual object is defeated by other virtual objects or when the first virtual object is defeated. When there is a virtual object between the controlled virtual object and the first virtual object, the virtual object will prevent the controlled virtual object from following the first virtual object, thus automatically unlocking the first virtual object. The virtual object can be a virtual obstacle, virtual wall, virtual plant, or virtual trap, etc.
[0050] In the above method, when the distance between the controlled virtual object and the first virtual object is less than the maximum locking distance, the player can click to lock the first virtual object. After locking the first virtual object, if the player does not perform a movement operation again, the controlled virtual object will automatically move at a relative distance from the locked first virtual object. While locking and moving automatically, the player can concentrate on skill aiming or other operations, reducing the player's operational pressure.
[0051] In addition, the above method is applicable to any mobile game with either landscape or portrait orientation, and is especially effective for one-handed operation in portrait games.
[0052] In addition to the above-described method embodiments, this invention also provides an interactive device for games, providing a graphical user interface (GUI) via a terminal device; the GUI displays at least a portion of the game scene, the game scene including a first virtual object and a controlled virtual object controlled by the terminal device; such as Figure 3 As shown, the apparatus of this method includes:
[0053] The object locking module 30 is used to respond to a locking operation on the first virtual object, lock the first virtual object, and control the controlled virtual object to move with the first virtual object.
[0054] The object attack module 31 is used to respond to an attack operation against the first virtual object. During the process of the controlled virtual object moving with the first virtual object, the controlled virtual object is controlled to attack the first virtual object based on the attack operation.
[0055] The interactive device in the aforementioned game first responds to a lock-on operation targeting a first virtual object, locking the first virtual object and controlling the controlled virtual object to move along with it. Then, in response to a specified attack operation, while the controlled virtual object is moving along with the first virtual object, the device controls the controlled virtual object to attack the first virtual object based on the specified attack operation. In this method, players can lock onto the first virtual object to be attacked through the lock-on operation, causing the controlled virtual object to move along with it. This allows the player to keep the first virtual object within the controlled virtual object's attack range without needing to control its movement. Therefore, players can focus on aiming or other operations with one hand, reducing the player's operational burden and enhancing the gaming experience.
[0056] Specifically, the object locking module 30 is used to: lock the first virtual object and control the controlled virtual object to follow the first virtual object when the controlled virtual object and the first virtual object meet the specified conditions; and maintain a preset distance between the controlled virtual object and the first virtual object during the process of the controlled virtual object following the first virtual object.
[0057] In specific implementation, the above-mentioned specified conditions include: the distance between the controlled virtual object and the first virtual object is less than the preset maximum locking distance.
[0058] Furthermore, the above-mentioned device also includes an object movement module, configured to: before locking the first virtual object in response to a locking operation for the first virtual object and controlling the controlled virtual object to move to follow the first virtual object, control the controlled virtual object to move to the location of the first virtual object in response to a first movement control operation for the controlled virtual object.
[0059] In a specific implementation, the object attack module 31 is used to: respond to a sliding operation targeting a skill control in a graphical user interface, adjust the skill release direction of the skill corresponding to the skill control as the controlled virtual object moves along with the first virtual object, so that the skill release direction is aimed at the first virtual object; and release the skill corresponding to the skill control in the skill release direction in response to the end of the sliding operation.
[0060] Furthermore, the above-mentioned device also includes an object unlocking module, used to: after locking the first virtual object in response to a locking operation for the first virtual object and controlling the controlled virtual object to move with the first virtual object, unlock the first virtual object in response to a second movement control operation for the controlled virtual object, and control the controlled virtual object to move in the game scene according to the second movement control operation.
[0061] Furthermore, the aforementioned object unlocking module is configured to: after locking the first virtual object in response to a locking operation on the first virtual object and controlling the controlled virtual object to move with the first virtual object, unlock the first virtual object in response to a sudden change in the displacement of the first virtual object in the game scene, the controlled virtual object or the first virtual object being defeated, or the existence of a virtual object between the controlled virtual object and the first virtual object; after the first virtual object is unlocked, the controlled virtual object does not move with the first virtual object.
[0062] The interactive device in the game provided in this embodiment of the invention has the same implementation principle and technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the device embodiment can be referred to the corresponding content in the aforementioned method embodiment.
[0063] This invention also provides an electronic device, such as... Figure 4 As shown, the electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, which executes the machine-executable instructions to implement the interaction methods in the game described above.
[0064] Specifically, a graphical user interface is provided through a terminal device, which displays at least a portion of the game scene, including a first virtual object and a controlled virtual object controlled by the terminal device; the interaction method in the game includes: in response to a locking operation on the first virtual object, locking the first virtual object and controlling the controlled virtual object to move with the first virtual object; in response to a specified attack operation, while the controlled virtual object is moving with the first virtual object, controlling the controlled virtual object to attack the first virtual object based on the specified attack operation.
[0065] In the interaction methods described above, players can lock onto the first virtual object to be attacked through a lock-on operation, causing the controlled virtual object to move along with the first virtual object. This allows players to keep the first virtual object within the controlled virtual object's attack range without having to control its movement. As a result, players can focus on attacking, aiming, or performing other operations with one hand, thus reducing the operational pressure on players and enhancing their gaming experience.
[0066] In an optional embodiment, the steps of responding to the locking operation of the first virtual object, locking the first virtual object, and controlling the controlled virtual object to follow the first virtual object to move include: responding to the triggering operation of the first virtual object when the controlled virtual object and the first virtual object meet the specified conditions, locking the first virtual object, and controlling the controlled virtual object to follow the first virtual object to move; during the process of the controlled virtual object following the first virtual object to move, the controlled virtual object and the first virtual object maintain a preset distance.
[0067] In an optional embodiment, the specified condition includes: the distance between the controlled virtual object and the first virtual object is less than a preset maximum locking distance.
[0068] In an optional embodiment, before the steps of locking the first virtual object in response to a locking operation on the first virtual object and controlling the controlled virtual object to move along with the first virtual object, the method further includes: controlling the controlled virtual object to move to the location of the first virtual object in response to a first movement control operation on the controlled virtual object.
[0069] In an optional embodiment, the step of controlling the controlled virtual object to attack the first virtual object based on the specified attack operation in response to the specified attack operation, while the controlled virtual object moves following the first virtual object, includes: in response to a sliding operation on a skill control in the graphical user interface, adjusting the skill release direction of the skill corresponding to the skill control so that the skill release direction is aimed at the first virtual object while the controlled virtual object moves following the first virtual object; and in response to the end of the sliding operation, releasing the skill corresponding to the skill control in the skill release direction.
[0070] In an optional embodiment, after the steps of locking the first virtual object in response to a locking operation on the first virtual object and controlling the controlled virtual object to move following the first virtual object, the method further includes: unlocking the first virtual object in response to a second movement control operation on the controlled virtual object and controlling the controlled virtual object to move in the game scene according to the second movement control operation.
[0071] In an optional embodiment, after the steps of locking the first virtual object in response to a locking operation on the first virtual object and controlling the controlled virtual object to move with the first virtual object, the method further includes: unlocking the first virtual object in response to a sudden change in the displacement of the first virtual object in the game scene, the controlled virtual object or the first virtual object being defeated, or the existence of a virtual object between the controlled virtual object and the first virtual object; after the first virtual object is unlocked, the controlled virtual object does not move with the first virtual object.
[0072] Furthermore, Figure 4 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 101, the communication interface 103 and the memory 100 connected via the bus 102.
[0073] The memory 100 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 4 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0074] Processor 101 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 101 or by instructions in software form. Processor 101 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 100, and processor 101 reads information from memory 100 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0075] This invention also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the interactive methods in the game described above. For specific implementation details, please refer to the method embodiments, which will not be repeated here.
[0076] Specifically, a graphical user interface is provided through a terminal device, which displays at least a portion of the game scene, including a first virtual object and a controlled virtual object controlled by the terminal device; the interaction method in the game includes: in response to a locking operation on the first virtual object, locking the first virtual object and controlling the controlled virtual object to move with the first virtual object; in response to a specified attack operation, while the controlled virtual object is moving with the first virtual object, controlling the controlled virtual object to attack the first virtual object based on the specified attack operation.
[0077] In the interaction methods described above, players can lock onto the first virtual object to be attacked through a lock-on operation, causing the controlled virtual object to move along with the first virtual object. This allows players to keep the first virtual object within the controlled virtual object's attack range without having to control its movement. As a result, players can focus on attacking, aiming, or performing other operations with one hand, thus reducing the operational pressure on players and enhancing their gaming experience.
[0078] In an optional embodiment, the steps of responding to the locking operation of the first virtual object, locking the first virtual object, and controlling the controlled virtual object to follow the first virtual object to move include: responding to the triggering operation of the first virtual object when the controlled virtual object and the first virtual object meet the specified conditions, locking the first virtual object, and controlling the controlled virtual object to follow the first virtual object to move; during the process of the controlled virtual object following the first virtual object to move, the controlled virtual object and the first virtual object maintain a preset distance.
[0079] In an optional embodiment, the specified condition includes: the distance between the controlled virtual object and the first virtual object is less than a preset maximum locking distance.
[0080] In an optional embodiment, before the steps of locking the first virtual object in response to a locking operation on the first virtual object and controlling the controlled virtual object to move along with the first virtual object, the method further includes: controlling the controlled virtual object to move to the location of the first virtual object in response to a first movement control operation on the controlled virtual object.
[0081] In an optional embodiment, the step of controlling the controlled virtual object to attack the first virtual object based on the specified attack operation in response to the specified attack operation, while the controlled virtual object moves following the first virtual object, includes: in response to a sliding operation on a skill control in the graphical user interface, adjusting the skill release direction of the skill corresponding to the skill control so that the skill release direction is aimed at the first virtual object while the controlled virtual object moves following the first virtual object; and in response to the end of the sliding operation, releasing the skill corresponding to the skill control in the skill release direction.
[0082] In an optional embodiment, after the steps of locking the first virtual object in response to a locking operation on the first virtual object and controlling the controlled virtual object to move following the first virtual object, the method further includes: unlocking the first virtual object in response to a second movement control operation on the controlled virtual object and controlling the controlled virtual object to move in the game scene according to the second movement control operation.
[0083] In an optional embodiment, after the steps of locking the first virtual object in response to a locking operation on the first virtual object and controlling the controlled virtual object to move with the first virtual object, the method further includes: unlocking the first virtual object in response to a sudden change in the displacement of the first virtual object in the game scene, the controlled virtual object or the first virtual object being defeated, or the existence of a virtual object between the controlled virtual object and the first virtual object; after the first virtual object is unlocked, the controlled virtual object does not move with the first virtual object.
[0084] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the 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 cause a computer device (which may be a personal computer, a terminal device, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0085] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0086] Finally, it should be noted that the above-described embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. An interaction method in a game, characterized in that, A graphical user interface is provided via a terminal device; the graphical user interface displays at least a portion of a game scene, the game scene including a first virtual object and a controlled virtual object controlled by the terminal device; the method includes: In response to a locking operation on the first virtual object, the first virtual object is locked, and the controlled virtual object is controlled to move following the first virtual object; In response to a specified attack operation, while the controlled virtual object is moving along with the first virtual object, the controlled virtual object is controlled to attack the first virtual object based on the specified attack operation; After the steps of responding to the locking operation of the first virtual object, locking the first virtual object, and controlling the controlled virtual object to move with the first virtual object, the method further includes: in response to the existence of a virtual object between the controlled virtual object and the first virtual object, unlocking the first virtual object; after the first virtual object is unlocked, the controlled virtual object does not move with the first virtual object.
2. The method according to claim 1, characterized in that, The steps of responding to the locking operation of the first virtual object, locking the first virtual object, and controlling the controlled virtual object to follow the movement of the first virtual object include: In response to a trigger operation on the first virtual object when the controlled virtual object and the first virtual object meet a specified condition, the first virtual object is locked, and the controlled virtual object is controlled to follow the first virtual object; during the process of the controlled virtual object following the first virtual object, the controlled virtual object and the first virtual object maintain a preset distance.
3. The method according to claim 2, characterized in that, The specified conditions include: the distance between the controlled virtual object and the first virtual object is less than the preset maximum locking distance.
4. The method according to claim 1, characterized in that, Before the step of responding to the locking operation of the first virtual object, locking the first virtual object, and controlling the controlled virtual object to follow the movement of the first virtual object, the method further includes: In response to a first movement control operation on the controlled virtual object, the controlled virtual object is controlled to move toward the location of the first virtual object.
5. The method according to claim 1, characterized in that, The step of controlling the controlled virtual object to attack the first virtual object based on the specified attack operation in response to a specified attack operation, while the controlled virtual object is moving along with the first virtual object, includes: In response to a sliding operation of a skill control in the graphical user interface, as the controlled virtual object moves along with the first virtual object, the skill release direction of the skill corresponding to the skill control is adjusted so that the skill release direction is aimed at the first virtual object; In response to the end of the sliding operation, the skill corresponding to the skill control is released in the skill release direction.
6. The method according to claim 1, characterized in that, After the steps of responding to the locking operation of the first virtual object, locking the first virtual object, and controlling the controlled virtual object to follow the movement of the first virtual object, the method further includes: In response to a second movement control operation on the controlled virtual object, the first virtual object is unlocked, and the controlled virtual object is controlled to move in the game scene according to the second movement control operation.
7. The method according to claim 1, characterized in that, After the steps of responding to the locking operation of the first virtual object, locking the first virtual object, and controlling the controlled virtual object to follow the movement of the first virtual object, the method further includes: In response to a sudden change in the displacement of the first virtual object in the game scene, or the controlled virtual object or the first virtual object being defeated, the first virtual object is unlocked; after the first virtual object is unlocked, the controlled virtual object does not follow the first virtual object.
8. An interactive device for a game, characterized in that, A graphical user interface is provided via a terminal device; the graphical user interface displays at least a portion of a game scene, the game scene including a first virtual object and a controlled virtual object controlled by the terminal device; the device includes: An object locking module is used to respond to a locking operation on the first virtual object, lock the first virtual object, and control the controlled virtual object to move along with the first virtual object; An object attack module is used to respond to an attack operation against the first virtual object, and to control the controlled virtual object to attack the first virtual object based on the attack operation while the controlled virtual object moves with the first virtual object. An object unlocking module is configured to: after locking the first virtual object in response to a locking operation on the first virtual object and controlling the controlled virtual object to move with the first virtual object, unlock the first virtual object in response to the existence of a virtual object between the controlled virtual object and the first virtual object; and after the first virtual object is unlocked, the controlled virtual object does not move with the first virtual object.
9. An electronic device, characterized in that, The electronic device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the interactive method in the game according to any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive method in the game as described in any one of claims 1 to 7.
Citation Information
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