Improved targeting of remote objects in multiplayer games
By combining the offset camera engine tool and the minimap, the angle of the dynamic image is dynamically adjusted, which solves the problem of insufficient accuracy in aiming at remote targets in multiplayer online battle games and achieves accurate aiming effect on touch screen devices.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- RIOT GAMES INC
- Filing Date
- 2021-09-09
- Publication Date
- 2026-04-21
AI Technical Summary
In multiplayer online battle games, users often struggle to accurately aim at distant targets, especially on touchscreen devices. Conventional UIs result in insufficient precision, making it difficult to effectively utilize new tools with increased range.
Using the offset camera engine tool, combined with dynamic images and a minimap, users receive touch gestures in the tool selection area of the dynamic image, while the minimap provides a planar view of the virtual world. The dynamic image angle is automatically adjusted to match the selected location, allowing for precise aiming within the adjusted dynamic image.
It enables accurate and precise aiming at remote targets on touchscreen devices, solving the accuracy problem caused by screen size limitations in conventional UIs and improving the user's aiming efficiency and accuracy.
Smart Images

Figure CN118615706B_ABST
Abstract
Description
[0001] Case Analysis
[0002] This application is a divisional application of the invention patent application filed on September 9, 2021, with application number 202180062690.1 and title "Improved Aiming at Remote Objects in Multiplayer Games". Background Technology
[0003] Video games provide players with entertainment, competition, and intellectual stimulation. In most massively multiplayer online battle arena (MOBA) games or other multiplayer strategy video games, conveying information relevant to the player's situation is crucial to their enjoyment. Therefore, the development, implementation, and functionality of graphical elements in the game's user interface (UI) are important. For example, MOBA games or other multiplayer strategy video games typically involve vast virtual worlds or virtual maps in an isometric perspective. Maps are often optionally displayed within the game for navigation, communication, and other in-game actions (e.g., aiming) and interaction within these virtual worlds.
[0004] However, aiming in MOBA games presents challenges because these games frequently introduce new tools (e.g., abilities, virtual weapons, spells, etc.) that can be used to aim at distant targets. In these games, the standard UI introduces accuracy issues when users aim at distant targets. For example, typically, the user is looking at the player object corresponding to them, and when the user aims at the virtual joystick, a range circle for the selected ability is provided from the player object's perspective. In this way, when the user aims the virtual joystick upwards, the ability is aimed at a position slightly above the player object.
[0005] While this works well for tools with a range roughly equal to the screen size, it falls short when the range exceeds the screen size. This can occur when the target is far from the player object or when the tool has a much larger range. In such scenarios, the particular tool might have a linear direction (e.g., shooting an arrow or a laser beam on a map). Given the size and available precision of the virtual joystick, tiny, pixel-level movements on the joystick can result in huge offsets within game space when a user attempts to aim at a distant target. Furthermore, the user might not even be able to see the target on the screen. These UI flaws lead to overall insufficient accuracy and an inability to efficiently utilize new tools with increased range. Summary of the Invention
[0006] Embodiments of this disclosure relate to providing improved aiming at remote objects. More specifically, embodiments relate to systems and methods for accurately and precisely aiming at player objects outside the current view of the virtual world displayed to the user (i.e., not within the motion graphics). Essentially, the described embodiments facilitate the ability to automatically adjust the angle of the virtual world from the player object corresponding to the user to a location selected on the minimap. Furthermore, the adjusted motion graphics correspond to the size of the aiming range of the selected tool, which allows the user to aim at player objects within the view provided by the adjusted motion graphics.
[0007] In some example embodiments, improved aiming at remote objects is achieved via an offset camera engine tool that automatically adjusts the angle provided by the virtual world in real time as the user aims at another player object. For example, the method described herein may include the step of displaying a dynamic image depicting objects in a multiplayer game on a touchscreen. The dynamic image is part of the virtual world. A first touch gesture may be received at a tool selection area of the dynamic image, which allows the user to select a tool to aim at a target object. The method may then include receiving a second touch gesture at a minimap that provides a plan view of at least a portion of the virtual world. The minimap typically provides a complete view of the dynamic world and thus a view of a larger portion of the virtual world than the dynamic image. In response to receiving the second touch gesture, the dynamic image is automatically adjusted to an angle representing the selected location in the virtual world corresponding to the received second touch gesture. Finally, the method may include receiving a third touch gesture at an aiming tool of the dynamic image. The aiming tool depicts the aiming range of the selected tool within the adjusted dynamic image.
[0008] In some embodiments, when a third touch gesture is performed at the aiming tool of the motion image, the selected tool is applied to the target object. Once the selected tool is applied to the target object, the motion image can automatically adjust back to the angle of the player object corresponding to the user. In some embodiments, the motion image may not automatically adjust back to the angle of the player object corresponding to the user until the target object has been eliminated or destroyed.
[0009] This summary is provided to introduce, in a simplified form, the selection of concepts further described below in the detailed embodiments. This summary is not intended to identify key or essential features of the claimed subject matter, nor is it intended to be used to help determine the scope of the claimed subject matter. Attached Figure Description
[0010] Embodiments of this disclosure are described in detail below with reference to the accompanying drawings, in which:
[0011] Figure 1Exemplary operating environments according to some embodiments of this disclosure are described;
[0012] Figure 2 This is a block diagram illustrating an exemplary implementation of a system for providing offset camera aiming according to some embodiments of the present disclosure;
[0013] Figure 3 This is a block diagram illustrating an exemplary implementation of an offset camera aiming engine according to some embodiments of the present disclosure;
[0014] Figure 4 These are exemplary animated images from the perspective of a player object corresponding to a user, according to some embodiments of this disclosure;
[0015] Figures 5-8 These are exemplary animated images taken from the perspective of a selected location on a minimap, according to some embodiments of this disclosure;
[0016] Figure 9 This is a flowchart depicting a method for offset camera aiming according to some embodiments of the present disclosure; and
[0017] Figure 10 This is a block diagram of an exemplary computing environment suitable for implementing some embodiments of the present disclosure. Detailed Implementation
[0018] The subject matter of this disclosure is specifically described herein to meet statutory requirements. However, the specification itself is not intended to limit the scope of this patent. Rather, the inventors have conceived that the claimed subject matter may also be embodied in other ways in combination with other prior art or future art to include different steps or combinations of steps similar to those described in this document. Furthermore, although the terms “step” and / or “box” may be used herein to denote different elements of the method employed, these terms should not be construed as implying any particular order between the various steps disclosed herein unless the order of the various steps is explicitly described.
[0019] The online multiplayer video game industry has gained immense popularity among all populations worldwide. As online multiplayer video games have moved to mobile platforms for play on touchscreen devices such as tablets and smartphones, both how the game is displayed and how users interact with it (e.g., control the game) require some modifications. For example, the size limitations of touchscreens present various challenges, such as aiming at distant targets. However, the limited screen size and processing power of these touchscreen devices pose challenges to delivering fully functional multiplayer video games via mobile platforms.
[0020] The standard UI provides a display from the user's player object's perspective. This perspective introduces accuracy issues when aiming at remote targets off-screen (i.e., not currently displayed). Typically, this display provides the radius of the selected tool (e.g., ability, virtual weapon, spell, etc.). While this works well for tools with a radius roughly equal to the screen size, it falls short when the radius exceeds the screen size. This is problematic when the target is far from the player object or when the tool's range is significantly larger than the screen size. Even tiny, pixel-level movements on the virtual joystick can result in large offsets within game space. Since users may not even be able to see the target on the screen, these UI flaws lead to overall inaccuracy and an inability to efficiently utilize new tools with increased range.
[0021] Therefore, various embodiments of this disclosure relate to a system and computer implementation method for providing improved aiming at remote objects. This system and computer implementation method can be employed to accurately and precisely aim at player objects outside the current view of a dynamic image displayed to the user in a MOBA game. This improved aiming is achieved by initially receiving a touch gesture at a tool selection area of the dynamic image. For clarity, this tool selection allows the user to select a tool (e.g., an ability, virtual weapon, spell, etc.) to aim at objects within the virtual world. Although touch gestures are used throughout this disclosure, it is contemplated that any user interaction (such as user interaction using a mouse, conventional joystick, keyboard, voice commands, or other methods) is contemplated and within the scope of the claims.
[0022] Next, a second touch gesture is received at the minimap in the virtual world. In response to receiving the second touch gesture, the motion image is automatically adjusted to an angle representing the selected location within the minimap. Once the angle changes from the user-controlled character's perspective to the position specified by the second touch gesture, a third touch gesture can be received at the aiming tool, which provides the aiming range of the selected tool within the adjusted motion image. This allows the user to aim at objects more precisely and accurately. In other words, the angle of the motion image corresponds to the selected location within the minimap, and the adjusted motion image corresponds to the size of the aiming range of the selected tool. Therefore, the user can aim at a target object within the display provided by the adjusted motion image. In some embodiments, the third touch gesture allows the user to rotate the angle 360 degrees around the selected location on the minimap.
[0023] Turn now Figure 1A schematic diagram illustrating an exemplary operating environment 100 from which embodiments of the present disclosure may be employed is provided. It should be understood that such and other arrangements described herein are merely illustrative examples. Other arrangements and elements (e.g., machines, interfaces, functions, sequences, functional groupings, etc.) may be used in addition to or in place of the arrangements and elements shown, and some elements may be omitted entirely. Furthermore, many of the elements described herein are functional entities that may be implemented as discrete or distributed components or in combination with other components, and implemented in any suitable combination and location. The various functions described herein as being performed by one or more entities may be performed by hardware, firmware, and / or software. For example, various functions may be performed by a processor executing instructions stored in memory.
[0024] Figure 1 The operating environment 100 includes a server device 110 that provides services to one or more client devices (such as game clients 115, 120) for instructing game operations and / or settings in a virtual game environment via a network 130 (such as the Internet). Game clients 115, 120 may be implemented on one or more processors as described later herein. In some embodiments, game clients 115, 120 are mobile electronic devices, such as smartphones, tablets, or laptops, with touchscreens. The server device 110 and game clients 115, 120 can communicate via the network 130 in a wired or wireless manner.
[0025] In some embodiments, server device 110 is directly or indirectly coupled to database 140 to facilitate the storage and retrieval of records corresponding to multiple game operation commands, actions, objects (e.g., virtual game items / characters, weapons, buildings, etc.), maps, and / or settings. Database 140 includes a relational database or similar storage structure accessible by server device 110. According to the embodiments described herein, database 140 stores multiple records, each corresponding to a game operation command, action, object, map, and / or setting.
[0026] Server device 110 includes a game server accessible by any of the game clients 115, 120, and / or a data server for supporting applications of any of the game clients 115, 120 via network 130. The game server can support any type of application, including applications that facilitate live gameplay. Server device 110 can also determine relationships between the game clients 115, 120 (e.g., teams). In various embodiments, server device 110 transmits actions commanded by one or more of the game clients 115, 120 to one or more other game clients 115, 120 for presentation thereon via a user interface, etc., as described later herein.
[0027] Network 130 can be wired, wireless, or both. Network 130 may include multiple networks or one of many networks, but is shown in a simplified form to avoid obscuring aspects of this disclosure. By way of example, network 130 may include one or more wide area networks (WANs), one or more local area networks (LANs), one or more public networks (such as the Internet), one or more private networks, and / or one or more telecommunications networks. In the case where network 130 includes a wireless telecommunications network, components such as base stations, communication towers, or even access points (among others) may provide wireless connectivity. Networking environments are common in enterprise-wide computer networks, intranets, and the Internet. Therefore, network 130 is not described in detail.
[0028] According to embodiments of this disclosure, server device 110 or game clients 115, 120 can both be computing devices capable of accessing the Internet (such as the World Wide Web) and / or telecommunications networks. Any of server device 110 or game clients 115, 120 can take many forms, such as a personal computer (PC), laptop computer, mobile phone, tablet computer, wearable computer, personal digital assistant (PDA), MP3 player, global positioning system (GPS) device, video player, handheld communication device, smartphone, smartwatch, workstation, any combination of these described devices, or any other suitable device.
[0029] It should be understood that, within the scope of this disclosure, any number of the aforementioned devices may be used in operating environment 100. Each may include a single device or multiple devices cooperating in a distributed environment. Additionally, other components not shown may also be included within the distributed environment. It should also be understood that... Figure 1 The operating environment 100 shown is an example of a suitable computing system architecture. For example, Figure 1 Each of the servers, game clients, networks, and databases shown can be accessed via computing devices (such as those described later). Figure 10This is implemented using a computing device 1000. These components can communicate with each other via a network 130.
[0030] Next, Figure 2 A block diagram depicts the operation modules of an exemplary game client (specifically, game client 115) in a game client according to some embodiments of the present disclosure. Note that the depicted implementations are merely exemplary and are not intended to be limiting in any way, as each component may be arranged in various configurations, distributed across multiple computing devices, combined with or with other components, arranged to communicate over a network, or any combination of the foregoing (including other not mentioned). For example, each operation module may include a combination of hardware components and / or computer instructions stored on a computer-readable medium and executable on its processor, as described later with respect to computing device 1000.
[0031] like Figure 2 As shown, the operation module of game client 115 may include a game execution component 210, a communication component 220, and an offset camera aiming engine 230. Game execution component 210 can be configured to execute a game associated with it, such as the MOBA game described herein. In some embodiments, executing the game may include displaying dynamic images, such as those described later herein. Figures 4-8 The dynamic images depicted are 400, 500, 600, 700, and 800. Communication component 220 can be configured for network communication between game client 115, game client 120, and / or server device 110 via network 130. Typically, offset camera aiming engine 230 can be configured to dynamically change the angle of the dynamic images. Specifically, offset camera aiming engine 230 dynamically changes the angle from the player object corresponding to the user to a center point matching the maximum range of the joystick, the maximum range of which corresponds to a specific ability at a location selected by the user from the minimap. For clarity, the minimap typically allows players to quickly view multiple locations in the game world at a higher level while maintaining a view centered on the player object corresponding to the user.
[0032] like Figure 3 As shown, the offset camera aiming engine 230 includes several components. For example, the offset camera aiming engine 230 may include a display component 310, a tool component 320, a minimap component 330, and an aiming component 340. Initially, the display component 310 displays a dynamic image depicting objects in a multiplayer game on the touchscreen. These objects include player objects and non-player objects. In non-aiming scenarios, the dynamic image depicts the objects from the perspective of the player object corresponding to the user.
[0033] Tool component 320 receives a first touch gesture at the tool selection area of the motion image. The tool selection area allows the user to set a tool for use on a target object within the virtual world. As described herein, a tool can be an ability, a virtual weapon, a spell, etc. Next, minimap component 330 receives a second touch gesture at the minimap. The minimap provides a plan view of at least a portion of the virtual world and can provide a view of targets (i.e., other player objects) outside the view of the motion image. In response to minimap component 330 receiving the second touch gesture, display component 310 automatically adjusts the motion image to represent the angle of the virtual world corresponding to the selected position corresponding to the received second touch gesture. In this way, the motion image is automatically changed from the angle of the player object corresponding to the user to the angle of the selected position.
[0034] Finally, the aiming component 340 receives a third touch gesture at the aiming tool in the animated image. The aiming tool depicts the aiming range of the selected tool within the adjusted animated image. This allows the user to aim at a target object with greater precision within the adjusted animated image than would be possible within the image itself, partly because the target object is actually likely to be visible within the adjusted animated image, and partly because the adjusted animated image can be resized based on the radius of the aiming range. Understandably, this allows the elimination of a common UI problem where small aiming movements result in large movements within the animated image. Therefore, the user is able to aim at the target object more precisely and accurately.
[0035] In some embodiments, when a third touch gesture is performed at the aiming tool of the motion image, the aiming component 340 directs the selected tool toward the target object. In some embodiments, when the selected tool is toward the target object, the display component 310 automatically adjusts the adjusted motion image back to the angle corresponding to the user's player object (i.e., the motion image). Optionally, the display component 310 may not automatically adjust the adjusted motion image back to the angle corresponding to the user's player object until the target object has been eliminated or destroyed. In some embodiments, if the player object is attacked, threatened, or aimed at by another player object (such as another player object different from the player object the user is currently aiming at), the display component 310 may automatically adjust the adjusted motion image back to the angle corresponding to the user's player object.
[0036] Turn now Figures 4-7 According to some embodiments of this disclosure, exemplary depictions of moving images 400, 500, 600, 700, and 800 are provided from various angles. These moving images 400, 500, 600, 700, and 800 can be provided by a touchscreen of a mobile electronic device. The mobile electronic device may include, as described below, and... Figure 10The computing device 1000 is depicted in the image. Similarly, a touchscreen may include the components described below and... Figure 10 Any of the I / O components 1020 depicted herein. For example, a touchscreen may specifically include embodiments of I / O components 1020 having on-screen gesture recognition and touch recognition associated with the display of the computing device 1000.
[0037] As shown in the figures, motion images 400, 500, 600, 700, and 800 may include movable images or images containing objects that can be moved in real time, such as video images, animated images, images including movable game objects, etc. For example, motion images 400, 500, 600, 700, and 800 may include a visual depiction of at least a portion of a dynamic virtual world of a multiplayer game (e.g., a MOBA game). The visual depiction may include fixed graphical objects (such as non-player objects) and movable graphical objects (such as player objects). The visual depiction may include animated and / or movable game objects and / or destinations, such as towers, castles, roads, paths, walls, fences, roadblocks, trees, mountains, streams, weapons, targets, rewards, etc. Game objects (such as player object 410 and target objects 760, 860) may represent the positions of various players in a multiplayer game and / or various tools available to players (e.g., abilities, virtual weapons, spells, etc.). The visual depiction may display such fixed or movable graphical objects in perspective views and / or plan views. However, the systems and methods described herein can be used in other dynamic images that are not part of a multiplayer or single-player game without departing from the scope of the techniques described herein.
[0038] As described above, in some embodiments, dynamic images 400, 500, 600, 700, and 800 may include continuously displayed or selectively displayed minimaps 420, 520, 620, 720, and 820. Minimaps 420, 520, 620, 720, and 820, or other such graphical depictions, may provide a plan view of the entire dynamic virtual world and / or a large portion of the dynamic virtual world. Dynamic images 400, 500, 600, 700, and 800 may also include continuously displayed or selectively displayed tools, such as tools 532, 632, 732, and 832. Once a tool is selected, the aiming tool provides the aiming range of the selected tool within the dynamic image.
[0039] Turn now Figure 4 The minimap 420 can be used to present a panoramic view of the entire dynamic virtual world, the current situation within that virtual world, the current locations of players and teammates, and other game features. For example... Figure 4 As shown, the dynamic image 400 is provided from the perspective of the player object corresponding to the user 410. Figure 4The image also shows a tool selection area 430, which allows the user to select from a variety of tools that the user can use to aim at other player objects.
[0040] like Figure 5 As shown, a user can select tool 532 by making a touch gesture within the tool selection area of the animated image. Touch gestures may include, for example, tapping the touchscreen with one or more fingers, one or more thumbs, a stylus, or other such selection tool. A second touch gesture can be received at location 522 within the minimap 520. In response to the second touch gesture, the animated image is automatically adjusted to represent the angle of the minimap 520 corresponding to the selected location 522 of the received second touch gesture. As shown, the area of view 524 provided by the adjusted animated image 500 is visible within the minimap 520. A third touch gesture 536 can be received at the aiming tool 534 of the adjusted animated image. The aiming tool 534 depicts the aiming range of the selected tool 532 within the adjusted animated image 500, and the third touch gesture 536 instructs the user where to aim within the aiming range. The aiming area 596 is also displayed within the adjusted animated image 500.
[0041] exist Figure 6 In the animated image, the user can select tool 632 by making a touch gesture within the tool selection area. A second touch gesture can be received at position 622 within the minimap 620. In response to the second touch gesture, the animated image is automatically adjusted to represent the angle of the minimap 620 corresponding to the selected position 622 of the received second touch gesture. As shown, the area of view 624 provided by the adjusted animated image 600 is visible within the minimap 620. A third touch gesture 636 can be received at the aiming tool 634 in the adjusted animated image. The aiming tool 634 depicts the aiming range of the selected tool 632 within the adjusted animated image 600, and the third touch gesture 636 instructs the user where to aim within the aiming range. Guide lines 650, 652 indicating the aiming path of the selected tool are also displayed within the adjusted animated image 600. Additionally, the aiming path 628 can be represented within the minimap 620.
[0042] Next, refer to Figure 7Users can select tool 732 by making touch gestures within the tool selection area of the animated image. A second touch gesture can be received at position 722 within the minimap 720. In response to the second touch gesture, the animated image is automatically adjusted to represent the angle of the minimap 720 corresponding to the selected position 722 of the received second touch gesture. As shown, the area of view 724 provided by the adjusted animated image 700 is visible within the minimap 720. A third touch gesture 736 can be received at the aiming tool 734 in the adjusted animated image 700. The aiming tool 734 depicts the aiming range of the selected tool within the adjusted animated image 700, and the third touch gesture 736 instructs the user where to aim within the aiming range. Guide lines 750, 752 indicating the aiming path of the selected tool 732 are also displayed within the adjusted animated image 700. Additionally, the aiming path 728 can be represented within the minimap 720. Figure 7 As shown, the user has rotated the aiming path so that the target object 760 is now within the guide lines 750 and 752. A health status bar 780 can be provided in the adjusted dynamic image 700 to display the health status of the target object.
[0043] like Figure 8 As shown, a user can select tool 832 by making a touch gesture within the tool selection area of the animated image. A second touch gesture can be received at position 822 within the minimap 820. In response to the second touch gesture, the animated image is automatically adjusted to represent the angle of the minimap 820 corresponding to the selected position 822 of the received second touch gesture. As shown, the area of view 824 provided by the adjusted animated image 800 is visible within the minimap 820. A third touch gesture 836 can be received at the aiming tool 834 of the adjusted animated image 800. The aiming tool 834 depicts the aiming range of the selected tool 832 within the adjusted animated image 800, and the third touch gesture 836 instructs the user where to aim within the aiming range. Figure 8 In the process, the user has performed a third touch gesture 836 and applied the selected tool 832 to the target object 860. The third touch gesture 836 can be performed by applying additional pressure to the touchscreen, tapping the touchscreen, etc. Therefore, the selected tool 832 is applied to the target object 860. The health status bar 880 can be updated within the adjusted dynamic image 800 to display the health status of the target object 860 after the selected tool 832 has been applied.
[0044] Now refer to Figure 9Each block of the methods described herein includes a computational process that can be executed using any combination of hardware, firmware, and / or software. For example, various functions can be performed by a processor executing instructions stored in memory. The method can also be embodied as computer-usable instructions stored on a computer storage medium. Method 900 can be provided by a standalone application, service, or managed service (standalone or in combination with another managed service) or a plug-in to another product, to name just a few. For example, as described herein, method 900 is a virtual tool within other software such as a virtual game. Additionally, by way of example, for... Figures 4-8 The method 900 describes dynamic images on a touchscreen. However, these methods may be additionally or alternatively implemented by any system or any combination of systems, including but not limited to the systems described herein.
[0045] exist Figure 9 The flowchart depicts a method 900 for providing improved aiming at remote objects according to some embodiments of the present disclosure. According to various embodiments, method 900 can be employed to accurately and precisely aim at player objects outside the current view of a dynamic image displayed to the user in a MOBA game. As shown in block 902, method 900 may include the step of displaying a dynamic image depicting objects in a multiplayer game on a touchscreen, the dynamic image being part of a virtual world. The virtual world described above may include a minimap or other dynamic image having fixed and movable graphical objects. For example, a minimap may be opened by tapping or clicking a map icon, or the minimap may remain open throughout the game in a multiplayer game operated via a touchscreen.
[0046] Furthermore, as shown in box 904, method 900 may include receiving a first touch gesture at a tool selection area of the motion image. The tool selection area enables a user to select a tool to use on a target object within an object in the virtual world. Objects in a multiplayer game may include player objects and non-player objects. In some embodiments, the motion image initially depicts a portion of the virtual world (e.g., objects in a multiplayer game) from the perspective of a player object corresponding to the user.
[0047] As shown in box 906, method 900 may further include receiving a second touch gesture at a minimap of the virtual world. As described above, the minimap provides a plan view of at least a portion of the virtual world. The second touch gesture, for example, enables the user to select an area of the minimap that was not initially displayed in the animated image.
[0048] As shown in box 908, method 900 may further include: in response to a second touch gesture, adjusting the motion image to an angle representing a selected location in the virtual world corresponding to the received second touch gesture. In other words, the motion image is automatically adjusted to display the angle of the area selected within the minimap, rather than from the perspective of the player object (i.e., the hero) corresponding to the user. This provides a view centered on the minimap, rather than a view centered on the hero.
[0049] In addition, compared to the high-level view provided by the initially displayed animated image, users can view a lower-level view of the area selected within the minimap. For example, if a user is trying to aim at a player object that was previously outside the animated image's display but within the minimap, the user can view the player object within the adjusted animated image.
[0050] As shown in box 910, method 900 may further include receiving a third touch gesture at an aiming tool in the motion image. The aiming tool depicts the aiming range of the selected tool within the adjusted motion image. In some embodiments, the adjusted motion image is approximately the size of the aiming range of the selected tool, allowing the user to make more precise aiming movements to aim at a target object within the adjusted motion image than might be possible within the initially provided motion image. It is understood that the initially provided motion image can provide a view smaller (and in some cases, much smaller) than the size of the aiming range. In other words, alternatively or additionally, the motion image can be adjusted based on the aiming range of the selected tool. Furthermore, the third touch gesture allows the user to rotate an angle 360 degrees around a selected position in the motion image.
[0051] In one embodiment, when a third touch gesture is performed at the aiming tool in the motion image, the selected tool is applied to the target object. For example, if the selected tool is an arrow or laser, the arrow or laser is fired at the target object. Similarly, if the selected tool is a spell, the spell is cast on the target object. Once the selected tool has been applied to the target object, the motion image can automatically adjust back to the angle of the player object corresponding to the user. In some embodiments, the motion image may not automatically adjust back to the angle of the player object corresponding to the user until the target object has been eliminated or destroyed.
[0052] Having described embodiments of the present disclosure, the following description outlines exemplary operating environments in which embodiments of the present disclosure may be implemented, in order to provide a general context for various aspects of the present disclosure. Specific references are first made to… Figure 10An exemplary operating environment for implementing embodiments of this disclosure is shown and is generally designated as computing device 1000. Computing device 1000 is merely one example of a suitable computing environment and is not intended to impose any limitation on the scope or functionality of the disclosed embodiments. Nor should computing device 1000 be construed as having any dependency or requirement associated with any one or combination of the components shown.
[0053] The embodiments described herein may be described in the general context of computer code or machine-usable instructions, including computer-executable instructions (such as program modules) that are executed by a computer or other machine, such as a personal data assistant or other handheld device. Typically, a program module, which includes routines, programs, objects, components, data structures, etc., refers to code that performs a specific task or implements a specific abstract data type. The described embodiments can be practiced in a variety of system configurations, including handheld devices, consumer electronics, general-purpose computers, and more specialized computing devices. The described embodiments can also be practiced in distributed computing environments, where tasks are performed by remote processing devices linked via a communication network.
[0054] Reference Figure 10 The computing device 1000 includes a bus 1010 directly or indirectly coupled to: a memory 1012, one or more processors 1014, one or more presentation components 1016, an input / output (I / O) port 1018, an input / output (I / O) component 1020, and an exemplary power supply 1022. In some example embodiments, the computing device 1000 may be or may include a mobile electronic device such as a smartphone, tablet computer, touchscreen laptop computer, etc. The bus 1010 represents one or more buses (such as an address bus, a data bus, or a combination thereof). Although for clarity, Figure 10 Each box is represented by a line, but in reality, depicting the various components is not so clear, and metaphorically, the lines would be more accurately described as gray and blurred. For example, presentation components such as those of a display device can be considered as I / O components. Furthermore, a processor has memory. The inventors recognize this as an essential aspect of the art and reiterate... Figure 10 The figures only illustrate exemplary computing devices that can be used in conjunction with one or more embodiments of this disclosure. No distinction is made between categories such as “workstation,” “server,” “laptop,” “handheld device,” etc., because all these categories are considered to be... Figure 10 Within that scope, it is referred to as a "computing device".
[0055] Computing device 1000 typically includes a variety of computer-readable media. Computer-readable media can be any available medium accessible by computing device 1000, and includes volatile and non-volatile media, as well as removable and non-removable media. By way of example and not limitation, computer-readable media can include computer storage media and communication media. Computer storage media includes volatile and non-volatile, removable and non-removable media implemented using any method or technology for storing information such as computer-readable instructions, data structures, program modules, or other data. Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technologies, CDROM, digital versatile optical disc (DVD) or other optical disc storage devices, magnetic tape cassettes, magnetic tape, disk storage devices or other magnetic storage devices, or any other medium that can be used to store desired information and is accessible by computing device 1000. Computer storage media itself does not include signals. Communication media typically embody computer-readable instructions, data structures, program modules, or other data in the form of modulated data signals, such as carrier waves or other transmission mechanisms, and includes any information transmission medium. The term "modulated data signal" refers to a signal whose characteristics are set or altered in a manner that encodes information in the signal. By way of example and not limitation, communication media include wired media such as wired networks or direct wired connections, and wireless media such as acoustic, RF, infrared, and other wireless media. Any combination of the above should also be included within the scope of computer-readable media.
[0056] Memory 1012 includes computer storage media in the form of volatile and / or non-volatile memory. The memory can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. Computing device 1000 includes one or more processors that read data from various entities such as memory 1012 or I / O components 1020. Presentation component 616 presents data indications to a user or other device. Exemplary presentation components include display devices, speakers, printing components, vibration components, etc.
[0057] I / O port 1018 allows computing device 1000 to be logically coupled to other devices including I / O components 1020, some of which may be built-in. Illustrative components include microphones, joysticks, gaming pads, disc-shaped satellite antennas, scanners, printers, wireless devices, etc. I / O components 1020 can provide a natural user interface (NUI) that processes air gestures, voice, or other physiological input generated by the user. In some cases, the input can be sent to appropriate network elements for further processing. The NUI can implement any combination of the following: voice recognition, stylus recognition, facial recognition, biometric recognition, on-screen and near-screen gesture recognition, air gestures, head and eye tracking, and touch recognition associated with the display of computing device 1000 (as described in more detail below). Computing device 1000 may be equipped with depth cameras for gesture detection and recognition, such as stereo camera systems, infrared camera systems, RGB camera systems, touchscreen technology, and combinations thereof. Additionally, computing device 1000 may be equipped with accelerometers or gyroscopes capable of detecting motion. The output of an accelerometer or gyroscope can be provided to the display of a computing device 1000 to present immersive augmented reality or virtual reality.
[0058] It is understood that embodiments of this disclosure provide systems and methods, etc., for precise positioning on a touchscreen. This disclosure has been described with respect to specific embodiments, which are intended in all respects to be illustrative and not restrictive. Alternative embodiments will become apparent to those skilled in the art to which this disclosure pertains without departing from the scope of this disclosure.
[0059] As can be seen from the foregoing, the embodiments of this disclosure are well suited to achieving all the objectives and purposes set forth above, as well as other advantages that are obvious and inherent to the system and method. It should be understood that certain features and sub-combinations are practical and can be used without reference to other features and sub-combinations. This is contemplated by the claims and is within the scope of the claims.
Claims
1. A computer-implemented method for aiming at a remote object in a video game, the method comprising: Animated images of the video game are provided for display, the animated images depicting a first view of a virtual world and having a tool selection area and a mini-map of the virtual world, wherein the first view corresponds to a first location within the mini-map; Receive a first gesture corresponding to an optional tool in the tool selection area; Based on the first gesture, a second gesture is received that corresponds to a second location within the mini-map, where the second location corresponds to a second view of the virtual world; In response to the second gesture, the motion image is adjusted to depict the second view, which includes aiming controls associated with the optional tool, wherein the second view is scaled based on the radius of the target range of the optional tool; and When displaying the adjusted dynamic image, based on a third gesture received on the aiming control, the aiming area of the optional tool relative to a target outside the first view is adjusted within the second view, wherein the aiming control visually represents the target range of the optional tool.
2. The computer implementation method according to claim 1, wherein, The dynamic image is provided for display on the touchscreen, and each of the first gesture, the second gesture, and the third gesture is a touch gesture.
3. The computer implementation method according to claim 1, wherein, Each of the first view and the second view includes a corresponding isometric view of the virtual world.
4. The computer implementation method according to claim 1, wherein, The first position and the second position are different.
5. The computer implementation method according to claim 1, wherein, The minimap depicts a two-dimensional view of the virtual world.
6. The computer implementation method according to claim 1 further includes: In response to receiving the third gesture, the optional tool is used according to the adjusted aiming area.
7. The computer implementation method according to claim 1, wherein, The aiming area is defined by a guide line representing the target path of the optional tool.
8. The computer implementation method according to claim 1, wherein, The dynamic image is adjusted based on the target range of the optional tool.
9. The computer implementation method according to claim 1, further comprising: The dynamic image is rotated and adjusted around the second position, based at least in part on the third gesture.
10. A non-transitory computer storage medium storing computer-usable instructions that, when used by one or more computing devices, cause the one or more computing devices to perform operations, the operations including: Provide dynamic images of a video game for display, the dynamic images depicting a first view of a virtual world and having a tool selection area and a mini-map of the virtual world, wherein the first view corresponds to a first location within the mini-map; Receive a first gesture corresponding to an optional tool in the tool selection area; Based on the first gesture, a second gesture is received that corresponds to a second location within the mini-map, where the second location corresponds to a second view of the virtual world; In response to the second gesture, the motion image is adjusted to depict the second view, which includes aiming controls associated with the optional tool, wherein the second view is scaled based on the radius of the target range of the optional tool; and When displaying the adjusted dynamic image, based on a third gesture received on the aiming control, the aiming area of the optional tool relative to a target outside the first view is adjusted within the second view, wherein the aiming control visually represents the target range of the optional tool.
11. The medium according to claim 10, wherein, The dynamic image is provided for display on the touchscreen, and each of the first gesture, the second gesture, and the third gesture is a touch gesture.
12. The medium according to claim 10, wherein, Each of the first view and the second view includes a corresponding isometric view of the virtual world.
13. The medium according to claim 10, wherein, The first position and the second position are different.
14. The medium according to claim 10, wherein, The minimap depicts a two-dimensional view of the virtual world.
15. The medium according to claim 10, further comprising: In response to receiving the third gesture, the optional tool is used according to the adjusted aiming area.
16. The medium according to claim 10, wherein, The aiming area is defined by a guide line representing the target path of the optional tool.
17. The medium according to claim 10, wherein, The dynamic image is adjusted based on the target range of the optional tool.
18. The medium according to claim 10, further comprising: The dynamic image is rotated and adjusted around the second position, based at least in part on the third gesture.
19. A computerized system for aiming at a remote object in a video game, comprising: One or more processors, and One or more computer storage media storing computer-usable instructions that, when used by the one or more processors, cause the one or more processors to: Animated images of the video game are provided for display, the animated images depicting a first view of a virtual world and having a tool selection area and a mini-map of the virtual world, wherein the first view corresponds to a first location within the mini-map; Receive a first gesture corresponding to an optional tool in the tool selection area; Based on the first gesture, a second gesture is received that corresponds to a second location within the mini-map, where the second location corresponds to a second view of the virtual world; In response to the second gesture, the motion image is adjusted to depict the second view, which includes aiming controls associated with the optional tool, wherein the second view is scaled based on the radius of the target range of the optional tool; and When displaying the adjusted dynamic image, based on a third gesture received on the aiming control, the aiming area of the optional tool relative to a target outside the first view is adjusted within the second view, wherein the aiming control visually represents the target range of the optional tool.
20. The system according to claim 19, wherein, The dynamic image is adjusted based on the target range of the optional tool.
Citation Information
Patent Citations
Display control method and device for game, storage medium, processor and terminal
CN109568957A