Game interaction control method, device, program product and electronic device
By providing directional controls on touchscreens to switch the selected object, the accuracy of target selection on touchscreens is improved, enhancing the gaming experience and operational efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- GUANGZHOU BOGUAN TELECOMM TECH LTD
- Filing Date
- 2026-03-31
- Publication Date
- 2026-06-09
AI Technical Summary
When performing target selection operations on touch terminals, due to screen size limitations, especially when there are many selectable objects and they are densely arranged, it is difficult to accurately select the target, resulting in frequent misselections and affecting the gaming experience.
By providing directional controls within the touch area, players can switch the selected virtual object using these controls, reducing the need for precise clicks on individual virtual objects. This allows for target selection by combining preset operations and trigger commands.
It improves the accuracy and efficiency of target selection, reduces misselection, enhances the gaming experience, and aligns with players' intuitive controls.
Smart Images

Figure CN122164075A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of human-computer interaction technology, and more specifically, to game interaction control methods, devices, program products, and electronic devices. Background Technology
[0002] Target selection is an important interactive operation in games, used in various scenarios such as selecting enemies and items. For example, in the combat scenes of RPGs (Role-Playing Games), players need to select a target when casting targeted skills, choosing an enemy as the skill's target.
[0003] On touch-screen devices (such as mobile devices with touchscreens), target selection is typically achieved by tapping, where players directly tap to select a target on the touchscreen. However, due to the size limitations of the touch area (e.g., the small screen size of mobile devices), when there are many selectable objects and they are densely packed, the accuracy of target selection decreases, making it more difficult to accurately select a target and increasing the likelihood of misselection, thus affecting the gaming experience. Summary of the Invention
[0004] This disclosure provides game interaction control methods, devices, program products, and electronic devices to improve the accuracy of target selection operations to at least a certain extent.
[0005] According to a first aspect of this disclosure, a game interaction control method is provided, which provides a graphical user interface (GUI) via a terminal; the GUI displays at least a portion of a game scene, the game scene having multiple virtual objects, the multiple virtual objects including a controlled virtual object controlled by the terminal; the GUI has a touch area; the method includes: providing directional controls within the touch area; responding to a first preset operation on the directional controls, switching the selected object among candidate virtual objects along the arrangement direction of the candidate virtual objects; the candidate virtual objects including multiple virtual objects; responding to a first trigger instruction, designating the currently selected object as a target virtual object; and controlling the controlled virtual object to execute a preset game instruction on the target virtual object.
[0006] According to a second aspect of this disclosure, a game interaction control device is provided, which provides a graphical user interface via a terminal; the graphical user interface displays at least a portion of a game scene, the game scene having multiple virtual objects, the multiple virtual objects including a controlled virtual object controlled by the terminal; the graphical user interface has a touch area; the device includes: a directional control providing module configured to provide directional controls within the touch area; a selected object switching control module configured to, in response to a first preset operation on the directional controls, switch the selected object among candidate virtual objects along the arrangement direction of the candidate virtual objects; the candidate virtual objects include multiple virtual objects; a target virtual object determining module configured to, in response to a first trigger instruction, designate the currently selected object as the target virtual object; and a preset game instruction execution module configured to control the controlled virtual object to execute a preset game instruction on the target virtual object.
[0007] According to a third aspect of this disclosure, a computer program product is provided, including a computer program that, when executed by a processor, implements the method of the first aspect described above and possible implementations thereof.
[0008] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor and a memory, the memory being used to store executable instructions of the processor; the processor being configured to implement the method of the first aspect described above and possible implementations thereof via executing the executable instructions.
[0009] The technical solution disclosed herein has the following beneficial effects: On the one hand, by using directional controls within the touch area to switch between candidate virtual objects, the player can select the target without precisely clicking on individual virtual objects. This reduces misselections caused by touch area size limitations, improves the accuracy of target selection, lowers the operational difficulty, and enhances the gaming experience. On the other hand, when the player performs the first preset operation using the directional controls, the selected object is switched along the arrangement direction of the candidate virtual objects. This matches the layout of the candidate virtual objects in the game scene, making the switching of the selected object more natural and seamless, conforming to the player's operational intuition, and improving operational efficiency. Attached Figure Description
[0010] Figure 1 A schematic diagram of a system architecture according to one embodiment of this disclosure is shown; Figure 2 A flowchart illustrating a game interaction control method according to one embodiment of this disclosure is shown; Figure 3A This diagram illustrates a game scene according to one embodiment of the present disclosure. Figure 3BThis diagram illustrates a game scene according to one embodiment of the present disclosure. Figure 4 A schematic diagram illustrating a differentiated display in one embodiment of this disclosure is shown; Figure 5A A schematic diagram illustrating a second preset operation in one embodiment of this disclosure is shown; Figure 5B A schematic diagram of a first coordinate system in one embodiment of this disclosure is shown; Figure 6A This diagram illustrates a game scene according to one embodiment of the present disclosure. Figure 6B This diagram illustrates a game scene according to one embodiment of the present disclosure. Figure 7 This diagram illustrates a game interaction control device according to one embodiment of the present disclosure; Figure 8 A schematic diagram of an electronic device according to one embodiment of the present disclosure is shown. Detailed Implementation
[0011] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0012] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a full description of the technical solutions of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted in implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0013] This disclosure provides a game interaction control method aimed at solving problems in target selection operations in related games, improving operation accuracy, reducing operation difficulty, and improving the game experience.
[0014] Figure 1This disclosure illustrates a system architecture in one embodiment. The system architecture may include a terminal 110 and a server 120. The terminal 110 is a terminal device that has a game program (such as a game client program) installed and running. The terminal 110 has a display function and can provide a graphical user interface for displaying the operating system interface, application interface, etc. When the terminal 110 runs the game program, the graphical user interface can display at least a portion of the game scene. The game scene refers to spaces within the game, such as battle scenes, dungeon scenes, level scenes, town scenes, etc. Multiple virtual objects are set within the game scene. Virtual objects refer to interactive elements in the game, such as game characters, game items, neutral creatures, etc. These multiple virtual objects include controlled virtual objects controlled by the terminal 110, and may also include virtual objects controlled by other terminals or automatically controlled by the game program. The graphical user interface of the terminal 110 has a touch area, supporting touch operations using a finger, stylus, or other medium. For example, the terminal 110 is a mobile phone, tablet computer, smart wearable device, etc., with a touchscreen. In one embodiment, the multiple virtual objects can be divided into two or more factions. For example, the controlled virtual object and its teammates form the first faction, while the remaining virtual objects form the second faction. The first and second factions are hostile to each other, such as two factions currently engaged in combat. Server 120 is the backend system providing game services; it can be a single server or a cluster of multiple servers. In one implementation, a game server program is deployed on server 120 to perform server-side game data processing. Terminal 110 and server 120 can be connected via a wired or wireless communication link for data transmission.
[0015] In one implementation, the above method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be based on the aforementioned system architecture. 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's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal 110) is responsible for receiving and sending data, as well as presenting the game screen. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game, the player operates the cloud gaming client 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 cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.
[0016] In one implementation, the game interaction control method can be executed by any one or more of the terminal 110 and the server 120.
[0017] In one implementation, the game interaction control method can be executed independently by the terminal 110. For example, without deploying the server 120, the terminal 110 installs and runs a standalone game program, and by executing the game interaction control method, it can select a target virtual object in the standalone game program and execute preset game commands for the target virtual object.
[0018] In one implementation, the flow of the game interaction control method can be referenced. Figure 2 As shown, it includes the following steps: S210 provides directional controls within the touch area; S220, in response to a first preset operation for the direction control, switches the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects; the candidate virtual objects include multiple virtual objects; S230, in response to the first trigger command, uses the currently selected object as the target virtual object; S240 controls the controlled virtual object to execute preset game commands on the target virtual object.
[0019] Based on the above method, on the one hand, by switching the selected object among the candidate virtual objects using directional controls within the touch area, the target selection operation can be achieved without precisely clicking on a single virtual object. This reduces misselection caused by touch area size limitations, improves the accuracy of target selection, lowers the operation difficulty, and enhances the gaming experience. On the other hand, when players perform the first preset operation using the directional controls, they switch the selected object along the arrangement direction of the candidate virtual objects. This matches the layout of the candidate virtual objects in the game scene, making the switching of the selected object more natural and coherent, conforming to the player's operational intuition, and helping to improve operational efficiency.
[0020] The following describes, in conjunction with one or more embodiments and related accompanying drawings, [the following is a description of...]. Figure 2 Each step is explained in detail.
[0021] refer to Figure 2 In step S210, directional controls are provided within the touch area.
[0022] The directional control is a virtual control set within the touch area for performing directional operations. For example, the directional control can be a virtual joystick or virtual directional buttons (such as up, down, left, and right buttons). This disclosure does not limit the specific form of the directional control. The directional control can be provided continuously within the touch area, such as throughout a battle, or it can be provided under specific circumstances, such as when the player casts a specific skill. The position of the directional control within the touch area can be fixed or variable. For example, when the player performs a directional operation, the directional control is generated at the player's operation location.
[0023] In one implementation, the touch area includes a control triggering area, which refers to the area where directional controls are allowed to be displayed. This area can be a pre-defined sub-area within the touch area. For example, the directional controls need to avoid critical functional areas within the touch area (such as virtual object display areas, skill control areas, other functional control areas, etc.). The control triggering area is determined based on the layout of the touch area, outside of the critical functional areas; for instance, the control triggering area can be the entire area outside the critical functional areas. This way, displaying directional controls in the control triggering area will not interfere with the critical functional areas.
[0024] In one implementation, the touch area is equivalent to or a part of the display area, and the directional controls may have a certain degree of transparency to reduce their interference with the content displayed in the graphical user interface.
[0025] In one implementation, providing directional controls within the touch area includes the following steps: In response to a third preset operation within the control trigger area, a direction control is displayed based on the operation position of the third preset operation; the third preset operation is either a preceding operation of the first preset operation or an operation that begins within the first preset operation.
[0026] The third preset operation is used to trigger the display of the directional control. For example, if a player performs a sliding operation within the control's trigger area, and the sliding distance reaches a certain length, then this sliding operation is the third preset operation, triggering the display of the directional control.
[0027] In one implementation, directional controls can be generated in advance (at a specific time point, such as when the game starts or when a battle begins), hidden when not in use, and displayed in response to a third preset operation.
[0028] In one implementation, the third preset operation can be a preceding operation to the first preset operation. Specifically, in response to the third preset operation, a directional control is displayed, after which the player can continue to perform the first preset operation on that directional control. For example, in response to the third preset operation, the directional control is displayed centered on the end position of the third preset operation's slide. This way, when the third preset operation ends, the player's finger (or stylus or other touch medium) is located at the center of the directional control, allowing the first preset operation to continue without interruption (e.g., without lifting the hand). Thus, the third and first preset operations are performed consecutively, improving operational efficiency.
[0029] In one implementation, the third preset operation can be an operation that begins within the first preset operation. Specifically, in response to the third preset operation, a directional control is displayed, after which the player can continue to perform the first preset operation on the directional control. The previously performed third preset operation is also part of the first preset operation, thus controlling the switching of the selected object. For example, in response to the third preset operation, the directional control is displayed centered on the starting position of the third preset operation's slide, and the ending position of the third preset operation's slide is used as the current drag position in the directional control. That is, when the directional control is displayed, it is determined that the third preset operation has dragged the directional control, and the player can continue to perform the first preset operation on the directional control. The first preset operation includes the third preset operation and the first preset operation performed by the player after the directional control is displayed. This effectively advances the start time of the first preset operation and improves operational efficiency.
[0030] In one implementation, when a preset game command is active, a directional control is displayed in response to a third preset operation within the control trigger area, based on the position of the third preset operation. The preset game commands include, but are not limited to, skill casting commands, action commands, dialogue commands, trade commands, etc. The active state of a preset game command refers to a state where the preset game command has been triggered and is about to be executed; it can be a period from the start of using the preset game command to the determination of the target (i.e., the target virtual object). In the active state, the player is allowed to use the directional control to select the target virtual object, therefore, the directional control is displayed in response to the third preset operation. In one implementation, when a preset game command is not active, the directional control is not displayed when the third preset operation is performed. This restricts the display of the directional control to being triggered only at appropriate times by the third preset operation, avoiding accidental triggering of the directional control and interference with other player operations.
[0031] In one implementation, when a preset game command is active, if the current operation mode is a first selection operation mode, in response to a third preset operation within the control trigger area, a directional control is displayed according to the operation position of the third preset operation. When the preset game command is active, the player needs to select a target virtual object. Multiple selection operation modes can be provided at this time. The first selection operation mode is a mode operated via the directional control. A second selection operation mode can also be provided, which is a mode selected by clicking. If the current operation mode is the first selection operation mode, in response to a third preset operation within the control trigger area, a directional control is displayed according to the operation position of the third preset operation. In one implementation, when the preset game command is active, if the current operation mode is not the first selection operation mode (e.g., the second selection operation mode), the directional control is not displayed when the third preset operation is performed. This restricts the display of the directional control to being triggered only at appropriate times and under appropriate operation modes, avoiding accidental triggering of the directional control and interference with other player operations.
[0032] Figure 3A This is a schematic diagram of a game scene according to one embodiment of the present disclosure. Figure 3A In the game, the default game command is to release the skill AA. At this time, the default game command is active, and the current operation mode is the second selection operation mode. In this operation mode, players can select the target virtual object by clicking. Players can click the "drag selection" control to switch the current operation mode to the first selection operation mode.
[0033] Figure 3B This is a schematic diagram of a game scene according to one embodiment of the present disclosure. Figure 3B In the game, the default game command is to release the skill AA. At this time, the default game command is active and the current operation mode is the first selection operation mode. In this operation mode, the player can trigger the display of the direction control 301 through the third default operation (such as the swipe operation) and use the direction control 301 to select the target virtual object.
[0034] In one implementation, when the preset game command is active, there is no need to switch the current operation mode, and multiple operation modes can be selected simultaneously. For example, in Figure 3B In the game interface shown, the preset game commands are active. At this time, the player can either trigger the display of the direction control 301 through the third preset operation and use the direction control 301 to select the target virtual object, or select the target virtual object by clicking.
[0035] Continue to refer to Figure 2In step S220, in response to a first preset operation on the direction control, the selected object is switched along the arrangement direction of the candidate virtual objects; the candidate virtual objects include multiple virtual objects.
[0036] Candidate virtual objects are virtual objects that can be interacted with by preset game commands. Specifically, they can be determined by the type of preset game command and the identity and state of the candidate virtual objects. For example, if the preset game command is only directed at the enemy (such as an attack command or a command to cast a damaging skill), candidate virtual objects include virtual objects that are hostile to the controlled virtual object. Alternatively, if the preset game command is only directed at a specific enemy (such as a command to cast a debuff skill that can only be cast on enemies of a specific class), candidate virtual objects include virtual objects of that specific enemy. In one implementation, candidate virtual objects can include friendly virtual objects, and even the controlled virtual object itself. For example, some skills can be cast on all virtual objects in the battle scene (including the player, friendly, and enemy). When the player casts this skill, the game program can use all virtual objects in the battle scene as candidate virtual objects. A selected object refers to the object marked as awaiting the execution of a preset game command among the candidate virtual objects. At any given time, there is usually only one selected virtual object. In some cases, preset game commands can be executed on multiple virtual objects at once, so multiple selected objects can exist simultaneously. This disclosure does not impose any limitations on this matter.
[0037] In one implementation, the preset game commands include directional interaction commands. Directional interaction commands are interaction commands that can only be executed when a target virtual object is explicitly identified; they have a clear target orientation and include, but are not limited to: directional skill casting commands, directional attack commands, and commands to interact with a specific target, etc. Before switching the selected object along the arrangement direction of candidate virtual objects in response to the first preset operation on the directional control, the game interaction control method further includes the following steps: In response to a third trigger command for a preset game command, a candidate virtual object is determined from the aforementioned multiple virtual objects in the game scene based on the interaction type of the preset game command.
[0038] The third trigger command is used to initiate the use of preset game commands. These can be player-generated commands, such as clicking preset game command controls (e.g., skill controls, action controls), or commands automatically triggered by the game program, such as those generated automatically by the game program when a specific game event occurs. The interaction types of preset game commands include, but are not limited to: friendly interaction types (e.g., buff skills, healing skills), meaning preset game commands can only interact with friendly virtual objects (which may include friendly player characters, pets, etc., and in some cases, the controlled virtual object itself); enemy interaction types (e.g., attack skills, debuff skills), meaning preset game commands can only interact with enemy virtual objects (which may include enemy player characters, pets, etc.); all interaction types (e.g., skills with debuff effects on enemies and buff effects on allies), meaning preset game commands can interact with all virtual objects; and so on. It can be understood that the interaction type of a preset game command determines its interactive range (e.g., friendly faction range, enemy faction range, all faction range, etc.). Therefore, in response to the third trigger command, candidate virtual objects can be identified within this interactive range. Players can then switch between selected virtual objects from the candidate virtual objects and confirm the target virtual object, which can prevent players from selecting virtual objects that are not suitable for interaction and improve operational efficiency.
[0039] In one implementation, the process of determining candidate virtual objects from multiple virtual objects in the game scene in response to a third trigger command for a preset game command includes the following steps: In response to the third trigger command, among the multiple virtual objects in the game scene, a virtual object that matches the interaction type of the preset game command and is in the interactive state of the preset game command is identified as a candidate virtual object.
[0040] In this context, matching the interaction type of a virtual object with a preset game command indicates that the virtual object is within the interactive range of the preset game command. For example, the virtual object's faction matches the interaction type of the preset game command. The virtual object being in an interactive state according to the preset game command means that the virtual object's current state conforms to the interactive state of the preset game command. For example, the interactive states of the preset game command are: alive, not invisible, and not invincible. If the virtual object is dead, invisible, or invincible, it does not meet the interactive state of the preset game command. If the virtual object is alive, not invisible, and not invincible, it meets the interactive state of the preset game command. In response to the third trigger command, virtual objects that simultaneously meet both of the following conditions (i.e., matching the interaction type of the preset game command and being in an interactive state of the preset game command) are identified as candidate virtual objects. This selection of interactive objects for the preset game command from both interaction type and virtual object state perspectives allows players to switch between selected objects within this range, further improving operational efficiency.
[0041] In one implementation, the above-mentioned response to a first preset operation on the direction control, switching the selected object along the arrangement direction of the candidate virtual objects, includes the following steps: In response to the third trigger command, enter the activation state of the preset game command; When the preset game command is active, in response to the first preset operation, the selected object is switched along the arrangement direction among the candidate virtual objects.
[0042] In response to the third trigger command, the current game operation state can be switched to the active state of a preset game command, or the controlled virtual object can be controlled to enter the active state of a preset game command. In the active state, corresponding prompts can be provided, such as displaying the text "Please select a target for skill xx" in the graphical user interface. When the preset game command is active, the player needs to select a target virtual object, at which point the player is allowed to perform the first preset operation to switch the selected object.
[0043] In one implementation, when the preset game commands are not activated, performing the first preset operation does not result in switching the selected object. For example, when the preset game commands are not activated, no directional controls are provided in the touch area, and the player cannot perform the first preset operation. Alternatively, when the preset game commands are not activated, if the player performs the first preset operation, the operation is invalid, or it produces an effect other than switching the selected object.
[0044] By using the above methods, the timing for switching the selected object is clearly defined, ensuring that the selected object can be switched through the first preset operation when the directional interaction command is active. This avoids accidentally triggering the switching of the selected object at other times, reduces the possibility of misoperation, and improves the accuracy of operation.
[0045] In one implementation, the currently selected object, currently unselected candidate virtual objects, and other virtual objects besides the candidate virtual objects can be displayed differently. The method of differentiated display and specific display parameters can be set by the player, preset by the developer, or automatically set by the game program. (See reference) Figure 3B or Figure 4 As shown, other virtual objects besides the candidate virtual objects (i.e., non-candidate virtual objects) are displayed normally, and a first visual effect (such as displaying a halo surrounding the virtual object) is added to the currently unselected candidate virtual objects, and a second visual effect (such as displaying a more distinct halo surrounding the virtual object, highlighting the name, adding arrow indicators, text prompts, etc.) is added to the currently selected object, so that players can intuitively identify the three types of virtual objects.
[0046] In one implementation, refer to the above. Figure 3B As shown, when the preset game command is active, the currently selected object, the currently unselected candidate virtual object, and other virtual objects are displayed differently. This more intuitively demonstrates that the differences between the three types of virtual objects are directly related to the preset game command, making it easier for players to distinguish between the three types of virtual objects during the interaction with the preset game command.
[0047] The first preset operation is an operation that switches the selected object using the directional control. That is, the player can switch the selected object using the first preset operation to select the desired virtual object. This disclosure does not limit the operation method of the first preset operation. For example, the directional control is a virtual joystick control, and the first preset operation is an operation of dragging the virtual joystick control. Or, the directional control is a virtual directional button, and the first preset operation is an operation of clicking the virtual directional button.
[0048] In a game scene, candidate virtual objects are arranged in a regular pattern with a certain orientation. For example, candidate virtual objects may be arranged in a two-dimensional array, with the orientation including the row and column directions of the two-dimensional array. Alternatively, candidate virtual objects may be arranged in a three-dimensional array, with the orientation including the row, column, and height directions of the three-dimensional array.
[0049] When a player uses the directional controls to perform a first preset operation, there is a relatively clear direction of operation. This direction of operation can be mapped to the arrangement direction of candidate virtual objects, and the game program switches the selected object along this arrangement direction according to the first preset operation.
[0050] In one implementation, an initial selected object can be determined from candidate virtual objects according to a first preset rule. The initial selected object may be a selected object automatically determined by the game program when entering the activated state of a preset game command or when starting a first preset operation. In one implementation, the first preset rule is a rule used to determine the initial selected object, and may include, but is not limited to, at least one of the following: ① The candidate virtual objects located at the boundary in the second arrangement direction are selected as the initial selection objects; the second arrangement direction can be one or more of the aforementioned arrangement directions. The following information can be set by the player, preset by the developer, or automatically set by the game program: which arrangement direction the second arrangement direction specifically refers to, and which boundary it is located on (e.g., left boundary, right boundary, top boundary, bottom boundary, etc.). For example, the player can set the candidate virtual objects located at the bottom boundary in the row direction and the left boundary in the column direction as the initial selection objects, which means the candidate virtual object with the smallest row number and the smallest column number is selected as the initial selection object.
[0051] ② Select the candidate virtual object closest to the controlled virtual object as the initial selection object. This can be done by calculating the distance between the candidate and controlled virtual objects based on their position coordinates in the world coordinate system of the game scene, and then selecting the candidate virtual object closest to the controlled virtual object as the initial selection object. This matches a game strategy that prioritizes interaction with nearby virtual objects (e.g., prioritizing attacks on the nearest enemy to reduce the threat posed by the enemy).
[0052] ③ Select candidate virtual objects whose status meets preset conditions as the initial selection objects. These preset conditions can be set by the player, the developer, or automatically by the game program, and may include, but are not limited to, the following: lowest health, highest health, under a debuff, etc. For example, the candidate virtual object with the lowest health can be selected as the initial selection object, thus matching the game strategy of prioritizing reducing the number of enemies in the game's combat scenario (i.e., focusing attacks on enemies with low health to reduce their numbers as quickly as possible).
[0053] In one implementation, a first preset rule can be determined based on a first setting operation. The first setting operation is the operation of setting the initial selected object. For example, the player can select one or more of the rules ①, ②, and ③ mentioned above, and can sort the rules. For instance, if sorted in the order of ③ and ②, the game program will prioritize selecting candidate virtual objects whose states meet the preset conditions as the initial selected object according to rule ③. If there are no candidate virtual objects whose states meet the preset conditions, then according to rule ②, the candidate virtual object closest to the controlled virtual object will be selected as the initial selected object. This improves the flexibility of player settings and meets different game needs.
[0054] In one implementation, the candidate virtual objects have multiple arrangement directions. This can be understood as the candidate virtual objects being arranged in two or more dimensions, with each dimension having one or more corresponding arrangement directions. For example, the candidate virtual objects are arranged in a two-dimensional array, with arrangement directions including row and column directions, or including positive row direction, negative row direction, positive column direction, and negative column direction. Alternatively, the candidate virtual objects are arranged in a three-dimensional array, with arrangement directions including row direction, column direction, and height direction, or including positive row direction, negative row direction, positive column direction, negative column direction, positive height direction, and negative height direction. The above-mentioned response to a first preset operation on the direction control, switching the selected object along the arrangement direction of the candidate virtual objects, includes the following steps: In response to a first preset operation, the selected object is switched among multiple arrangement directions in the candidate virtual objects along the first arrangement direction.
[0055] The first arrangement direction is the object switching direction determined by the first preset operation among the multiple arrangement directions mentioned above, and may include one or more arrangement directions. For example, if the direction control is a virtual joystick control, and the virtual joystick control is dragged horizontally in the first preset operation, the corresponding first arrangement direction can be the row direction, triggering the switching of the selected object along the row direction among the candidate virtual objects, that is, switching the selected object along the same row. If the virtual joystick control is dragged vertically in the first preset operation, the corresponding first arrangement direction can be the column direction, triggering the switching of the selected object along the column direction among the candidate virtual objects, that is, switching the selected object along the same column. In this way, when switching the selected object, the player can use the direction control to trigger the switching along different arrangement directions, which improves the flexibility of the first preset operation and facilitates quick switching to the candidate virtual object desired by the player. Compared with the method of switching along a single direction, it improves the operation efficiency.
[0056] In one implementation, the above-mentioned switching of the selected object along a first arrangement direction among a plurality of arrangement directions in the candidate virtual objects includes the following steps: Based on the first operation direction and / or the first operation distance of the first preset operation, the first arrangement direction is determined among multiple arrangement directions; Switch the selected object in the first row of candidate virtual objects.
[0057] The first operation direction is determined based on a first preset operation, and the first operation distance is determined based on the first preset operation. For example, the first preset operation is dragging a virtual joystick control. The first operation direction can be the direction of the line connecting the dragging position and the center of the virtual joystick control, or it can be the reference operation direction mapped by that line. The first operation distance can be the distance between the dragging position and the center of the virtual joystick control, or it can be the distance mapped by that distance onto the reference operation direction.
[0058] The first arrangement direction can be determined solely based on the first operating direction, such as identifying the reference operating direction closest to the first operating direction (e.g., with the smallest included angle) and determining the first arrangement direction accordingly. Alternatively, the first arrangement direction can be determined solely based on the first operating distance, such as projecting the first operating distance onto multiple reference operating directions, selecting the reference operating direction with the largest projected distance, and determining the first arrangement direction accordingly. Another approach is to determine the first arrangement direction based on both the first operating direction and the first operating distance, such as identifying the reference operating direction closest to the first operating direction, projecting the first operating distance onto that reference operating direction, and if the projected distance does not meet the condition, projecting the first operating distance onto multiple reference operating directions, selecting the reference operating direction with the largest projected distance, and determining the first arrangement direction accordingly.
[0059] In one embodiment, determining the first arrangement direction among multiple arrangement directions based on the first operation direction and / or the first operation distance of the first preset operation includes at least one of the following methods: Method 1: Obtain the angle between the first operation direction and multiple reference operation directions, and determine the first arrangement direction based on the reference operation direction corresponding to the smallest angle. The reference operation direction is the axis direction of the first coordinate system associated with the direction control. In one implementation, the reference operation directions correspond to the arrangement directions, such as a one-to-one correspondence between the multiple reference operation directions and the multiple arrangement directions. For example, the reference operation directions include the x'-axis direction and the y'-axis direction, and the arrangement directions include the row direction and the column direction, with the x'-axis direction corresponding to the row direction and the y'-axis direction corresponding to the column direction. Alternatively, the reference operation directions include the positive x'-axis direction, the negative x'-axis direction, the positive y'-axis direction, and the negative y'-axis direction, and the arrangement directions include the positive row direction, the negative row direction, the positive column direction, and the negative column direction, with the positive x'-axis direction corresponding to the positive row direction (i.e., the direction in which column numbers increase within the same row), the negative x'-axis direction corresponding to the negative row direction (i.e., the direction in which column numbers decrease within the same row), the positive y'-axis direction corresponding to the positive column direction (i.e., the direction in which row numbers increase within the same column), and the negative y'-axis direction corresponding to the negative column direction (i.e., the direction in which row numbers decrease within the same column).
[0060] The first coordinate system is the operation coordinate system of the directional controls. For example, the first coordinate system can be a coordinate system matched to the touch area. For instance, the boundary direction of the touch area (such as a touchscreen) can be used as the axis direction of the first coordinate system. In landscape mode, the x' axis is equivalent to the height direction of the touch area, and the y' axis is equivalent to the width direction of the touch area. Alternatively, the first coordinate system can be a coordinate system established based on the player's operation preferences, where the x' and y' axes match the player's preferred operation direction.
[0061] In one implementation, in response to a second preset operation within the touch area, a first coordinate system is determined based on a second operation direction of the second preset operation. The second preset operation is an operation that provides the game program with player operation preferences; it can be a single operation or multiple operations. The second operation direction is the direction of the second preset operation, such as a swipe operation. Player operation preferences are used to determine the first coordinate system. For example, the second preset operation can be a player's historical swipe operations for target selection, i.e., swipe operations performed by the player when previously selecting a target. The game program collects and analyzes the swipe directions of these second preset operations to determine the player's preferred swipe direction, thereby determining the first coordinate system. Alternatively, the second preset operation can be an operation related to the first preset operation, such as a preceding operation of the first preset operation or the beginning segment of an operation within the first preset operation. In one implementation, the second preset operation is equivalent to a third preset operation. Of course, the second preset operation may not be the same as the third preset operation. For example, the third preset operation may be a prerequisite operation for the first preset operation, and the second preset operation may be the initial segment of the first preset operation; or the second preset operation may be a prerequisite operation for the first preset operation, and the third preset operation may be the initial segment of the first preset operation. The game program can determine the first coordinate system based on the second operation direction of a second preset operation. This reduces the computational load of the game program and allows the first coordinate system to be quickly established each time the player performs a first preset operation, ensuring that the first coordinate system matches the player's preferred operation direction in that first preset operation.
[0062] In one implementation, the second preset operation is a sliding operation. Determining the first coordinate system based on the second operation direction of the second preset operation includes the following steps: Based on the sliding direction of the second preset operation, determine the adjustment angle with the native reference direction of the touch area as the reference; The original reference direction is adjusted according to the adjustment angle to obtain at least one reference operation direction, and the first coordinate system is determined based on the at least one reference operation direction.
[0063] The native reference direction refers to the default reference direction in the touch area, which can be the height direction (e.g., x-axis, horizontal) or width direction (e.g., y-axis, vertical) of the touch area. For example, the angle between the sliding direction of the second preset operation and the native reference direction can be determined, and an adjustment angle can be determined based on this angle. If the angle is within a preset angle range (which can be set by the player, the developer, or automatically by the game program), the angle is used as the adjustment angle. If the angle is outside the preset angle range, the boundary value of the preset angle range is used as the adjustment angle. Then, the native reference direction is adjusted according to the adjustment angle, such as adding the adjustment angle to the native reference direction to obtain the reference operation direction.
[0064] In one implementation, if the original reference direction is adjusted according to the adjustment angle to obtain all reference operation directions, the first coordinate system is determined based on all reference operation directions. If the original reference direction is adjusted according to the adjustment angle to obtain some reference operation directions, all reference operation directions can be obtained from the some reference operation directions based on the preset relationship between different reference operation directions (such as a perpendicular relationship between different reference operation directions), and then the first coordinate system is determined.
[0065] Figure 5A and Figure 5B A schematic diagram illustrating the determination of the first coordinate system is shown. (Reference) Figure 5A As shown, sliding direction 1 and sliding direction 2 are obtained according to the second preset operation, where sliding direction 1 is close to the first original reference direction (such as the positive x-axis direction), and sliding direction 2 is close to the second original reference direction (such as the positive y-axis direction). (Reference) Figure 5B As shown, the xy coordinate system represents the native coordinate system, whose native reference directions include the x-axis and y-axis directions, or the positive x-axis, negative x-axis, positive y-axis, and negative y-axis directions. The angle between sliding direction 1 and the positive x-axis direction is calculated. This angle is within a preset angle range (e.g., 15°-30°), and this angle is used as the first adjustment angle α. The angle between sliding direction 2 and the positive y-axis direction is calculated. This angle is also within a preset angle range (e.g., 15°-30°), and this angle is used as the second adjustment angle β. Rotating the positive x-axis direction by α yields the positive x'-axis direction, and rotating the positive y-axis direction by β yields the positive y'-axis direction, thus establishing the first coordinate system, i.e., the x'-y' coordinate system. It can be seen that the first coordinate system is not necessarily parallel or perpendicular to the boundary of the touch area; it can have a certain tilt to match the player's preferred sliding direction. For example, when the player performs a natural sliding operation, their sliding direction is close to the x'-axis or y'-axis direction.
[0066] In one implementation, when the terminal switches between landscape and portrait modes, the first coordinate system can be adaptively adjusted to match the new screen mode. For example, the adjustment angles differ between landscape and portrait modes (e.g., α=20° in portrait mode and α=15° in landscape mode). Based on the current screen mode, the corresponding adjustment angle is adopted, thereby determining the corresponding first coordinate system. This adapts to different grip scenarios.
[0067] By establishing the primary coordinate system using the above method and matching player operation preferences, players can accurately control the sliding direction without consciously adjusting their gestures when performing the first preset operation on the directional controls. This helps reduce wrist twisting and operational fatigue.
[0068] The above explains how to determine the first coordinate system. Once the first coordinate system is determined, multiple reference operation directions are acquired, and the angles between the first operation direction and these multiple reference operation directions are determined. The first arrangement direction is determined based on the reference operation direction corresponding to the smallest angle. For example, refer to... Figure 5B As shown, the angles between the first operation directions (positive x' axis, negative x' axis, positive y' axis, and negative y' axis) are obtained respectively, and denoted as θ1, θ2, θ3, and θ4. Figure 5B (Only θ1 is shown). If θ1 is the smallest, the first arrangement direction can be determined according to the reference operation direction corresponding to θ1 (i.e., the positive x' axis direction). For example, the arrangement direction corresponding to the positive x' axis direction (such as the forward direction) can be determined as the first arrangement direction.
[0069] Method 2: Obtain the angles between the first operation direction and multiple reference operation directions. If the smallest angle is less than a preset angle, then determine the first arrangement direction based on the reference operation direction corresponding to the smallest angle. Considering that players may find it difficult to accurately align with the reference operation direction when performing the first preset operation, the preset angle is a tolerance angle used to determine whether the first operation direction matches the reference operation directions. This angle can be set by the player, preset by the developer, or automatically set by the game program. Obtaining the angles between the first operation direction and multiple reference operation directions, if the smallest angle is less than the preset angle, indicates that the first operation direction is very close to the reference operation direction corresponding to the smallest angle, and can be considered equivalent. Therefore, the first arrangement direction can be determined based on the reference operation direction corresponding to the smallest angle, such as using the arrangement direction corresponding to the reference operation direction as the first arrangement direction, or obtaining the first arrangement direction by modifying the reference operation direction.
[0070] For example, refer to Figure 5BAs shown, the angles between the first operating direction and multiple reference operating directions are obtained, and the smallest angle is determined as θ1. If θ1 is less than a preset angle γ, the first arrangement direction is determined according to the reference operating direction corresponding to θ1 (i.e., the positive x' axis direction). For example, the arrangement direction corresponding to the positive x' axis direction (such as the forward direction) is determined as the first arrangement direction. If θ1 is greater than or equal to the preset angle γ, other methods can be used to determine the first arrangement direction.
[0071] Method 3: Obtain the first operation distance of the first preset operation in multiple reference operation directions, and determine the first arrangement direction based on the reference operation direction corresponding to the largest first operation distance. Specifically, the operation distance of the first preset operation (e.g., the distance between the drag position of the drag direction control and the center of the direction control in the first preset operation) can be projected onto each reference operation direction to obtain the first operation distance in each reference operation direction. For example, in the first coordinate system, obtain the coordinate difference between the operation location of the first preset operation and the operation start point, denoted as (Δx', Δy'), where Δx' is the first operation distance in the positive x' axis direction, Δy' is the first operation distance in the positive y' axis direction, and -Δx' and -Δy' can also be determined as the first operation distance in the negative x' axis direction and the first operation distance in the negative y' axis direction. Determine the largest first operation distance, such as Δy', and determine the first arrangement direction based on its corresponding reference operation direction (e.g., the positive y' axis direction). For example, the positive column direction corresponding to the positive y' axis direction can be determined as the first arrangement direction.
[0072] In one embodiment, the angles between a first operating direction and multiple reference operating directions are obtained. If the smallest angle is less than a preset angle, a first arrangement direction is determined based on the reference operating direction corresponding to the smallest angle. If the smallest angle is greater than or equal to the preset angle, a first operating distance of the first preset operation in the multiple reference operating directions is obtained, and a first arrangement direction is determined based on the reference operating direction corresponding to the largest first operating distance.
[0073] By determining the first arrangement direction through the above methods, players do not need to strictly follow the reference operation direction when performing the first preset operation. The game program can automatically correct it to the closest reference operation direction, the reference operation direction with the largest first operation distance, etc. This reduces the adverse effects of the player's small operation deviations, reduces the risk of misoperation, and improves the operation error tolerance rate.
[0074] In one implementation, the above-mentioned switching of the selected object along a first arrangement direction among a plurality of arrangement directions in the candidate virtual objects includes the following steps: Obtain the first operating distance of the first preset operation in at least one reference operating direction; If the first operation distance reaches the preset step size, switch the selected object along the first arrangement direction.
[0075] The reference operation direction is the axis direction of the first coordinate system associated with the direction control. The preset step size is the minimum operation distance to trigger switching of the selected object, which can be set by the player, preset by the developer, or automatically set by the game program. For example, if the first preset operation is performed within the touch screen, the preset step size can be determined according to the size of the touch screen. For instance, the preset step size can be 5% of the height or width of the touch screen. In this way, the preset step size automatically adapts to the size of the touch screen, and the developer does not need to configure the preset step size separately for different terminals, thus reducing development costs.
[0076] In one implementation, the aforementioned at least one reference operation direction can be a reference operation direction corresponding to a first arrangement direction, and a first operation distance in this direction is used to control the switching of selected objects along the first arrangement direction. If the first operation distance reaches a preset step size, the selected object can be switched along the first arrangement direction. If the first operation distance does not reach the preset step size, the switching of selected objects along the first arrangement direction will not be triggered. This sets a certain threshold for the player's operation, ensuring that the switching of selected objects is triggered when the player performs a clear operation, avoiding misjudgments caused by minor operations.
[0077] In one implementation, if the first operation distance reaches a preset step size, switching the selected object along the first arrangement direction includes the following steps: If the first operation distance is greater than or equal to n times the preset step size, then switch n selected objects along the first arrangement direction; n is a positive integer.
[0078] For example, if the preset step size is denoted as S, and the first operation distance is greater than or equal to S but less than 2 seconds, then one selected object is switched along the first arrangement direction, that is, the selected object is switched to the next candidate virtual object in the same row or column. If the first operation distance is greater than or equal to 2 seconds but less than 3 seconds, then two selected objects are switched along the first arrangement direction, that is, the selected objects are switched to the next candidate virtual object in the same row or column. In this way, players can switch multiple selected objects in one operation, further improving operational efficiency.
[0079] In one implementation, if the first operation distance reaches a preset step size, switching the selected object along the first arrangement direction includes the following steps: If the first operation distance in real time reaches the preset step size, switch to a selected object along the first arrangement direction.
[0080] The real-time first operation distance can be the distance between the start of the operation and the last time the selected object was switched. For example, during the first preset operation, each time the first operation distance reaches a preset step, a selected object is switched along the first arrangement direction. This improves the smoothness of the operation.
[0081] In one embodiment, the above-mentioned switching of the selected object along the first arrangement direction when the first operation distance reaches a preset step size further includes the following steps: If there are no candidate virtual objects at the target position after switching n selected objects along the first arrangement direction, then the selected object after switching is determined from the candidate virtual objects adjacent to the target position.
[0082] That is, during the first preset operation, if there are no candidate virtual objects at the original target position, the selected object after switching can be determined from the candidate virtual objects adjacent to the target position. Specifically, the selected object after switching can be determined according to a second preset rule, which includes, but is not limited to: prioritizing the search for adjacent candidate virtual objects in the same row (if there are candidate virtual objects on both sides of the same row, the search can be prioritized on the side with the smaller column number; if there are no candidate virtual objects exclusively on the side with the smaller column number, then the search can be conducted on the side with the larger column number); prioritizing the search for adjacent candidate virtual objects in the same column (if there are candidate virtual objects on both sides of the same column, the search can be prioritized on the side with the smaller row number; if there are no candidate virtual objects exclusively on the side with the smaller row number, then the search can be conducted on the side with the larger row number). This ensures a continuous switching process and avoids the player not getting the expected result after performing the first preset operation.
[0083] In one implementation, a second coordinate system can be established based on the arrangement direction of the candidate virtual objects, such as establishing a second coordinate system with the arrangement direction as the axis. The coordinates of each candidate virtual object in the second coordinate system are determined, for example, by mapping the coordinates of each candidate virtual object in the world coordinate system of the game scene to the second coordinate system, obtaining its coordinates in the second coordinate system, which can be denoted as the arrangement coordinates. Based on a first preset operation and the arrangement coordinates of the candidate virtual objects, the selected object is switched along the arrangement direction. For example, a mapping relationship between the first and second coordinate systems is established, the target operation position in the first coordinate system is determined based on the first preset operation, the target operation position is mapped to the second coordinate system to determine the target position, and the candidate virtual object located at or near the target position is selected as the switched object.
[0084] In one implementation, the arrangement direction includes row and column directions, and the candidate virtual objects have row coordinates along the row direction and column coordinates along the column direction. That is, the second coordinate system is a coordinate system established with the row and column directions as axes, and the arrangement coordinates of the candidate virtual objects include row coordinates and column coordinates. In one implementation, based on the arrangement relationship of the candidate virtual objects, the area where the candidate virtual objects are located can be divided according to rows and columns, and the row coordinates and column coordinates of each candidate virtual object can be determined according to the row number of the row where the candidate virtual object is located and the column number of the column where the candidate virtual object is located. For example, the world coordinates of each candidate virtual object in the game scene world coordinate system can be obtained, the world coordinates can be clustered, the row and column division parameters can be determined according to the clustering results, and the area where the candidate virtual objects are located can be divided into rows and columns according to the parameters to form a row and column grid. The row number and column number of the row and column grid where each candidate virtual object is located can be determined, thereby obtaining the row coordinates and column coordinates of each candidate virtual object.
[0085] Figure 6A A schematic diagram of a game scene according to one embodiment of this disclosure is shown. When a player prepares to unleash an attack skill, all enemies are considered as candidate virtual objects. The area containing these candidate virtual objects is divided into rows and columns, and each row and column is numbered sequentially as R1, R2, R3, R4, and C1, C2, C3, C4, C5. Referring to Table 1, the row and column numbers of each candidate virtual object are determined as its row and column coordinates.
[0086] Table 1
[0087] Figure 6B A schematic diagram of a game scene according to one embodiment of this disclosure is shown. The player prepares to cast a universal skill that can affect both allied and enemy objects (including the controlled virtual object itself). At this point, all virtual objects are considered as candidate virtual objects. The area containing these candidate virtual objects is divided into rows and columns. The rows and columns of the candidate virtual objects for each faction can be divided separately, and in this case, the rows and columns of the two factions do not need to be perfectly aligned. Each row and column is numbered sequentially: rows are numbered R1, R2, R3, R4, R5, R6, R7, R8, and columns are numbered C1, C2, C3, C4, C5. The row and column numbers of each candidate virtual object are determined as the row and column coordinates of each candidate virtual object.
[0088] In one implementation, the above-mentioned response to a first preset operation, switching the selected object among a plurality of arrangement directions in a first arrangement direction, includes the following steps: In response to the first preset operation, the selected object is switched along the row and / or column direction based on the row and column coordinates.
[0089] For example, if the first arrangement direction is row-oriented, the column coordinates of the currently selected object can be increased or decreased along the same row based on the row and column coordinates to switch the selected object to other candidate virtual objects in the same row. If the first arrangement direction is column-oriented, the row coordinates of the currently selected object can be increased or decreased along the same column based on the row and column coordinates to switch the selected object to other candidate virtual objects in the same column.
[0090] In one implementation, in response to a change in the state of a candidate virtual object, the row and column coordinates of the candidate virtual object are updated. In response to a first preset operation, the selected object is switched based on the updated row and column coordinates. The change in the state of the candidate virtual object affects the state of the row and column coordinates, and may include, but is not limited to: the candidate virtual object moving, the addition of a new candidate virtual object, or the removal of an existing candidate virtual object from the candidate object set (e.g., some candidate virtual objects are destroyed, or some candidate virtual objects no longer meet the criteria for candidate virtual objects due to changes in state or attributes), etc. The game program updates the row and column coordinates based on the changed arrangement of the candidate virtual objects. Thus, when the player performs the first preset operation, the game program can always switch the selected object based on the latest row and column coordinates to match the real-time situation in the game scene.
[0091] In one implementation, if the selected object has been switched to the candidate virtual object at the boundary along the first arrangement direction during the first preset operation, the player will not trigger further switching of the selected object if he continues to perform the first preset operation without changing the operation direction.
[0092] Table 2 shows the row and column numbers of the candidate virtual objects. Based on the information shown in Table 2, the switching process of the first preset operation is illustrated below. If the initial selected object is candidate virtual object number 10, with row and column coordinates (1,1), when the player performs the first preset operation along the positive x' axis, the switching order of the selected object is: 10 (1,1) → 8 (1,2) → 6 (1,3) → 7 (1,4) → 9 (1,5) (stops at the right boundary). If the initial selected object is candidate virtual object number 10, when the player performs the first preset operation along the positive y' axis, the switching order of the selected object is: 10 (1,1) → 1 (2,3) → 0 (3,3) → 4 (2,1) (stops at the upper boundary).
[0093] Table 2
[0094] Switching the selected object using the above methods ensures that players can easily and accurately select the expected candidate virtual object, especially when switching between rows and columns, allowing for quick and accurate selection without repeatedly adjusting the direction of the first preset operation, thus improving the player's operating experience.
[0095] In one implementation, in response to a first preset operation, the first preset operation is decomposed into multiple sub-operations in multiple arrangement directions, such as decomposing the first preset operation into a first sub-operation in the x' axis direction and a second sub-operation in the y' axis direction. Based on the sub-operations in each arrangement direction, switching information (such as the number of objects to be switched, the distance moved, etc.) is determined in each arrangement direction. Based on the switching information in each arrangement direction, the selected object is switched in each arrangement direction.
[0096] In one implementation, when switching selected objects, in addition to visually differentiating the selected object, a vibration or other method can be used to provide a reminder, enhancing the player's perception of the operation result. The intensity of this vibration can be set by the player, preset by the developer, or automatically set by the game program.
[0097] Continue to refer to Figure 2 In step S230, in response to the first triggering instruction, the currently selected object is used as the target virtual object.
[0098] The target virtual object is the interactive target object of the preset game command to be executed. The first trigger command is the command used to identify the target virtual object; it can be a player operation command or a command automatically triggered by the game program. For example, after switching the selected object through the first preset operation, the player can perform a confirmation operation (such as clicking the confirmation control), which generates the first trigger command. Alternatively, after switching the selected object through the first preset operation, if the player stays on the selected object for a certain period of time (such as 3 seconds, during which the player maintains the first preset operation, such as holding down a direction control), the game program will automatically generate the first trigger command.
[0099] In one implementation, the above-mentioned response to the first triggering instruction, using the currently selected object as the target virtual object, includes the following steps: In response to the operation completion command of the first preset operation, the currently selected object is used as the target virtual object.
[0100] For example, a player performs a first preset operation (such as dragging a virtual joystick) on a directional control using a touch medium (like a finger) to switch the selected object. When the player lifts the touch medium, a completion command for the first preset operation is triggered, indicating that the player has completed the first preset operation, and the currently selected object is set as the target virtual object. This way, the player does not need to perform any additional triggering operations; switching the selected object and determining the target virtual object can be achieved through the first preset operation, further improving operational efficiency.
[0101] In one implementation, during the first preset operation, a prompt message indicating that the operation is complete can be provided. (See reference...) Figure 3B As shown, when the player drags the directional control 301, a "Release to Confirm" prompt is displayed, reminding the player to confirm that the currently selected object is the target virtual object when they release their finger. This helps players understand how to quickly determine the target virtual object, further reducing the difficulty of operation and the understanding cost for players.
[0102] In one implementation, during the first preset operation, in response to the fulfillment of a cancellation condition, the player exits the active state of the preset game command or exits the operation state of selecting the target virtual object. The cancellation condition includes, but is not limited to: the player performing a fourth preset operation (such as dragging the directional controls to the preset operation cancellation area), the player having no operation within a certain period (such as not sliding within 3 seconds), etc. Exiting the active state of the preset game command means entering the inactive state of the preset game command, i.e., canceling the execution of the current preset game command. Exiting the operation state of selecting the target virtual object can be the state before the player performs the third preset operation or the first preset operation, in which case the preset game command is active, but the directional controls are not displayed. For example, refer to the above. Figure 3B As shown, if the directional control 301 is dragged to the "Drag here to cancel casting" area in the upper right corner and the touch medium is lifted, the activation state of the preset game command to exit is triggered, or the operation state of selecting the target virtual object is exited.
[0103] Continue to refer to Figure 2 In step S240, the controlled virtual object executes preset game commands on the target virtual object.
[0104] In one implementation, in response to the operation completion instruction of the first preset operation, the currently selected object is triggered as the target virtual object, and the controlled virtual object is triggered to execute a preset game instruction on the target virtual object. For example, when the player lifts the touch medium after performing the first preset operation, the controlled virtual object is triggered to execute a preset game instruction (such as casting the skill AA) on the currently selected object.
[0105] In one implementation, after designating the currently selected object as the target virtual object, in response to a second triggering command, the controlled virtual object is controlled to execute a preset game command on the target virtual object. The second triggering command can be a player operation command, such as a player confirming an attack or confirming the casting of a skill, or it can be an command automatically triggered by the game program. For example, after the target virtual object is determined, if the player does not cancel within a certain time (e.g., 3 seconds), a second triggering command is automatically generated, triggering the controlled virtual object to execute the preset game command on the target virtual object.
[0106] The above method achieves a complete interactive process for preset game commands, including providing directional controls, performing a first preset operation on the directional controls, determining the target virtual object through a first trigger command, and finally executing the preset game command. The player's operation is relatively simple, and the directional controls make it easy to accurately select the target virtual object.
[0107] In one implementation, with preset game commands active, the player can trigger the display of directional controls via a third preset operation, then continue with a first preset operation to switch the selected object. After switching to a suitable selected object, releasing the controls triggers the completion command for the first preset operation, causing the game program to use the currently selected object as the target virtual object and control the controlled virtual object to execute preset game commands on the target virtual object. In this process, the player essentially only needs to perform one operation (including the third preset operation and the subsequent first preset operation), thus greatly simplifying the operation process and improving the player experience.
[0108] This disclosure also provides a game interaction control device. A graphical user interface (GUI) is provided via a terminal; the GUI displays at least a portion of a game scene, in which multiple virtual objects are set, including a controlled virtual object controlled by the terminal; the GUI has a touch area. (Reference) Figure 7 As shown, the game interaction control device 700 includes: A directional control providing module 710 is configured to provide directional controls within the touch area; The selected object switching control module 720 is configured to switch the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation of the direction control; the candidate virtual objects include a plurality of the virtual objects. The target virtual object determination module 730 is configured to, in response to a first trigger instruction, use the currently selected object as the target virtual object; The preset game instruction execution module 740 is configured to control the controlled virtual object to execute preset game instructions on the target virtual object.
[0109] In one implementation, the candidate virtual objects have multiple arrangement directions; the step of switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation on the direction control includes: switching the selected object in the candidate virtual objects along a first arrangement direction among the multiple arrangement directions in response to the first preset operation.
[0110] In one embodiment, switching the selected object among the candidate virtual objects along a first arrangement direction among the plurality of arrangement directions includes: determining the first arrangement direction among the plurality of arrangement directions according to the first operation direction and / or the first operation distance of the first preset operation; and switching the selected object among the candidate virtual objects along the first arrangement direction.
[0111] In one embodiment, determining the first arrangement direction among the plurality of arrangement directions based on the first operation direction and / or the first operation distance of the first preset operation includes at least one of the following: obtaining the angle between the first operation direction and a plurality of reference operation directions, and determining the first arrangement direction based on the reference operation direction corresponding to the smallest angle; obtaining the angle between the first operation direction and a plurality of reference operation directions, and if the smallest angle is less than a preset angle, determining the first arrangement direction based on the reference operation direction corresponding to the smallest angle; obtaining the first operation distance of the first preset operation in the plurality of reference operation directions, and determining the first arrangement direction based on the reference operation direction corresponding to the largest first operation distance; wherein the reference operation direction is the axis direction of the first coordinate system associated with the direction control.
[0112] In one embodiment, switching the selected object along a first arrangement direction among the plurality of arrangement directions in the candidate virtual objects includes: obtaining a first operation distance of the first preset operation in at least one reference operation direction; if the first operation distance reaches a preset step size, switching the selected object along the first arrangement direction; wherein, the reference operation direction is the axis direction of the first coordinate system associated with the direction control.
[0113] In one implementation, the step of switching the selected object along the first arrangement direction if the first operation distance reaches a preset step length includes: if the first operation distance is greater than or equal to n times the preset step length, then switching n selected objects along the first arrangement direction; where n is a positive integer.
[0114] In one embodiment, the step of switching the selected object along the first arrangement direction if the first operation distance reaches a preset step size further includes: if there is no candidate virtual object at the target position after switching n selected objects along the first arrangement direction, then the selected object after switching is determined from the candidate virtual objects adjacent to the target position.
[0115] In one embodiment, the device is further configured to: determine the first coordinate system according to a second operation direction of the second preset operation in response to a second preset operation within the touch area.
[0116] In one embodiment, the second preset operation is a sliding operation; determining the first coordinate system according to the second operation direction of the second preset operation includes: determining an adjustment angle based on the original reference direction of the touch area according to the sliding direction of the second preset operation; adjusting the original reference direction according to the adjustment angle to obtain at least one reference operation direction; and determining the first coordinate system according to at least one reference operation direction.
[0117] In one embodiment, the second preset operation is a pre-operation of the first preset operation or an operation that begins within the first preset operation.
[0118] In one embodiment, the arrangement direction includes a row direction and a column direction, and the candidate virtual object has row coordinates along the row direction and column coordinates along the column direction; the step of switching the selected object in the candidate virtual object along a first arrangement direction among the plurality of arrangement directions in response to the first preset operation includes: switching the selected object along the row direction and / or the column direction according to the row coordinates and the column coordinates in response to the first preset operation.
[0119] In one embodiment, the device is further configured to: divide the area where the candidate virtual objects are located into rows and columns based on the arrangement relationship of the candidate virtual objects, and determine the row coordinates and column coordinates of each candidate virtual object according to the row number of the row where each candidate virtual object is located and the column number of the column where each candidate virtual object is located.
[0120] In one embodiment, the device is further configured to: update the row and column coordinates of the candidate virtual object in response to a change in the state of the candidate virtual object, so as to switch the selected object according to the updated row and column coordinates in response to the first preset operation.
[0121] In one embodiment, the device is further configured to: determine an initial selected object among the candidate virtual objects according to a first preset rule; the first preset rule includes at least one of the following: selecting the candidate virtual object located at the boundary in a second arrangement direction as the initial selected object; the second arrangement direction is one or more of the arrangement directions; selecting the candidate virtual object closest to the controlled virtual object as the initial selected object; and selecting the candidate virtual object whose state satisfies a preset condition as the initial selected object.
[0122] In one embodiment, the device is further configured to differentiate the display of the currently selected object, the currently unselected candidate virtual object, and other virtual objects besides the candidate virtual object.
[0123] In one embodiment, the touch area includes a control triggering area; providing the directional control within the touch area includes: responding to a third preset operation within the control triggering area, displaying the directional control according to the operation position of the third preset operation; the third preset operation is a pre-operation of the first preset operation or an operation starting from the first preset operation.
[0124] In one implementation, the directional control includes a virtual joystick control.
[0125] In one embodiment, the preset game instruction includes a directional interaction instruction; the device is further configured to: in response to a first preset operation on the directional control, before switching the selected object along the arrangement direction of the candidate virtual objects in the candidate virtual objects, in response to a third trigger instruction on the preset game instruction, determine the candidate virtual object from the plurality of virtual objects in the game scene according to the interaction type of the preset game instruction.
[0126] In one implementation, the step of determining the candidate virtual object from among the plurality of virtual objects in the game scene according to the interactive range of the preset game instruction in response to a third trigger instruction includes: determining, in response to the third trigger instruction, virtual objects from among the plurality of virtual objects in the game scene that match the interaction type of the preset game instruction and are in the interactive state of the preset game instruction, as the candidate virtual objects.
[0127] In one implementation, switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation on the direction control includes: entering the activation state of the preset game instruction in response to the third trigger instruction; and in the activation state of the preset game instruction, switching the selected object in the candidate virtual objects along the arrangement direction in response to the first preset operation.
[0128] In one implementation, the step of using the currently selected object as the target virtual object in response to the first triggering instruction includes: using the currently selected object as the target virtual object in response to the operation completion instruction of the first preset operation.
[0129] The specific details of each part of the above-mentioned device have been described in detail in the method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.
[0130] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0131] This disclosure also provides a computer program product. The computer program product includes a computer program that, when executed by a processor, implements the method steps of various embodiments of this disclosure.
[0132] In one implementation, the computer program product can be a tangible product, such as a computer-readable storage medium storing a computer program. The readable storage medium can be based on electrical, magnetic, optical, electromagnetic, infrared, or other signals, and includes, but is not limited to: random access memory (RAM), read-only memory (ROM), magnetic tape, floppy disk, flash memory, hard disk drive (HDD), solid-state drive (SSD), etc. For example, the computer program product can be a non-volatile storage medium storing a computer program, such as read-only memory, NAND flash memory, etc.
[0133] In one implementation, the computer program product can be an intangible product. For example, the computer program product can be a virtual digital product, such as an executable file or installation package containing a computer program.
[0134] Computer program code can be written in one or more programming languages. Examples of programming languages include C, Java, and C++. Program code can execute entirely on the user's computing device, partially on the user's computing device, or as a standalone software package. It can also execute partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, such as a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via an internet connection provided by a mobile network operator).
[0135] Computer programs can be carried or transmitted via signals such as electricity, magnetism, light, electromagnetic fields, and infrared radiation. Electronic devices can convert signals carrying computer programs into digital signals, thereby running the computer programs. When a computer program runs on an electronic device, its code is used to cause the electronic device to execute (more specifically, to be executed by the processor of the electronic device) the method steps of various embodiments of this disclosure, such as: S210, providing directional controls in a touch area; S220, in response to a first preset operation on the directional controls, switching the selected object along the arrangement direction of the candidate virtual objects; the candidate virtual objects include multiple virtual objects; S230, in response to a first trigger instruction, taking the currently selected object as the target virtual object; S240, controlling the controlled virtual object to execute preset game instructions on the target virtual object.
[0136] Implementing the above method steps through a computer program has the following technical effects: Firstly, by switching the selected object among the candidate virtual objects using directional controls within the touch area, target selection can be achieved without precisely clicking on individual virtual objects. This reduces misselections caused by touch area size limitations, improves the accuracy of target selection, lowers the operational difficulty, and enhances the gaming experience. Secondly, when players perform the first preset operation using the directional controls, they switch the selected object along the arrangement direction of the candidate virtual objects. This matches the layout of the candidate virtual objects in the game scene, making the switching of the selected object more natural and seamless, conforming to the player's operational intuition, and thus improving operational efficiency.
[0137] In one implementation, the candidate virtual objects have multiple arrangement directions; the step of switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation on the direction control includes: switching the selected object in the candidate virtual objects along a first arrangement direction among the multiple arrangement directions in response to the first preset operation.
[0138] In one embodiment, switching the selected object among the candidate virtual objects along a first arrangement direction among the plurality of arrangement directions includes: determining the first arrangement direction among the plurality of arrangement directions according to the first operation direction and / or the first operation distance of the first preset operation; and switching the selected object among the candidate virtual objects along the first arrangement direction.
[0139] In one embodiment, determining the first arrangement direction among the plurality of arrangement directions based on the first operation direction and / or the first operation distance of the first preset operation includes at least one of the following: obtaining the angle between the first operation direction and a plurality of reference operation directions, and determining the first arrangement direction based on the reference operation direction corresponding to the smallest angle; obtaining the angle between the first operation direction and a plurality of reference operation directions, and if the smallest angle is less than a preset angle, determining the first arrangement direction based on the reference operation direction corresponding to the smallest angle; obtaining the first operation distance of the first preset operation in the plurality of reference operation directions, and determining the first arrangement direction based on the reference operation direction corresponding to the largest first operation distance; wherein the reference operation direction is the axis direction of the first coordinate system associated with the direction control.
[0140] In one embodiment, switching the selected object along a first arrangement direction among the plurality of arrangement directions in the candidate virtual objects includes: obtaining a first operation distance of the first preset operation in at least one reference operation direction; if the first operation distance reaches a preset step size, switching the selected object along the first arrangement direction; wherein, the reference operation direction is the axis direction of the first coordinate system associated with the direction control.
[0141] In one implementation, the step of switching the selected object along the first arrangement direction if the first operation distance reaches a preset step length includes: if the first operation distance is greater than or equal to n times the preset step length, then switching n selected objects along the first arrangement direction; where n is a positive integer.
[0142] In one embodiment, the step of switching the selected object along the first arrangement direction if the first operation distance reaches a preset step size further includes: if there is no candidate virtual object at the target position after switching n selected objects along the first arrangement direction, then the selected object after switching is determined from the candidate virtual objects adjacent to the target position.
[0143] In one embodiment, the method further includes: in response to a second preset operation within the touch area, determining the first coordinate system according to a second operation direction of the second preset operation.
[0144] In one embodiment, the second preset operation is a sliding operation; determining the first coordinate system according to the second operation direction of the second preset operation includes: determining an adjustment angle based on the original reference direction of the touch area according to the sliding direction of the second preset operation; adjusting the original reference direction according to the adjustment angle to obtain at least one reference operation direction; and determining the first coordinate system according to at least one reference operation direction.
[0145] In one embodiment, the second preset operation is a pre-operation of the first preset operation or an operation that begins within the first preset operation.
[0146] In one embodiment, the arrangement direction includes a row direction and a column direction, and the candidate virtual object has row coordinates along the row direction and column coordinates along the column direction; the step of switching the selected object in the candidate virtual object along a first arrangement direction among the plurality of arrangement directions in response to the first preset operation includes: switching the selected object along the row direction and / or the column direction according to the row coordinates and the column coordinates in response to the first preset operation.
[0147] In one embodiment, the method further includes: dividing the area where the candidate virtual objects are located into rows and columns based on the arrangement relationship of the candidate virtual objects, and determining the row coordinates and column coordinates of each candidate virtual object according to the row number of the row where each candidate virtual object is located and the column number of the column where each candidate virtual object is located.
[0148] In one embodiment, the method further includes: updating the row and column coordinates of the candidate virtual object in response to a change in the state of the candidate virtual object, so as to switch the selected object according to the updated row and column coordinates in response to the first preset operation.
[0149] In one embodiment, the method further includes: determining an initial selected object among the candidate virtual objects according to a first preset rule; the first preset rule includes at least one of the following: selecting the candidate virtual object located at the boundary in a second arrangement direction as the initial selected object; the second arrangement direction is one or more of the arrangement directions; selecting the candidate virtual object closest to the controlled virtual object as the initial selected object; and selecting the candidate virtual object whose state satisfies a preset condition as the initial selected object.
[0150] In one embodiment, the method further includes: displaying the currently selected object, the currently unselected candidate virtual objects, and other virtual objects besides the candidate virtual objects in a differentiated manner.
[0151] In one embodiment, the touch area includes a control triggering area; providing the directional control within the touch area includes: responding to a third preset operation within the control triggering area, displaying the directional control according to the operation position of the third preset operation; the third preset operation is a pre-operation of the first preset operation or an operation starting from the first preset operation.
[0152] In one implementation, the directional control includes a virtual joystick control.
[0153] In one implementation, the preset game instruction includes a directional interaction instruction; before switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation on the directional control, the method further includes: in response to a third trigger instruction on the preset game instruction, determining the candidate virtual object among the plurality of virtual objects in the game scene according to the interaction type of the preset game instruction.
[0154] In one implementation, the step of determining the candidate virtual object from among the plurality of virtual objects in the game scene according to the interactive range of the preset game instruction in response to a third trigger instruction includes: determining, in response to the third trigger instruction, virtual objects from among the plurality of virtual objects in the game scene that match the interaction type of the preset game instruction and are in the interactive state of the preset game instruction, as the candidate virtual objects.
[0155] In one implementation, switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation on the direction control includes: entering the activation state of the preset game instruction in response to the third trigger instruction; and in the activation state of the preset game instruction, switching the selected object in the candidate virtual objects along the arrangement direction in response to the first preset operation.
[0156] In one implementation, the step of using the currently selected object as the target virtual object in response to the first triggering instruction includes: using the currently selected object as the target virtual object in response to the operation completion instruction of the first preset operation.
[0157] This disclosure also provides an electronic device. The electronic device includes a processor and a memory, the memory being used to store executable instructions of the processor; the processor is configured to implement the method steps of various embodiments of this disclosure by executing the executable instructions.
[0158] The following is for reference. Figure 8The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 8 The electronic device 800 shown is merely an example and should not be construed as limiting the functionality or scope of this disclosure.
[0159] like Figure 8 As shown, the electronic device 800 may include: a processor 810, a memory 820, a bus 830, an I / O (input / output) interface 840, and a network adapter 850.
[0160] The memory 820 may include volatile memory, such as RAM 821 and cache unit 822, and may also include non-volatile memory, such as ROM 823. The memory 820 may also include one or more program modules 824, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 824 may include the modules described above.
[0161] The processor 810 may include one or more processing units, such as an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor, and / or an NPU (Neural-Network Processing Unit).
[0162] The processor 810 can execute executable instructions stored in the memory 820 to implement the method steps of various embodiments of the present disclosure, such as: S210, providing a directional control in the touch area; S220, in response to a first preset operation for the directional control, switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects; the candidate virtual objects include multiple virtual objects; S230, in response to a first trigger instruction, taking the currently selected object as the target virtual object; S240, controlling the controlled virtual object to execute preset game instructions on the target virtual object.
[0163] Implementing the above method steps using processor 810 achieves the following technical effects: Firstly, by switching the selected object among candidate virtual objects using directional controls within the touch area, target selection is achieved without the need for precise clicking on individual virtual objects. This reduces misselections caused by touch area size limitations, improves the accuracy of target selection, lowers operational difficulty, and enhances the gaming experience. Secondly, when the player performs the first preset operation using directional controls, switching the selected object along the arrangement direction of the candidate virtual objects matches the layout of the candidate virtual objects in the game scene. This makes the switching of the selected object more natural and seamless, aligning with the player's operational intuition and improving operational efficiency.
[0164] In one implementation, the candidate virtual objects have multiple arrangement directions; the step of switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation on the direction control includes: switching the selected object in the candidate virtual objects along a first arrangement direction among the multiple arrangement directions in response to the first preset operation.
[0165] In one embodiment, switching the selected object among the candidate virtual objects along a first arrangement direction among the plurality of arrangement directions includes: determining the first arrangement direction among the plurality of arrangement directions according to the first operation direction and / or the first operation distance of the first preset operation; and switching the selected object among the candidate virtual objects along the first arrangement direction.
[0166] In one embodiment, determining the first arrangement direction among the plurality of arrangement directions based on the first operation direction and / or the first operation distance of the first preset operation includes at least one of the following: obtaining the angle between the first operation direction and a plurality of reference operation directions, and determining the first arrangement direction based on the reference operation direction corresponding to the smallest angle; obtaining the angle between the first operation direction and a plurality of reference operation directions, and if the smallest angle is less than a preset angle, determining the first arrangement direction based on the reference operation direction corresponding to the smallest angle; obtaining the first operation distance of the first preset operation in the plurality of reference operation directions, and determining the first arrangement direction based on the reference operation direction corresponding to the largest first operation distance; wherein the reference operation direction is the axis direction of the first coordinate system associated with the direction control.
[0167] In one embodiment, switching the selected object along a first arrangement direction among the plurality of arrangement directions in the candidate virtual objects includes: obtaining a first operation distance of the first preset operation in at least one reference operation direction; if the first operation distance reaches a preset step size, switching the selected object along the first arrangement direction; wherein, the reference operation direction is the axis direction of the first coordinate system associated with the direction control.
[0168] In one implementation, the step of switching the selected object along the first arrangement direction if the first operation distance reaches a preset step length includes: if the first operation distance is greater than or equal to n times the preset step length, then switching n selected objects along the first arrangement direction; where n is a positive integer.
[0169] In one embodiment, the step of switching the selected object along the first arrangement direction if the first operation distance reaches a preset step size further includes: if there is no candidate virtual object at the target position after switching n selected objects along the first arrangement direction, then the selected object after switching is determined from the candidate virtual objects adjacent to the target position.
[0170] In one embodiment, the method further includes: in response to a second preset operation within the touch area, determining the first coordinate system according to a second operation direction of the second preset operation.
[0171] In one embodiment, the second preset operation is a sliding operation; determining the first coordinate system according to the second operation direction of the second preset operation includes: determining an adjustment angle based on the original reference direction of the touch area according to the sliding direction of the second preset operation; adjusting the original reference direction according to the adjustment angle to obtain at least one reference operation direction; and determining the first coordinate system according to at least one reference operation direction.
[0172] In one embodiment, the second preset operation is a pre-operation of the first preset operation or an operation that begins within the first preset operation.
[0173] In one embodiment, the arrangement direction includes a row direction and a column direction, and the candidate virtual object has row coordinates along the row direction and column coordinates along the column direction; the step of switching the selected object in the candidate virtual object along a first arrangement direction among the plurality of arrangement directions in response to the first preset operation includes: switching the selected object along the row direction and / or the column direction according to the row coordinates and the column coordinates in response to the first preset operation.
[0174] In one embodiment, the method further includes: dividing the area where the candidate virtual objects are located into rows and columns based on the arrangement relationship of the candidate virtual objects, and determining the row coordinates and column coordinates of each candidate virtual object according to the row number of the row where each candidate virtual object is located and the column number of the column where each candidate virtual object is located.
[0175] In one embodiment, the method further includes: updating the row and column coordinates of the candidate virtual object in response to a change in the state of the candidate virtual object, so as to switch the selected object according to the updated row and column coordinates in response to the first preset operation.
[0176] In one embodiment, the method further includes: determining an initial selected object among the candidate virtual objects according to a first preset rule; the first preset rule includes at least one of the following: selecting the candidate virtual object located at the boundary in a second arrangement direction as the initial selected object; the second arrangement direction is one or more of the arrangement directions; selecting the candidate virtual object closest to the controlled virtual object as the initial selected object; and selecting the candidate virtual object whose state satisfies a preset condition as the initial selected object.
[0177] In one embodiment, the method further includes: displaying the currently selected object, the currently unselected candidate virtual objects, and other virtual objects besides the candidate virtual objects in a differentiated manner.
[0178] In one embodiment, the touch area includes a control triggering area; providing the directional control within the touch area includes: responding to a third preset operation within the control triggering area, displaying the directional control according to the operation position of the third preset operation; the third preset operation is a pre-operation of the first preset operation or an operation starting from the first preset operation.
[0179] In one implementation, the directional control includes a virtual joystick control.
[0180] In one implementation, the preset game instruction includes a directional interaction instruction; before switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation on the directional control, the method further includes: in response to a third trigger instruction on the preset game instruction, determining the candidate virtual object among the plurality of virtual objects in the game scene according to the interaction type of the preset game instruction.
[0181] In one implementation, the step of determining the candidate virtual object from among the plurality of virtual objects in the game scene according to the interactive range of the preset game instruction in response to a third trigger instruction includes: determining, in response to the third trigger instruction, virtual objects from among the plurality of virtual objects in the game scene that match the interaction type of the preset game instruction and are in the interactive state of the preset game instruction, as the candidate virtual objects.
[0182] In one implementation, switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation on the direction control includes: entering the activation state of the preset game instruction in response to the third trigger instruction; and in the activation state of the preset game instruction, switching the selected object in the candidate virtual objects along the arrangement direction in response to the first preset operation.
[0183] In one implementation, the step of using the currently selected object as the target virtual object in response to the first triggering instruction includes: using the currently selected object as the target virtual object in response to the operation completion instruction of the first preset operation.
[0184] Bus 830 is used to connect different components of electronic device 800 and may include data bus, address bus and control bus.
[0185] Electronic device 800 can communicate with one or more external devices 900 (such as keyboard, mouse, external controller, etc.) through I / O interface 840.
[0186] Electronic device 800 can communicate with one or more networks via network adapter 850. For example, network adapter 850 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 850 can communicate with other modules of electronic device 800 via bus 830.
[0187] In one embodiment, the electronic device 800 further includes a display for displaying a graphical user interface. In one embodiment, the graphical user interface has a touch area. For example, the display includes a touchscreen that supports user touch operations.
[0188] although Figure 8As not shown in the diagram, other hardware and / or software modules may also be configured in the electronic device 800, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID (Redundant Arrays of Independent Disks) systems, tape drives, and data backup storage systems.
[0189] As can be seen from the above, the technical solution provided in one embodiment of this disclosure can be implemented as a method, apparatus, system, computer program product, storage medium, electronic device, etc. Those skilled in the art will understand that various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be referred to as "circuit", "module" or "system" respectively.
[0190] It should be understood that this disclosure is not limited to the specific methods, steps, or structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. Those skilled in the art will readily conceive of other embodiments based on the specific implementations provided in this disclosure. Therefore, the specific implementations provided in this disclosure are merely exemplary, and the scope and spirit of this disclosure are indicated by the claims, and should cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary technical means in the art not disclosed in this disclosure.
Claims
1. A game interaction control method, characterized in that, A graphical user interface is provided through a terminal; the graphical user interface displays at least a portion of the game scene, the game scene containing multiple virtual objects, the multiple virtual objects including controlled virtual objects controlled by the terminal; The graphical user interface has a touch area; the method includes: Directional controls are provided within the touch area; In response to a first preset operation on the direction control, the selected object is switched along the arrangement direction of the candidate virtual objects; the candidate virtual objects include a plurality of the virtual objects; In response to the first trigger command, the currently selected object is taken as the target virtual object; The controlled virtual object is controlled to execute preset game commands on the target virtual object.
2. The method according to claim 1, characterized in that, The candidate virtual objects have multiple arrangement directions; the step of switching the selected object along the arrangement direction of the candidate virtual objects in response to a first preset operation on the direction control includes: In response to the first preset operation, the selected object is switched among the candidate virtual objects along a first arrangement direction among the plurality of arrangement directions.
3. The method according to claim 2, characterized in that, Switching the selected object among the candidate virtual objects along a first arrangement direction among the plurality of arrangement directions includes: Based on the first operation direction and / or the first operation distance of the first preset operation, the first arrangement direction is determined among the plurality of arrangement directions; The selected object is switched along the first arrangement direction among the candidate virtual objects.
4. The method according to claim 3, characterized in that, Determining the first arrangement direction from among the plurality of arrangement directions based on the first operation direction and / or the first operation distance of the first preset operation includes at least one of the following: Obtain the angle between the first operation direction and multiple reference operation directions, and determine the first arrangement direction based on the reference operation direction corresponding to the smallest angle among them; Obtain the angle between the first operation direction and multiple reference operation directions. If the smallest angle is less than a preset angle, determine the first arrangement direction based on the reference operation direction corresponding to the smallest angle. Obtain the first operation distance of the first preset operation in multiple reference operation directions, and determine the first arrangement direction based on the reference operation direction corresponding to the largest first operation distance; The reference operation direction is the axis direction of the first coordinate system associated with the direction control.
5. The method according to claim 2, characterized in that, Switching the selected object among the candidate virtual objects along a first arrangement direction among the plurality of arrangement directions includes: Obtain the first operating distance of the first preset operation in at least one reference operating direction; If the first operation distance reaches the preset step size, switch the selected object along the first arrangement direction; The reference operation direction is the axis direction of the first coordinate system associated with the direction control.
6. The method according to claim 5, characterized in that, The step of switching the selected object along the first arrangement direction if the first operation distance reaches a preset step size includes: If the first operation distance is greater than or equal to n times the preset step size, then n selected objects are switched along the first arrangement direction; n is a positive integer.
7. The method according to claim 6, characterized in that, If the first operation distance reaches a preset step size, switching the selected object along the first arrangement direction further includes: If there are no candidate virtual objects at the target position after switching n selected objects along the first arrangement direction, then the selected object after switching is determined from the candidate virtual objects adjacent to the target position.
8. The method according to any one of claims 4 to 7, characterized in that, The method further includes: In response to a second preset operation within the touch area, the first coordinate system is determined according to the second operation direction of the second preset operation.
9. The method according to claim 8, characterized in that, The second preset operation is a sliding operation; determining the first coordinate system based on the second operation direction of the second preset operation includes: Based on the sliding direction of the second preset operation, determine the adjustment angle with the original reference direction of the touch area as the reference; The original reference direction is adjusted according to the adjustment angle to obtain at least one reference operation direction, and the first coordinate system is determined according to at least one reference operation direction.
10. The method according to claim 8, characterized in that, The second preset operation is either a preceding operation of the first preset operation or an operation that begins within the first preset operation.
11. The method according to any one of claims 2 to 7, characterized in that, The arrangement direction includes a row direction and a column direction, and the candidate virtual object has row coordinates along the row direction and column coordinates along the column direction; the step of switching the selected object among the candidate virtual objects along a first arrangement direction among the plurality of arrangement directions in response to the first preset operation includes: In response to the first preset operation, the selected object is switched along the row direction and / or the column direction according to the row coordinate and the column coordinate.
12. The method according to claim 11, characterized in that, The method further includes: Based on the arrangement of the candidate virtual objects, the area where the candidate virtual objects are located is divided into rows and columns, and the row coordinates and column coordinates of each candidate virtual object are determined according to the row number of the row where the candidate virtual object is located and the column number of the column where the candidate virtual object is located.
13. The method according to claim 12, characterized in that, The method further includes: In response to a change in the state of the candidate virtual object, the row and column coordinates of the candidate virtual object are updated, so as to switch the selected object according to the updated row and column coordinates in response to the first preset operation.
14. The method according to any one of claims 1 to 7, characterized in that, The method further includes: The initial selected object is determined from the candidate virtual objects according to the first preset rule; The first preset rule includes at least one of the following: The candidate virtual objects located at the boundary in the second arrangement direction are used as the initial selected objects; the second arrangement direction is one or more of the arrangement directions; The candidate virtual object that is closest to the controlled virtual object is selected as the initial selected object; The candidate virtual objects whose states meet the preset conditions are used as the initial selected objects.
15. The method according to any one of claims 1 to 7, characterized in that, The method further includes: Differentiated display is performed on the currently selected object, the currently unselected candidate virtual object, and other virtual objects besides the candidate virtual object.
16. The method according to any one of claims 1 to 7, characterized in that, The touch area includes a control triggering area; providing the directional control within the touch area includes: In response to a third preset operation within the control trigger area, the direction control is displayed according to the operation position of the third preset operation; the third preset operation is a preceding operation of the first preset operation or an operation that begins within the first preset operation.
17. The method according to any one of claims 1 to 7, characterized in that, The directional controls include a virtual joystick control.
18. The method according to any one of claims 1 to 7, characterized in that, The preset game commands include directional interaction commands; before switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation on the directional control, the method further includes: In response to a third trigger command for the preset game command, the candidate virtual object is determined from the plurality of virtual objects in the game scene according to the interaction type of the preset game command.
19. The method according to claim 18, characterized in that, The step of responding to a third trigger command for the preset game command, and determining the candidate virtual object from the plurality of virtual objects in the game scene according to the interactive range of the preset game command, includes: In response to the third trigger command, a virtual object is determined from among the plurality of virtual objects in the game scene that matches the interaction type of the preset game command and is in the interactive state of the preset game command, and is used as the candidate virtual object.
20. The method according to claim 18, characterized in that, The step of switching the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation on the direction control includes: In response to the third trigger command, the system enters the activation state of the preset game command; When the preset game command is active, in response to the first preset operation, the selected object is switched along the arrangement direction among the candidate virtual objects.
21. The method according to any one of claims 1 to 7, characterized in that, The step of responding to the first trigger command by using the currently selected object as the target virtual object includes: In response to the operation completion instruction of the first preset operation, the currently selected object is taken as the target virtual object.
22. A game interaction control device, characterized in that, A graphical user interface is provided via a terminal; the graphical user interface displays at least a portion of the game scene, the game scene containing multiple virtual objects, including controlled virtual objects controlled by the terminal; the graphical user interface has a touch area; the device includes: A directional control providing module is configured to provide directional controls within the touch area; The selected object switching control module is configured to switch the selected object in the candidate virtual objects along the arrangement direction of the candidate virtual objects in response to a first preset operation of the direction control; the candidate virtual objects include a plurality of the virtual objects. The target virtual object determination module is configured to, in response to a first triggering instruction, use the currently selected object as the target virtual object; The preset game instruction execution module is configured to control the controlled virtual object to execute preset game instructions on the target virtual object.
23. A computer program product, comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 21.
24. An electronic device, characterized in that, include: Processor and memory; The memory is used to store executable instructions of the processor; the processor is configured to implement the method of any one of claims 1 to 21 by executing the executable instructions.