Control method, device, and apparatus for virtual object, and storage medium
Patent Information
- Application Number
- CN202510194238.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-02-20
- Publication Date
- 2026-08-21
AI Technical Summary
[0004]以上述方式确定技能的作用目标,需要进行多个步骤进行人工目标锁定,导致技能释放的效率较低
[0020]通过根据针对技能的一次操作,即可完成确定针对该技能的选定位置,以及基于该选定位置确定的作用目标,使得用户在释放该技能时,仅需一步操作,即可实现选择作用目标的自动化,提高技能释放的效率。另外,通过对选定位置和作用目标进行可视化标注,使得技能释放的过程更为直观,有效提高技能释放的效率。
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Figure CN122605175A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the fields of computer and internet technology, and in particular to a method, apparatus, device, and storage medium for controlling virtual objects. Background Technology
[0002] With the development of computer technology, games have gradually become one of the most popular forms of entertainment. As games have evolved, all sorts of skills have emerged.
[0003] In related technologies, before controlling a virtual object to release a skill, the user needs to determine the direction and location of the skill release within the virtual environment. Then, when controlling the virtual object to release the skill, the user controls the virtual object to release the skill towards the target from its current location, based on the selected direction and location.
[0004] Determining the target of a skill in the above manner requires multiple steps of manual target locking, resulting in low efficiency in skill release. Summary of the Invention
[0005] This application provides a method, apparatus, device, and storage medium for controlling virtual objects. The technical solutions provided by this application are as follows:
[0006] According to one aspect of the embodiments of this application, a method for controlling a virtual object is provided, the method comprising:
[0007] Displays the first virtual object located in the virtual environment;
[0008] In response to a first operation, a first marker is displayed in the virtual environment, the first marker being used to visually mark a first selected location in the virtual environment, and the first operation being used to control the first virtual object to release a first skill;
[0009] After determining N targets of the first skill based on the first selected location, a second marker is displayed in the virtual environment. The second marker is used to visually label the N targets, where N is an integer greater than or equal to 1.
[0010] In response to the end of the first operation, the first virtual object is controlled to release the first skill to the N targets.
[0011] According to one aspect of the embodiments of this application, a control device for a virtual object is provided, the device comprising:
[0012] The first display module is used to display the first virtual object located in the virtual environment;
[0013] The second display module is configured to respond to the first operation by displaying a first marker in the virtual environment. The first marker is used to visually mark a first selected location in the virtual environment. The first operation is used to control the first virtual object to release a first skill.
[0014] The third display module is used to display a second marker in the virtual environment after determining N targets of the first skill based on the first selected location. The second marker is used to visually label the N targets, where N is an integer greater than or equal to 1.
[0015] A control module is configured to, in response to the completion of the first operation, control the first virtual object to release the first skill to the N targets.
[0016] According to one aspect of the embodiments of this application, a terminal device is provided, the terminal device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described virtual object control method.
[0017] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the storage medium, the computer program being loaded and executed by a processor to implement the above-described method for controlling virtual objects.
[0018] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including a computer program, the computer program being loaded and executed by a processor to implement the above-described method for controlling virtual objects.
[0019] The technical solutions provided in this application have at least the following beneficial effects:
[0020] By performing a single operation on a skill, the system can determine the selected location for that skill and the target based on that location. This allows users to automate the target selection process with just one step when releasing the skill, improving skill release efficiency. Furthermore, visually labeling the selected location and target makes the skill release process more intuitive, effectively enhancing its efficiency. Attached Figure Description
[0021] Figure 1 This is a schematic diagram of the implementation environment of a solution provided in one embodiment of this application;
[0022] Figure 2 This is a flowchart of a virtual object control method provided in one embodiment of this application;
[0023] Figure 3This is a schematic diagram of a user interface provided in one embodiment of this application;
[0024] Figure 4 This is a schematic diagram of a directional marker provided in one embodiment of this application;
[0025] Figure 5 This is a schematic diagram of a summoned creature provided in one embodiment of this application;
[0026] Figure 6 This is a schematic diagram of a non-targeting area provided in one embodiment of this application;
[0027] Figure 7 This is a schematic diagram of active aiming and rapid spellcasting provided in one embodiment of this application;
[0028] Figure 8 This is a schematic diagram of the first search range provided in one embodiment of this application;
[0029] Figure 9 This is a flowchart illustrating the target determination provided in one embodiment of this application;
[0030] Figure 10 This is a schematic diagram of the first to third regions provided in one embodiment of this application;
[0031] Figure 11 This is a schematic diagram of the second search range provided in one embodiment of this application;
[0032] Figure 12 This is a schematic diagram illustrating a distance-based condition provided in one embodiment of this application;
[0033] Figure 13 This is a schematic diagram of the candidate hit range provided in one embodiment of this application;
[0034] Figure 14 This is a schematic diagram illustrating the determination of the target hit range according to an embodiment of this application;
[0035] Figure 15 This is a block diagram of a control device for a virtual object provided in one embodiment of this application;
[0036] Figure 16 This is a structural block diagram of a terminal device provided in one embodiment of this application. Detailed Implementation
[0037] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0038] Please refer to Figure 1This diagram illustrates an implementation environment provided by one embodiment of the present application. This implementation environment can be implemented as an application system. The implementation environment may include at least one terminal device 10 and a server 20.
[0039] Terminal device 10 includes, but is not limited to, mobile phones, tablets, smart voice interaction devices, game consoles, handheld game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), in-vehicle terminals, smart home appliances, AR (Augmented Reality) devices, VR (Virtual Reality) devices, and other electronic devices. Terminal device 10 can run the client of a target application (such as a game application). Optionally, the target application can be an application that needs to be downloaded and installed, or it can be a webpage or a mini-program; this embodiment does not limit this.
[0040] In this application embodiment, the target application can be any of the following: multiplayer online shooting game, MOBA (Multiplayer Online Battle Arena) game application, MMORPG (Massively Multiplayer Online Role-Playing Game) application, action-adventure game application, level-based application, social application, interactive entertainment application, instant messaging application, and may also include other types of applications, which are not limited in this application embodiment.
[0041] Server 20 is used to provide backend services for the client of the target application in terminal device 10. For example, server 20 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but it is not limited to these.
[0042] Terminal device 10 and server 20 can communicate with each other via a network. This network can be a wired network or a wireless network.
[0043] Please refer to Figure 2 The diagram illustrates a flowchart of a virtual object control method provided in one embodiment of this application. The execution entity for each step of this method can be a terminal device; for example, the terminal device could be... Figure 1 The terminal device 10 in the implementation environment of the scheme shown. Optionally, the entity executing each step of the method can be a client of the target application. The method may include at least one of the following steps (210-240):
[0044] Step 210: Display the first virtual object located in the virtual environment.
[0045] In some embodiments, a first virtual object located in the virtual environment is displayed in the user interface. The user interface is a visual element in the game used for interaction and displaying information.
[0046] A virtual environment refers to a fictional world in a game that simulates the real world or a battle scene, allowing users to control virtual objects to move, explore, interact, and cooperate within this simulated fictional world. Optionally, the virtual environment can be two-dimensional or three-dimensional; this application embodiment does not limit this. The virtual environment may include, but is not limited to, the following elements: map elements, virtual terrain elements, virtual buildings, virtual objects, virtual resources, virtual items, virtual equipment, etc., and may also include other elements; this application embodiment does not limit this. Optionally, the scene of the virtual environment may be, but is not limited to, any of the following: grassland, desert, snowfield, jungle, city, village, forest, ocean, etc.
[0047] For example, in a multiplayer online shooting game, the virtual environment is a virtual world that simulates a battle scene. Each user client participating in the game can control virtual objects to move within the same virtual environment and win the game by defeating enemy virtual objects.
[0048] A virtual object is an interactive element within a target application. Taking a game application as an example, a virtual object is a virtual object controlled by the user or server within the game application. For instance, a virtual object is an object created by the user within the game application, which the user can control to move within the virtual scene of the game application. Another example is a hero selected by the user before the start of a multiplayer game match, whose actions the user controls during the match. Taking a social application as an example, a virtual object is a virtual avatar created and used by the user to showcase their personality and characteristics within the social application. For example, a virtual object is a virtual avatar generated by the social application based on a photo uploaded by the user.
[0049] Virtual objects can be in the form of human figures, animals, cartoons, or other forms; this application embodiment does not limit this. Virtual objects can be displayed in three-dimensional or two-dimensional form; this application embodiment does not limit this. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional solid model, such as a three-dimensional solid model created based on animation skeletal technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. The activities of virtual objects include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, virtual objects are virtual characters, such as simulated human characters or anime characters. In some implementations, virtual objects can also be implemented using 2.5D or 2D models; this application embodiment does not limit this. Virtual objects can be controlled by a server or by a user through a client; this application does not limit this.
[0050] In some embodiments, the first virtual object is a virtual object selected and locked from a plurality of candidate virtual objects. After the game begins, the user controls the first virtual object to participate in the game. In some embodiments, the plurality of candidate virtual objects may be a plurality of pre-defined virtual objects or a plurality of virtual objects created by the user.
[0051] In some embodiments, when the game is a single-player game, the first virtual object is a virtual object selected by the local client. In some embodiments, when the game is a multiplayer game, the first virtual object can be a virtual object selected by the local client or a virtual object selected by other clients participating in the game.
[0052] Step 220: In response to the first operation, a first marker is displayed in the virtual environment. The first marker is used to visually mark the first selected location in the virtual environment, and the first skill is used to control the first virtual object to release the first skill.
[0053] The first skill is a skill actively released by the user. In some embodiments, based on the skill effect, the type of the first skill includes at least one of the following: damage skill, control skill, buff skill, debuff skill, healing skill, and summoning skill, and may also include other types of skills, which are not limited in this application embodiment.
[0054] In some embodiments, based on the skill scope, the first skill is classified into at least one of the following types: single-target skill, range skill, and linear skill, and may also include other types of skills, which are not limited in this embodiment. A single-target skill is a skill that can only affect one target. A range skill is a skill that can affect targets within a specified range. A linear skill is a skill that can affect targets along a ray.
[0055] The first operation is the operation of controlling the release of the first skill. In some embodiments, the first operation is implemented through at least one of the following methods: interface control, touch screen, physical control, gesture control, voice control, etc., and may also include implementation through other methods, which are not limited in this application embodiment.
[0056] The first selected location is the location determined by the user in the virtual environment based on the first operation. In some embodiments, the first selected location may be used to indicate the location of the target of the first skill, or to indicate the release location of the first skill, or may have other meanings related to the actual effect of the first skill. This application embodiment does not limit this.
[0057] The first marker is a visual element used to indicate a first selected location. In some embodiments, the first marker is displayed on the ground of the virtual environment corresponding to the first selected location. In some embodiments, the first marker can be implemented in at least one of the following ways: a crosshair marker, a skill trajectory marker, an arrow, a highlight, a lighting effect, etc., and may also include other methods, which are not limited in this application embodiment. The crosshair marker is a marker located at a specified location, and the center position of the crosshair marker is the specified location. For example, the specified location is the first selected location. In some embodiments, the crosshair marker includes a center point and / or a crosshair area, where the crosshair area refers to the area extending around the center point. In some embodiments, the crosshair area can be implemented in any of the following shapes: a circle, a ring, a triangle, a polygon, a non-closed shape, etc., and may also be implemented in other shapes, which are not limited in this application embodiment. The skill trajectory marker is used to visualize the trajectory of a skill from the release point to the target point.
[0058] For example, please refer to Figure 3 It illustrates a schematic diagram of a user interface provided in one embodiment of this application, in response to a first operation, displaying a first marker 32 in a virtual environment within the user interface 30.
[0059] Step 230: After determining the N targets of the first skill based on the first selected location, a second marker is displayed in the virtual environment. The second marker is used to visually label the N targets, where N is an integer greater than or equal to 1.
[0060] The target of the first skill refers to the object directly affected after the first skill is released. The second marker is used to indicate the target of the first skill determined based on the first selected location.
[0061] In some embodiments, for a first target among N targets, a second marker corresponding to the first target is displayed at a first spatial location in the virtual environment; wherein, the first target is any one of the N targets, and the first spatial location is used to indicate the location of the first target in the virtual environment.
[0062] In some embodiments, the first target is any one of the N targets. In some embodiments, the first target is the target with the smallest distance to the first virtual object among the N targets. In some instances, a second marker is displayed at the spatial locations corresponding to some or all of the N targets.
[0063] In some instances, different targets correspond to different second markers. For example, different targets may be displayed with different colors for their corresponding second markers.
[0064] The first spatial position refers to the coordinate position of the first virtual object in the virtual environment, which is usually represented by the three axes X, Y, and Z.
[0065] In some embodiments, the position of the second marker may vary, and there are five possible scenarios:
[0066] (1) Display the second mark on the ground corresponding to the first spatial location.
[0067] In this configuration, the second marker is directly displayed on the ground corresponding to the first spatial location in the virtual environment. In some embodiments, the second marker may include, but is not limited to, at least one of the following: graphic markers, icons, apertures, highlights, textures, arrows, patterns, horizontal lighting effects, etc., and may also include other second markers; this application does not limit the specific type of marker. In some embodiments, the second marker displayed on the ground may also be referred to as a horizontal marker.
[0068] In some embodiments, the center of the second marker is located at the ground position corresponding to the first spatial position. For example, assuming the first spatial position is (1, 2, 3), the center of the second marker is (1, 2, 0).
[0069] For example, please refer to Figure 4 The illustration shows a schematic diagram of a directional marker provided in one embodiment of the present application, in which a second circular marker 41 is displayed on the ground of a virtual environment.
[0070] (2) Display the second mark in the vertical direction corresponding to the first spatial position.
[0071] In this configuration, the second marker is displayed at a vertical position corresponding to the first spatial position in the virtual environment. In some embodiments, the second marker may include, but is not limited to, at least one of the following: a vertical beam of light, a vertical line, a vertical arrow, a vertical lighting effect, a floating marker, etc., and may also include other second markers, which are not limited in this embodiment. In some embodiments, the second marker displayed in the vertical direction may also be referred to as a vertical marker.
[0072] In some embodiments, the central axis of the second mark in the vertical direction overlaps with the vertical line corresponding to the first spatial position.
[0073] For example, such as Figure 4 As shown, a vertical second mark 42 is displayed in the vertical direction corresponding to the first spatial position.
[0074] (3) Display the second mark on the outline corresponding to the first spatial position.
[0075] In some embodiments, the contour corresponding to the first spatial location is the contour of the first target. In some embodiments, a second marker is attached to and displayed on the first target. In some embodiments, the second marker may include, but is not limited to, at least one of the following: contour light, dynamic texture, highlighted border, semi-transparent contour, occlusion contour, etc., and may also include other types, which are not limited in this application embodiment.
[0076] For example, such as Figure 4 As shown, when the outline corresponding to the first spatial position is the outline of the first target 43, a second mark 44 in the form of a highlighted border is displayed on the outline of the first target 43.
[0077] (4) Display the second mark within the spatial range corresponding to the first spatial position.
[0078] In some embodiments, the first spatial location is the center point of the aforementioned spatial location. In this case, the second mark is represented in three dimensions. In some embodiments, the second mark may include, but is not limited to, at least one of the following: cylindrical mark, spherical mark, conical mark, etc., and may also include marks with other three-dimensional structures, which are not limited in this application embodiment.
[0079] (5) Display a second mark on the status indication information of the first target corresponding to the first spatial location.
[0080] The status indication information of the first target is used to indicate the status of the first target. In some embodiments, the status indication information includes at least one of the following: health points, energy points, buffs, debuffs, abnormal statuses, etc., and may also include other information, which is not limited in this application embodiment. In some embodiments, in a virtual environment, a status bar of the first target is displayed, and the status bar is used to display the status indication information of the first target. For example, the status bar of the first target is the health bar of the first target. In some embodiments, the second marker may include, but is not limited to, at least one of the following: color, icon, special effect, status marker, etc., and may also include other second markers, which is not limited in this application embodiment.
[0081] In some embodiments, the second mark may be displayed by using the above-described combination or individual methods (1) to (5).
[0082] By using the methods described above, the second marker can be displayed in a variety of different ways, conveying information more intuitively and effectively.
[0083] In some embodiments, where the second marker includes a directional marker, in a virtual environment, a directional marker is displayed pointing to N targets, starting from a first selected location.
[0084] A directional marker is a marker used to indicate the target or direction of an action in a virtual environment. In some embodiments, the directional marker in the second marker is used to indicate the release direction of the first skill. In some embodiments, the directional marker includes at least one of the following: arrows, beams, trajectories, dynamic effects, etc., and may also include other directional markers, which are not limited in this application embodiment. An arrow is used to directly indicate the direction from a first selected position to N targets. A beam is a laser, energy beam, or ray pointing from a selected position to N targets. A trajectory is used to preview the release effect of the first skill from the first selected position to the N targets. For example, when the first skill is a teleportation skill, the trajectory can be a preview effect of the afterimage of the first virtual object after teleportation. For example, when the first skill is a projectile skill, the trajectory is a preview effect of the trajectory of the projectile.
[0085] For example, a first marker 32 is displayed at a first selected location in the virtual environment, and a first target 43 is determined based on the first selected location. In the virtual environment, a circular second marker 41 and an arrow-shaped directional marker 45 are displayed at the location of the first target 43.
[0086] By displaying directional markers, the direction of the first skill's release can be clearly shown, helping users to accurately aim at targets.
[0087] In some embodiments, when the first skill is used to trigger the generation of a summon, the summon is displayed at a first selected location.
[0088] A summoned creature is a virtual object generated by a first virtual object using skills and controlled by artificial intelligence. In some embodiments, summoned creatures include at least one of the following types: combat type, support type, trap type, defensive type, etc., and may also include other types, which are not limited in this application embodiment.
[0089] In some embodiments, a corresponding summoned creature is generated based on the first skill.
[0090] For example, please refer to Figure 5 This illustration shows a schematic diagram of a summoned creature provided in one embodiment of this application, located at a first selected position in a virtual environment when a user performs a first operation. A second marker 32 and the summoned creature 51 corresponding to the first skill are displayed.
[0091] By using the above method, the summoned creature corresponding to the first skill can be displayed in the virtual environment before the first operation is completed, which can more intuitively demonstrate the release effect of the first skill.
[0092] In some embodiments, when the target of the first skill cannot be determined, a third marker is displayed based on the first selected location. The third marker is used to indicate the effective range of the first skill, and the effective range is used to indicate the range in which the first skill is effective. The third marker includes a circular marker with the first selected location as the center and the effective distance of the first skill as the radius. The effective distance is used to indicate the range in which the first skill is supported and effective.
[0093] The third marker is a visual element within the effective range of the first skill located at the first selected position. In some embodiments, the third marker includes at least one of the following: a semi-transparent circle, a highlighted edge, a dynamic pulse effect, a color, a scaling effect, a gradient diffusion effect, a flashing effect, etc., and may also include other third markers, which are not limited in this application embodiment.
[0094] In this way, when there is no second virtual object near the first selected position where the first skill can be applied, a third marker is displayed at the first selected position to help the user determine the effective range of the first skill and adjust the first selected position of the first skill.
[0095] Step 240: In response to the end of the first operation, control the first virtual object to release the first skill to N targets.
[0096] The end of the first operation refers to the user pausing the action used to release the first skill. For example, the user lifts a finger from the screen. Another example is the mouse releasing a click action intended to release the first skill.
[0097] Different skills have different release effects. In some embodiments, the release effect includes at least one of the following: damage effect, healing effect, control effect, buff effect, summoning effect, displacement effect, etc., and may also include other effects, which are not limited in this application embodiment.
[0098] For example, when the release effect of the first skill is a summoning effect, when the first operation ends, the first virtual object is controlled to release summons to N targets.
[0099] For example, if the effect of the first skill is a damage effect, when the first operation ends, the first virtual object is controlled to pounce on N targets in sequence.
[0100] In some embodiments, a first virtual object is controlled to release a first skill from a first selected location towards N targets. The first skill, originating from the first selected location, produces an effect on the N targets.
[0101] In some embodiments, the first skill simultaneously affects N targets. For example, if the first skill is an area-of-effect heal, it heals N targets simultaneously. In some embodiments, the first skill sequentially affects the N targets. For example, if the first skill is a multi-hit attack, it starts with the target closest to the first selected position and sequentially hits each target, dealing damage.
[0102] By using the above methods, skills can be released at automatically or manually selected locations, allowing the skills to hit as many targets as possible, thus simplifying the skill release process while increasing the skill hit probability.
[0103] In summary, the technical solution provided in this application allows for the determination of the selected location and the target based on that selected location through a single operation. This automates the target selection process when releasing the skill, requiring only one step and improving skill release efficiency. Furthermore, visually labeling the selected location and target makes the skill release process more intuitive, further enhancing its efficiency.
[0104] Below are two methods for releasing the first skill.
[0105] In some embodiments, the first operation is an operation performed on a joystick, which is used to control the first virtual object to release a first skill. The joystick includes a non-aiming region, which is a circular region with the center point of the joystick as the center and a first set threshold as the radius.
[0106] In some embodiments, the joystick can be a virtual joystick or a physical joystick.
[0107] A virtual joystick is an interactive control that simulates the operation of a physical joystick, allowing for input of direction or speed through actions performed on the virtual joystick. In some embodiments, the virtual joystick can be a fixed joystick, a dynamic joystick, or other types of virtual joysticks; this application does not limit the specific types. A fixed joystick refers to a virtual joystick whose position on the user interface is fixed. A dynamic joystick refers to a virtual joystick whose position on the user interface can change. In some embodiments, the number of virtual joysticks displayed on the user interface is greater than or equal to one.
[0108] In some embodiments, the first virtual object corresponds to at least one skill. In some embodiments, each of the at least one skill corresponds to a virtual joystick.
[0109] Touchscreen control refers to interacting with a virtual joystick via a touchscreen display. In some embodiments, when the first operation is implemented through the touchscreen display, the first operation may include at least one of the following: clicking, dragging, swiping, long pressing, multi-finger gestures, etc., and may also include other operations, which are not limited in this application embodiment.
[0110] For example, after a user clicks the virtual joystick, the first marker appears in the virtual environment. As another example, after a user presses and holds the virtual joystick, the first marker appears in the virtual environment. Yet another example, after a user drags the virtual joystick, the first marker appears at a specified location in the virtual environment. In these cases, the position of the first marker depends on the changes in direction and position before and after the user drags the virtual joystick.
[0111] Physical control refers to interacting with a virtual joystick by inputting control commands through physical controls to control the release of a first skill. In some embodiments, the physical control can be a physical control on a terminal device. In some embodiments, a handheld game console can include a physical joystick, and may also include other physical controls. For example, when the terminal device is a handheld game console, the physical control is the physical joystick on the handheld game console, and the user's operation on the physical joystick is used to control the virtual joystick to display a first marker at a specified location in the virtual environment. In some embodiments, the physical control can also be a physical control on an external device connected to the terminal device. In some embodiments, the external device can include at least one of the following: a mouse, keyboard, gamepad, etc., and may also include other physical controls, which are not limited in this application embodiment.
[0112] Gesture control refers to interacting with a virtual joystick using specified gestures to control the release of a primary skill. In some embodiments, the specified gestures are set by relevant technical personnel. For example, clicking or sliding the virtual joystick in the air determines a primary marker displayed in the virtual environment. In some embodiments, the terminal device captures the user's gestures via a camera to determine whether the user's gestures are the specified gestures associated with the virtual joystick. In some embodiments, the camera may be built into the terminal device or a camera connected to the terminal device via a wired or wireless means.
[0113] Voice control refers to interacting with a virtual joystick via voice commands to control the release of a primary skill. Voice commands are the spoken commands used to control the virtual joystick. For example, a user interacts with the virtual joystick by saying "move the virtual joystick to the left." In some embodiments, the terminal device captures the user's voice commands via a microphone to interact with the virtual joystick. In some embodiments, the microphone can be built into the terminal device or a microphone connected to the terminal device via a wired or wireless connection.
[0114] In some embodiments, the virtual joystick includes a non-aiming region, which is a circular area with the center point of the virtual joystick as the center and a first set threshold as the radius.
[0115] The non-aiming area refers to the area on the virtual joystick where the user does not need to select a target for the first skill. In some embodiments, the non-aiming area is also called the dead zone. The first set threshold is the radius of the non-aiming area. In some embodiments, the first set threshold is preset by those skilled in the art, and this application does not limit this.
[0116] In some embodiments, the virtual joystick further includes an aiming area. The aiming area refers to the area on the virtual joystick where the user actively selects the target of the first skill. In some embodiments, the aiming area is the intersection of the non-aiming area and a first circular area, where the first circular area is a circle with the center point of the joystick as its center and a second preset threshold as its radius. In some embodiments, the second preset threshold is greater than the first preset threshold. That is, the aiming area is an annular area. In some embodiments, the second preset threshold is preset by those skilled in the art, and this application does not limit this.
[0117] For example, please refer to Figure 6This diagram illustrates a non-aiming region according to an embodiment of this application. Point 61 is the center point of the virtual joystick. The non-aiming region 62 is a circular region with point 61 as the center and a first set threshold r as the radius. The aiming region 63 is an annular region with point 61 as the center, a first set threshold r as the inner radius, and a third set threshold R as the outer radius. R is greater than r, and both r and R are greater than 0.
[0118] In some embodiments, the virtual joystick includes a joystick control that moves within the virtual joystick according to a first operation. The joystick control is located at the center point of the virtual joystick by default when no operation is performed, indicating that the virtual joystick is in a no-input state. When the virtual joystick is subjected to the first operation, the joystick control moves to the position where the first operation is applied. The position of the joystick within the virtual joystick is the position where the first operation is applied.
[0119] In some embodiments, if the position of the first operation on the virtual joystick is outside the non-aiming area, it is determined that the first skill will be released using active aiming; if the position of the first operation on the virtual joystick is within the non-aiming area, it is determined that the first skill will be released using quick casting. Active aiming refers to determining a first selected position based on the position of the first operation on the virtual joystick, and then releasing the first skill based on the first selected position. Quick casting refers to selecting a first selected position in the virtual environment according to pre-set rules.
[0120] For example, refer to Figure 7 It illustrates a schematic diagram of active aiming and rapid spellcasting provided in one embodiment of this application, assuming the first operation is implemented via a touchscreen display, such as... Figure 7 As shown in sub-figure (a), when the finger presses the virtual joystick and does not move out of the non-aiming area 62, the first skill is released using a quick cast method. Figure 7 As shown in sub-figure (b), when the finger presses the virtual joystick and the finger is positioned in the aiming area 63, the first skill is released by actively aiming.
[0121] In some embodiments, the first operation is input via a physical joystick. The physical joystick enables active and quick casting in a manner similar to that of a virtual joystick.
[0122] (I) Active aiming
[0123] In some embodiments, in response to a first operation applied to the joystick, if the position of the first operation on the joystick is outside the non-aiming area, a first selected position is determined based on the position of the operation, and a first mark is displayed at the first selected position; wherein the first selected position changes with the position of the operation.
[0124] The position of the first operation on the joystick is related to the first selected position. That is, during active aiming, the position of the first operation on the joystick is mapped to the first selected position in the virtual environment. For example, during active aiming, if the joystick is virtual and the first operation is performed via a touchscreen, the position of the first operation is the user's touch position on the screen, and the first selected position is adjusted according to changes in the touch position. As another example, if the user slides to the right on the virtual joystick, the first selected position also shifts to the right.
[0125] In some embodiments, when the joystick is a virtual joystick, the coordinate information of the position of the first operation is obtained; a first offset vector of the position is determined based on the coordinate information of the position of the first operation and the coordinate information of the center point of the virtual joystick; a second offset vector of the first selected position is determined based on the first offset vector and the mapping ratio; and the adjusted coordinate information of the first selected position is determined based on the second offset vector and the coordinate information of the first selected position. The coordinate information refers to the coordinate position in the spatial coordinate system of the virtual environment. In some embodiments, the spatial coordinate system may include two dimensions or three dimensions. For example, in the case of a two-dimensional virtual environment, the spatial coordinate system of the virtual environment includes two dimensions. As another example, in the case of a three-dimensional virtual environment, the spatial coordinate system of the virtual environment includes three dimensions. The first offset vector is the vector of the position of the first operation relative to the center position. The second offset vector is the vector of the first selected position in the virtual environment after adjustment relative to the position before adjustment.
[0126] In some embodiments, when the joystick is a physical joystick, a first offset vector of the position where the first operation is performed is obtained; a second offset vector of the first selected position is determined based on the first offset vector and the mapping ratio; and the coordinate information of the adjusted first selected position is determined based on the second offset vector and the coordinate information of the first selected position.
[0127] In some embodiments, a mapping ratio is determined based on a first offset vector and a maximum joystick radius; a second offset vector is obtained based on the offset vector, the mapping ratio, and the maximum effective radius of a first skill. The maximum effective radius of the first skill indicates the maximum effective range of the first skill. The maximum joystick radius indicates the maximum effective radius of the joystick input.
[0128] For example, the mapping ratio can be calculated according to the following formula: Mapping ratio = |first offset vector| / maximum joystick radius, ||second offset vector|| = mapping ratio * maximum effective radius, offset direction of first offset vector = first offset vector / ||first offset vector||, second offset vector = ||second offset vector|| * offset direction.
[0129] It should be noted that the adjusted first selected position can also be determined in other ways based on the position of the joystick, and this application embodiment does not limit this.
[0130] In this way, users can move the joystick's position for skills outside the non-aiming area. By changing the position of the joystick in the area outside the non-aiming area, users can accurately select the first target location for skills, which can significantly improve the accuracy of skill release and the operating experience, while also increasing the strategic depth of the game.
[0131] (II) Fast Casting
[0132] In some embodiments, in response to a first operation applied to a joystick, if the position of the first operation on the joystick is within a non-aiming area, the position of a second target within a first search range is determined as a first selected position, and a first marker is displayed at the first selected position; wherein, the first search range is an area determined based on the position of the first virtual object in the virtual environment.
[0133] In rapid casting, the first selected location is independent of the position of the first operation on the joystick. The second target is a second virtual object determined within a first search range based on pre-defined rules. In some embodiments, the second target is the first second virtual object that takes effect after the first skill is released in a rapid casting manner.
[0134] In some embodiments, determining the first search range based on the location of the first virtual object in the virtual environment includes any of the following methods:
[0135] (1) Based on the position of the first virtual object and the maximum operating distance of the first virtual object, determine the second region; and define the second region as the first search range. Wherein, the second region is a circular region with the position of the first virtual object as the center and the maximum operating distance of the first virtual object as the radius.
[0136] The maximum operating distance of the first virtual object is used to indicate the maximum range that the first virtual object can cover, starting from its current position, after releasing a first skill based on a single operation. In some embodiments, after releasing the first skill, the first virtual object performs a corresponding first action based on the first operation. In some embodiments, the first action may include at least one of the following: blink, teleport, leap, etc., and may also include other actions, which are not limited in this application embodiment. For example, when the first action is blink, the maximum operating distance of the first virtual object is the maximum distance that the first virtual object can blink. As another example, when the first action is teleport, the maximum operating distance of the first virtual object is the farthest position that the first virtual object can teleport to. As yet another example, when the first action is leap, the maximum operating distance of the first virtual object is the farthest distance that the first virtual object can leap.
[0137] For example, please refer to Figure 8 It illustrates a schematic diagram of a first search range provided in one embodiment of this application, such as... Figure 8 As shown in subgraph (a), assuming the maximum operation distance of the first virtual object is a and the position of the first virtual object in the virtual environment is point A, then the circular area formed with point A as the center and a as the radius is determined as the first search range.
[0138] (2) Based on the position of the first virtual object, the orientation of the first virtual object, and the maximum operating angle of the first virtual object, determine the third region; and define the third region as the first search range. The third region is a sector-shaped area with the position of the first virtual object as the center and the included angle as the maximum operating angle. The angle bisector of the included angle of the third region is the first ray, which is a ray that extends from the position of the first virtual object along the orientation of the first virtual object.
[0139] The orientation of the first virtual object refers to the direction the first virtual object faces in the virtual environment. The maximum operating angle of the first virtual object is used to limit the range of the first skill. The first ray is a ray with the orientation of the first virtual object as the reference. The third region satisfies the following conditions: the position of the first virtual object is the center, the central axis is the first ray, and the included angle is the maximum operating angle.
[0140] In some embodiments, the third region is an infinitely extending fan-shaped region. In some embodiments, the radius of the third region is a fifth predetermined threshold, which is used to limit the size of the third region. For example, the third region is a fan-shaped region with a radius of the fifth predetermined threshold. In some embodiments, the fifth predetermined threshold is preset by those skilled in the art, and this application does not limit this.
[0141] For example, such as Figure 8As shown in subgraph (b), assuming the maximum operating angle of the first virtual object is 2α, the orientation of the first virtual object is horizontal to the right, and the position of the first virtual object in the virtual environment is point A, then the sector area formed by point A as the center and 2α as the included angle, which is bisected by the first ray l, is determined as the first search range.
[0142] (3) Based on the position of the first virtual object and the effective distance of the first skill, determine the fourth region; and define the fourth region as the first search range. The fourth region is a circular area with the position of the first virtual object as the center and the effective distance of the first skill as the radius.
[0143] The effective range of the first skill is used to indicate the area within which the first skill is effective.
[0144] For example, such as Figure 8 As shown in subgraph (c), assuming the effective distance of the first skill is b and the position of the first virtual object in the virtual environment is point A, the circular area formed by point A as the center and b as the radius is determined as the first search range.
[0145] In some embodiments, a circular area with the position of the first virtual object in the virtual environment as the center and a second set threshold as the radius is determined as the first search range; within the first search range, a second virtual object that meets the first condition is determined as the second target.
[0146] In some embodiments, the number of second virtual objects included in the first search range may be zero or greater than zero. If the number of second virtual objects included in the first search range is zero, the step of identifying the second virtual object satisfying the first condition as the second target within the first search range is not performed. If the number of second virtual objects included in the first search range is one, that unique second virtual object is identified as the second target. If the number of second virtual objects included in the first search range is greater than one, the step of identifying the second virtual object satisfying the first condition as the second target within the first search range is performed. Here, the second virtual object is a virtual object different from the first virtual object.
[0147] The first condition includes at least one of the following:
[0148] (1) The distance between it and the first virtual object is the smallest.
[0149] (2) The remaining health is the lowest.
[0150] (3) The remaining health percentage is the lowest.
[0151] Within the first search range, if there exists a second virtual object whose distance to the first virtual object is less than the distance between other second virtual objects and the first virtual object, then the second virtual object is determined to satisfy condition (1) in the first condition above.
[0152] If, within the first search range, there exists a second virtual object whose remaining life value is less than that of all other second virtual objects, then the second virtual object is determined to satisfy condition (2) of the first condition mentioned above.
[0153] The percentage of remaining health refers to the percentage of remaining health relative to the maximum health. In some embodiments, the percentage of remaining health of each second virtual object within the first search range is calculated. When there exists a second virtual object within the first search range whose percentage of remaining health is less than the percentage of remaining health of all other second virtual objects, then the second virtual object is determined to satisfy condition (3) in the first condition described above.
[0154] In some embodiments, the first condition further includes: (4) belonging to the function type of the first skill. In some embodiments, the function type of the first skill is determined based on the release effect of the first skill.
[0155] The "Action Type" of the first skill indicates the second virtual object that takes effect after the first skill is released. The action type includes at least one of the following: belonging to the same faction as the first virtual object, not belonging to the same faction as the first virtual object, or a neutral virtual object. In some embodiments, the second virtual object belonging to the same faction as the first virtual object includes computer-controlled virtual objects belonging to the same faction, and / or virtual objects controlled by other users belonging to the same faction. For example, in a MOBA game, the second virtual object belonging to the same faction as the first virtual object can be a friendly minion or a friendly teammate. In some embodiments, the second virtual object not belonging to the same faction as the first virtual object includes computer-controlled virtual objects not belonging to the same faction, and / or virtual objects controlled by other users not belonging to the same faction. For example, in a MOBA game, the second virtual object not belonging to the same faction as the first virtual object can be an enemy minion or an enemy teammate. A neutral virtual object is a second virtual object that does not belong to any faction. For example, in a MOBA game, a neutral virtual object can be a jungle monster, red buff, blue buff, etc.
[0156] In some embodiments, the above sub-conditions (1) to (4) can be combined to form a first condition, and this application embodiment does not limit this.
[0157] In some embodiments, a first selected location is determined based on the location of the second target. In some embodiments, the location of the second target is determined as the first selected location. In some embodiments, the first selected location is determined based on the location of the second target and a fourth preset threshold.
[0158] For example, on a ray extending toward the second target, a position at a distance of a fourth preset threshold from the second target is determined as a first selected position.
[0159] In some embodiments, on the reverse extension line of the second and third targets, a position at a distance of a fourth preset threshold from the second target is determined as the first selected position. The third target is a target determined based on the second target. In some embodiments, the third target satisfies a fourth condition, which includes at least one of the following: minimum distance from the second target, minimum remaining health, and minimum remaining health percentage. In some embodiments, the third target is determined by the method used to determine the target of the first skill in the following embodiments.
[0160] In this way, when the user's target position for the joystick is outside the aiming area, the first selected position is automatically determined within the first search range according to pre-set rules and conditions, thus automating the selection of the selected position.
[0161] The following describes the process of determining the target of the first skill.
[0162] In some embodiments, please refer to Figure 9 It illustrates a flowchart of target determination provided in one embodiment of this application, including at least one of the following steps (910-930):
[0163] Step 910: Determine a second search range in the virtual environment based on the first selected location and the skill parameters of the first skill.
[0164] The skill parameters of the first skill are used to describe the characteristics and effects of the first skill. In some embodiments, the skill parameters of the first skill include at least one of the following: effective radius, action type, action intensity, release method, skill type, etc., and may also include other parameters, which are not limited in this application embodiment. The effective radius indicates the effective range of the first skill's influence. The action type indicates the target and release method affected by the first skill, determining the basic action mechanism of the first skill. The action intensity indicates the strength and effect of the first skill. The release method indicates the triggering method of the first skill. The skill type of the first skill is used in the scenario where the first skill is applied.
[0165] The second search range is used to indicate the effective release range of the first skill, thereby influencing the selection of the target of the first skill. In some embodiments, the shape of the second search range can be any of the following: circle, triangle, square, rectangle, irregular shape, etc., or other shapes, which are not limited in this application embodiment.
[0166] In some embodiments, the skill parameters of the first skill include: the effective distance of the first skill, which indicates the range within which the first skill is effective.
[0167] Before explaining the above situation, let's first explain the areas involved.
[0168] First Area: The first area is a circular area centered on the first selected location with an effective distance as its radius. The first area is used to indicate the effective range of the first skill.
[0169] For example, please refer to Figure 10 It shows a schematic diagram of the first to third regions provided in one embodiment of this application, such as Figure 10 As shown in subgraph (a), assuming the effective distance of the first skill is c, the first selected position is B, and the first selected position is point B, then the circular area formed with point B as the center and c as the radius is determined as the first region.
[0170] The second region is a circular area centered on the position of the first virtual object and with the maximum operating distance of the first virtual object as its radius. The second region is used to indicate the operating range of the first virtual object.
[0171] For example, such as Figure 10 As shown in subgraph (b), assuming the maximum operation distance of the first virtual object is a and the position of the first virtual object in the virtual environment is point A, then the circular area formed with point A as the center and a as the radius is determined as the second region.
[0172] The third region: The third region is a sector-shaped area centered on the position of the first virtual object, with the included angle being the maximum operating angle. The angle bisector of the included angle of the third region is the first ray, which is a ray extending from the position of the first virtual object along the orientation of the first virtual object. The third region is used to indicate the operating direction and range of the first virtual object.
[0173] For example, such as Figure 10 As shown in subgraph (c), assuming the maximum operating angle of the first virtual object is 2α, the orientation of the first virtual object is horizontal to the right, and the position of the first virtual object in the virtual environment is point A, then the sector-shaped area formed by point A as the center and 2α as the included angle, which is bisected by the first ray l, is determined as the third region.
[0174] It should be noted that the method for determining the second and third regions is the same as that for determining the second and third regions in the previous embodiment.
[0175] In some embodiments, the second search scope includes the following four cases.
[0176] (1) Based on the first selected location and effective distance, determine the first region; and determine the first region as the second search range.
[0177] In case (1), the significance of determining the second search range is to limit the range used to search for targets to the maximum range where the first skill is effective, so as to avoid selecting targets outside the effective range of the first skill, resulting in a low hit rate of the first skill.
[0178] For example, please refer to Figure 11 It illustrates a schematic diagram of a second search range provided in one embodiment of this application, such as... Figure 11 As shown in subgraph (a), in case (1), the first region 111 is directly determined as the second search range.
[0179] (2) Determine the first region based on the first selected location and effective distance; determine the second region based on the location of the first virtual object and the maximum operation distance of the first virtual object; determine the intersection of the first region and the second region as the second search range.
[0180] In case (2), the significance of determining the second search range is to limit the range used for searching the target to the effective range of the first skill and the maximum operation range of the first virtual object, so as to improve the hit rate of the first skill while ensuring that the first virtual object can release the first skill normally.
[0181] For example, such as Figure 11 As shown in subgraph (b), the intersection of the first region 111 and the second region 112 is region 113, and region 113 is determined as the second search region under case (2).
[0182] (3) Based on the first selected position and effective distance, determine the first region; based on the position of the first virtual object, the orientation of the first virtual object and the maximum operating angle of the first virtual object, determine the third region; and determine the intersection of the first region and the third region as the second search range.
[0183] The third area represents the field of vision range of the first virtual object. In case (3), the significance of the determined second search range is to limit the range used to search for the target to the effective range of the first skill and the field of vision range of the first virtual object, so as to ensure that the first skill can hit the target when the first virtual object has a field of vision limitation, and avoid wasting the skill in an inappropriate direction.
[0184] For example, such as Figure 11 As shown in subgraph (c), the intersection of the first region 111 and the third region 114 is region 115, and region 115 is determined as the second search region under case (3).
[0185] (4) Determine the first region based on the first selected position and effective distance; determine the second region based on the position of the first virtual object and the maximum operating distance of the first virtual object; determine the third region based on the position of the first virtual object, the orientation of the first virtual object and the maximum operating angle of the first virtual object; and determine the intersection of the first region, the second region and the third region as the second search range.
[0186] In case (4), the significance of determining the second search range is to limit the range used for searching the target to the maximum operating range of the first virtual object, the effective range of the first skill, and the field of vision of the first virtual object, so as to ensure that distance, operating range and orientation are taken into account to maximize the hit rate of the first skill.
[0187] For example, such as Figure 11 As shown in subgraph (d), the intersection of the first region 111, the second region 112 and the third region 114 is region 116, and region 116 is determined as the second search region under case (4).
[0188] Step 920: Based on the skill parameters of the first skill, determine M candidate targets within the second search range, where M is an integer greater than or equal to 1.
[0189] Based on the skill parameters of the first skill, suitable candidate targets for the first skill are initially screened within a second search range. In some embodiments, the skill parameters of the first skill are preset by relevant technical personnel, and this application embodiment does not limit this.
[0190] In some embodiments, the skill parameters of the first skill include: the action type of the first skill, which indicates the type of the target of the first skill; second virtual objects belonging to the action type within the second search range are identified as candidate targets, resulting in M candidate targets; wherein, the action type includes at least one of the following: belonging to the same faction as the first virtual object, not belonging to the same faction as the first virtual object, and neutral virtual object.
[0191] The "Action Type" indicates the type of second virtual object that the first skill can affect. In some embodiments, the first skill whose action type belongs to the same faction as the first virtual object may include at least one of the following: healing skills, buff skills, resurrection skills, etc., and may also include other types of skills, which are not limited in this application embodiment. In some embodiments, the first skill whose action type does not belong to the same faction as the first virtual object may include at least one of the following: damage skills, control skills, attrition skills, debuff skills, etc., and may also include other types of skills, which are not limited in this application embodiment. In some embodiments, the first skill whose action type is a neutral virtual object may include at least one of the following: healing skills, buff skills, resurrection skills, damage skills, control skills, attrition skills, debuff skills, etc., and may also include other types of skills, which are not limited in this application embodiment.
[0192] In some embodiments, the number of effect types supported by the first skill can be single or multiple. For example, if the first skill is a damage skill, the effect type of the first skill can be a neutral virtual object that does not belong to the same faction as the first virtual object. As another example, if the first skill is a healing skill, the effect type of the first skill can be a virtual object that does not belong to the same faction as the first virtual object.
[0193] By prioritizing the removal of second virtual objects that do not belong to the function type of the first skill and retaining only the second virtual objects that belong to the function type of the first skill, the number of second virtual objects to be compared in the subsequent comparison can be reduced, thus improving selection efficiency.
[0194] Step 930: Select N candidate targets from the M candidate targets as the N action targets.
[0195] In some embodiments, candidate targets are determined according to the number of targets supported by the first skill.
[0196] In some embodiments, candidate targets are determined in the following two ways.
[0197] (1) Methods for determining individual targets
[0198] In some embodiments, if there is only one target supported by the first skill, a candidate target that satisfies the second condition is determined from M candidate targets and used as the target.
[0199] The second condition includes at least one of the following:
[0200] (1) The distance between the first selected position and the first selected position is the smallest.
[0201] (2) The remaining health is the lowest.
[0202] (3) The percentage of remaining health is the lowest.
[0203] (4) Select the one with the highest priority value.
[0204] (5) The object type of the first virtual object is incompatible with the object type of the first virtual object.
[0205] The first condition states that the number of targets supported by the first skill is exactly one, meaning that the maximum number of candidate targets that the first skill can affect is one. The second condition is used to filter out the target that best fits the first skill's target criteria.
[0206] For sub-condition (1) in the second condition, the distance between each candidate target within the second search range and the first selected position is calculated. If the distance between a candidate target within the second search range and the first selected position is less than the distance between other candidate targets and the first selected position, then the second virtual condition is determined to satisfy sub-condition (1). In some embodiments, the first skill applicable to sub-condition (1) has at least one of the following characteristics: melee attack, short-range characteristics, pursuit characteristics, etc., and may also include other characteristics, which are not limited in this application embodiment.
[0207] For example, please refer to Figure 12 This illustration shows a distance-based condition provided in one embodiment of this application. According to step 920, three candidate targets are selected within a second search range 120 centered on the first virtual object FP: candidate target B, candidate target C, and candidate target D. Candidate target B has the smallest distance to the first virtual object FP, and is therefore determined as the target.
[0208] For sub-condition (2) in the second condition, if the remaining health value of a candidate target within the second search range is less than the remaining health value of other candidate targets, then the second virtual condition is determined to satisfy sub-condition (2). In some embodiments, the first skill applicable to sub-condition (2) has at least one of the following characteristics: killing characteristic, chasing characteristic, finishing characteristic, etc., and may also include other characteristics, which are not limited in this application embodiment.
[0209] For sub-condition (3) in the second condition, if the remaining health ratio of a candidate target within the second search range is less than the remaining health ratio of other candidate targets, then the second virtual condition is determined to satisfy sub-condition (3). In some embodiments, the first skill applicable to sub-condition (3) has at least one of the following characteristics: pursuit characteristic, weakening characteristic, targeting high-health targets, etc., and may also include other characteristics, which are not limited in this application embodiment.
[0210] For sub-condition (4) in the second condition, the selection priority value of each candidate target is calculated. The selection priority value of a candidate target is used to indicate the priority of the candidate target. In some embodiments, the selection priority value is determined based on at least one of the following: the candidate target's health, the candidate target's energy, the candidate target's movement speed, and the distance between the candidate target and the first selected position. In some embodiments, the selection priority value of the candidate target is determined according to the weights corresponding to the above factors. In some embodiments, the weights corresponding to each factor are preset by relevant technicians, and this application embodiment does not limit this. When the selection priority value of a candidate target within the second search range is less than the selection priority values of other candidates, it is determined that the second virtual condition satisfies sub-condition (4).
[0211] For sub-condition (5) in the second condition, the effect of the first skill is better when the first skill of the first virtual object hits a candidate target of the opposite type.
[0212] In some embodiments, the sub-conditions included in the second condition differ for different skills.
[0213] By using the above method, when the first skill only supports a single target, the target that meets the second condition is automatically selected from M candidate targets as the target to be used, which effectively improves the accuracy of skill release and reduces the user's operational burden.
[0214] (2) Methods for determining multiple objectives
[0215] In some embodiments, the skill parameters of the first skill include: the effective range of the first skill, which indicates the range in which the first skill is effective; when the number of targets supported by the first skill is greater than 1, determining at least one candidate hit range included in the second search range based on the effective range of the first skill, the candidate hit range including a first selected position; determining a candidate hit range that satisfies a third condition from the at least one candidate hit range as the target hit range; and determining each candidate target included in the target hit range as N targets.
[0216] In some embodiments, the effective range of the first skill is any one of the following shapes: circle, sector, rectangle, ellipse, etc., and may also be other shapes, which are not limited in this application embodiment. It should be noted that the first selected position can be any position within the effective range.
[0217] In some embodiments, when the first skill is released in a ray manner, at least one candidate hit range is determined within the second search range based on the first selected position and the first preset angle. In some embodiments, starting from the first selected position, at least one candidate skill ray is determined based on the first preset angle, and the angle between any two adjacent candidate skill rays is the first preset angle; at least one candidate hit range is determined based on the effective range of the first skill and at least one candidate skill ray, with the candidate hit range having the candidate skill ray as its central axis.
[0218] For example, please refer to Figure 13 This diagram illustrates a candidate hit range provided in one embodiment of this application. Assuming the first selected position is point T, the first preset angle is 30°, and the second search range 130 is a circular area centered at point T, 12 candidate skill rays can be obtained based on the first preset angle and the second search range 130, corresponding to 12 candidate hit ranges. For example, the central axis of candidate hit range 131 is candidate skill ray l1, and the central axis of candidate hit range 132 is candidate skill ray l2.
[0219] In some embodiments, the third condition includes at least one of the following:
[0220] (1) Among the candidate targets included in the candidate hit range, there is a candidate target with the smallest distance from the first selected position.
[0221] In some embodiments, the distance between each candidate target and the first selected position is determined. When there is a candidate target in the candidate hit range with the smallest distance to the first selected position, the candidate hit range is determined to satisfy sub-condition (1).
[0222] (2) The sum of the remaining health of each candidate target in the candidate hit range is the smallest.
[0223] In some embodiments, the sum of the remaining health of each candidate target in each candidate hit range is calculated. When the sum of the remaining health of the candidate hit range is the smallest, the candidate hit range is determined to satisfy subcondition (2).
[0224] (3) The candidate target in the candidate hit range has the lowest percentage of total remaining health. The percentage of total remaining health is determined based on each candidate target in the candidate hit range.
[0225] In some embodiments, the overall remaining health percentage of each candidate hit range is calculated. In some embodiments, for any candidate hit range, the sum of the remaining health of each candidate target in the candidate hit range is divided by the sum of the maximum health of each candidate target in the candidate hit range to obtain the overall remaining health percentage of the candidate hit range. When the overall remaining health percentage of the candidate hit range is the minimum, the candidate hit range is determined to satisfy sub-condition (3).
[0226] (4) The number of candidate targets included in the candidate hit range is the largest.
[0227] When the number of candidate targets in the candidate hit range is the largest, the candidate hit range is determined to satisfy subcondition (4). In some embodiments, the number of candidate targets included in each candidate hit range is counted; the candidate hit range with the largest number of candidate targets included in the candidate hit range is determined as the candidate hit range that satisfies subcondition (4).
[0228] For example, please refer to Figure 14 This illustration shows a schematic diagram of determining the target hit range according to an embodiment of this application. Three candidate targets are obtained according to step 920: candidate target C, candidate target D, and candidate target E. Figure 13 and Figure 14 As shown in subgraph (a), the candidate targets included in the candidate hit range 131 are candidate target C, candidate target D, and candidate target E. Figure 13 and Figure 14 As shown in subgraph (b), the candidate targets included in the candidate hit range 132 are candidate target C and candidate target D. Then the candidate hit range 131 satisfies subcondition (4).
[0229] (5) The sum of the selection priority values of each candidate target in the candidate hit range is the largest. The selection priority value is determined based on at least one of the following: the candidate target's health value, the candidate target's energy value, the candidate target's movement speed, and the distance between the candidate target and the first selected position.
[0230] In some embodiments, the selection priority value of each candidate target is calculated; based on the selection priority value of each candidate target, the sum of the selection priority values of each candidate hit range is calculated; the candidate hit range with the largest sum of selection priority values is determined as the candidate hit range that satisfies sub-condition (5). That is, when the sum of the selection priority values of the candidate hit range is the largest, the candidate hit range is determined to satisfy sub-condition (5).
[0231] (6) The candidate target included in the candidate hit range is the largest number of the opposing objects. The opposing object is the candidate target whose object type is opposing to that of the first virtual object.
[0232] In some embodiments, the skill parameters of the first skill include counter-relationship information, which indicates the counter-relationship between at least one candidate virtual object; based on the object type of the first virtual object and the counter-relationship information, at least one object type that has a counter-relationship with the first virtual object is determined. In some embodiments, the number of candidate targets that are counter-relationship objects included in each candidate hit range is counted. When the number of candidate targets that are counter-relationship objects included in each candidate hit range is the largest, it is determined that the candidate hit range satisfies sub-condition (6).
[0233] By using the above method, when the first skill only supports multiple targets, the hit range that meets the third condition is automatically selected from M candidate targets, which effectively improves the accuracy of skill release and ensures that the first skill hits as many targets as possible.
[0234] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.
[0235] Please refer to Figure 15 This diagram illustrates a block diagram of a control device for a virtual object according to an embodiment of this application. The device has the functions described above, which can be implemented in hardware or by hardware executing corresponding software. The device can be the terminal device 10 described above, or it can be integrated within the terminal device 10. Figure 15 As shown, the device 1500 may include a first display module 1510, a second display module 1520, a third display module 1530, and a control module 1540.
[0236] The first display module 1510 is used to display a first virtual object located in a virtual environment.
[0237] The second display module 1520 is configured to display a first marker in the virtual environment in response to a first operation, the first marker being used to visually mark a first selected location in the virtual environment, and the first operation being used to control the first virtual object to release a first skill.
[0238] The third display module 1530 is used to display a second marker in the virtual environment after determining N targets of the first skill based on the first selected location. The second marker is used to visually label the N targets, where N is an integer greater than or equal to 1.
[0239] The control module 1540 is used to control the first virtual object to release the first skill to the N targets in response to the end of the first operation.
[0240] In some embodiments, the third display module 1530 is configured to display a second marker corresponding to the first target among the N targets at a first spatial location in the virtual environment; wherein the first target is any one of the N targets, and the first spatial location is used to indicate the location of the first target in the virtual environment.
[0241] In some embodiments, the third display module 1530 is configured to display the second mark on the ground corresponding to the first spatial position; display the second mark in the vertical direction corresponding to the first spatial position; display the second mark on the outline corresponding to the first spatial position; display the second mark within the spatial range corresponding to the first spatial position; and display the second mark on the status indication information of the first target corresponding to the first spatial position.
[0242] In some embodiments, the third display module 1530 is configured to display, in the virtual environment, the directional marker pointing from the first selected position to the N target objects, when the second marker includes a directional marker.
[0243] In some embodiments, the first operation is an operation performed on a joystick, the joystick being used to control the first virtual object to release the first skill, the joystick including a non-aiming region, the non-aiming region being a circular area with the center point of the joystick as the center and a first set threshold as the radius; the second display module 1520 is used to respond to the first operation performed on the virtual joystick, when the position of the first operation on the virtual joystick is outside the non-aiming region, to determine a first selected position based on the position of the operation, and to display the first mark at the first selected position; wherein, the first selected position changes with the change of the position of the operation.
[0244] In some embodiments, the first operation is an operation performed on a joystick, the joystick being used to control the first virtual object to release the first skill, the joystick including a non-aiming region, the non-aiming region being a circular area with the center point of the joystick as the center and a first set threshold as the radius; the second display module 1520 is used to respond to the first operation performed on the virtual joystick, when the position of the first operation on the virtual joystick is within the non-aiming region, to determine the position of the second target within a first search range as the first selected position, and to display the first mark at the first selected position; wherein, the first search range is an area determined based on the position of the first virtual object in the virtual environment.
[0245] In some embodiments, the device 1500 further includes a first search module (in Figure 15 (Not shown in the image), is used to define a circular area centered on the position of the first virtual object in the virtual environment and with a second set threshold as the radius as the first search range; within the first search range, a second virtual object that meets a first condition is defined as the second target; wherein, the first condition includes at least one of the following: minimum distance to the first virtual object, minimum remaining health, minimum remaining health percentage.
[0246] In some embodiments, the device 1500 further includes a second search module (in Figure 15 (Not shown in the image) is used to determine a second search range in the virtual environment based on the first selected location and the skill parameters of the first skill; determine M candidate targets within the second search range according to the skill parameters of the first skill, where M is an integer greater than or equal to 1; and select N candidate targets from the M candidate targets as the N action targets.
[0247] In some embodiments, the skill parameters of the first skill include: the effective distance of the first skill, the effective distance indicating the range within which the first skill supports activation; the second search module, configured to: determine a first region based on the first selected location and the effective distance; determine the first region as the second search range; or, determine a first region based on the first selected location and the effective distance; determine a second region based on the position of the first virtual object and the maximum operating distance of the first virtual object; determine the intersection of the first region and the second region as the second search range; or, determine a first region based on the first selected location and the effective distance; determine a third region based on the position of the first virtual object, the orientation of the first virtual object, and the maximum operating angle of the first virtual object; determine the intersection of the first region and the third region as the second search range; or, based on the first selected location and the effective distance... The first region is determined based on the position and the effective distance; the second region is determined based on the position and the maximum operating distance of the first virtual object; the third region is determined based on the position, orientation, and maximum operating angle of the first virtual object; the intersection of the first region, the second region, and the third region is determined as the second search range; wherein, the first region is a circular region with the first selected position as the center and the effective distance as the radius; the second region is a circular region with the position of the first virtual object as the center and the maximum operating distance of the first virtual object as the radius; the third region is a sector-shaped region with the position of the first virtual object as the center and the included angle being the maximum operating angle, the angle bisector of the included angle of the third region is the first ray, and the first ray is a ray extending along the orientation of the first virtual object, starting from the position of the first virtual object.
[0248] In some embodiments, the second search module is configured to, when there is only one target supported by the first skill, determine a candidate target that satisfies a second condition from the M candidate targets as the target; wherein the second condition includes at least one of the following: minimum distance from the first selected location, minimum remaining health, minimum remaining health percentage, maximum selection priority, and a counter-relationship with the object type to which the first virtual object belongs; the selection priority is determined based on at least one of the following: the candidate target's health, the candidate target's energy, the candidate target's movement speed, and the distance between the candidate target and the first selected location.
[0249] In some embodiments, the skill parameters of the first skill include: the effective range of the first skill, which indicates the range in which the first skill is effective; the second search module, configured to, when the number of targets supported by the first skill is greater than 1, determine at least one candidate hit range included in the second search range based on the effective range of the first skill, the candidate hit range including the first selected position; determine a candidate hit range that satisfies a third condition from the at least one candidate hit range as the target hit range; and determine each of the second virtual objects included in the target hit range as the N targets.
[0250] In some embodiments, the third condition includes at least one of the following: among the candidate targets included in the candidate hit range, there exists a candidate target with the smallest distance to the first selected location; the sum of the remaining health values of all candidate targets in the candidate hit range is the smallest; the overall remaining health value percentage of the candidate targets in the candidate hit range is the smallest, the overall remaining health value percentage being determined based on each candidate target in the candidate hit range; the number of candidate targets included in the candidate hit range is the largest; the sum of the selection priority values of all candidate targets in the candidate hit range is the largest, the selection priority value being determined based on at least one of the following: the health value of the candidate target, the energy value of the candidate target, the movement speed of the candidate target, the distance between the candidate target and the first selected location; the number of candidate targets included in the candidate hit range that are countered by the first virtual object is the largest, the countered object being a candidate target whose object type is countered by the first virtual object.
[0251] In some embodiments, the skill parameters of the first skill include: the action type of the first skill, the action type being used to indicate the type of the target of the first skill; the second search module being used to determine the second virtual objects belonging to the action type within the second search range as candidate targets, thereby obtaining the M candidate targets; wherein, the action type includes at least one of the following: belonging to the same faction as the first virtual object, not belonging to the same faction as the first virtual object, and neutral virtual object.
[0252] In some embodiments, the control module 1540 is configured to control the first virtual object to release the first skill from the first selected position to the N targets.
[0253] In some embodiments, the device 1500 further includes a fourth display module (in Figure 15(Not shown in the image), used to display the summoned creature at the first selected position when the first skill is used to trigger the generation of a summoned creature and the first operation is applied to the virtual joystick.
[0254] In some embodiments, the device 1500 further includes a fifth display module (in... Figure 15 (Not shown in the image) is used to display a third marker based on the first selected position when the target of the first skill cannot be determined. The third marker is used to indicate the effective range of the first skill, and the effective range is used to indicate the range in which the first skill is effective. The third marker includes a circular marker with the first selected position as the center and the effective distance of the first skill as the radius. The effective distance is used to indicate the range in which the first skill is supported and effective.
[0255] In summary, the technical solution provided in this application allows for the determination of the selected location and the target based on that selected location through a single operation. This automates the target selection process when releasing the skill, requiring only one step and improving skill release efficiency. Furthermore, visually labeling the selected location and target makes the skill release process more intuitive, further enhancing its efficiency.
[0256] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0257] Please refer to Figure 16 This diagram illustrates a structural block diagram of a terminal device 1600 provided in one embodiment of this application. The terminal device 1600 may be... Figure 1 The terminal device 10 in the illustrated implementation environment is used to implement the virtual object control method provided in the above embodiments. Specifically:
[0258] Typically, terminal device 1600 includes a processor 1610 and a memory 1620.
[0259] Processor 1610 may include one or more processing cores, such as a quad-core processor or an octa-core processor. Processor 1610 may be implemented using at least one hardware form of Digital Signal Processing (DSP), Field Programmable Gate Array (FPGA), or Programmable Logic Array (PLA). Processor 1610 may also include a main processor and a coprocessor. The main processor, also known as the Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1610 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1610 may also include an AI processor, which is used to handle computational operations related to machine learning.
[0260] The memory 1620 may include one or more computer-readable storage media, which may be non-transitory. The memory 1620 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1620 are used to store a computer program configured to be executed by one or more processors to implement the control method for the virtual object described above.
[0261] In some embodiments, the terminal device 1600 may optionally include a peripheral device interface 1630 and at least one peripheral device. The processor 1610, memory 1620, and peripheral device interface 1630 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1630 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1640, a display screen 1650, an audio circuit 1660, and a power supply 1670.
[0262] Those skilled in the art will understand that Figure 16 The structure shown does not constitute a limitation on the terminal device 1600, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0263] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored in the storage medium, and the computer program, when executed by a processor, implements the control method for the virtual object described above. Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM).
[0264] In an exemplary embodiment, a computer program product is also provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, causing the computer device to perform the control method for the virtual object described above.
[0265] It should be noted that the data collection and processing in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.
[0266] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0267] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for controlling a virtual object, characterized in that, The method includes: Displays the first virtual object located in the virtual environment; In response to a first operation, a first marker is displayed in the virtual environment, the first marker being used to visually mark a first selected location in the virtual environment, and the first operation being used to control the first virtual object to release a first skill; After determining N targets of the first skill based on the first selected location, a second marker is displayed in the virtual environment. The second marker is used to visually label the N targets, where N is an integer greater than or equal to 1. In response to the end of the first operation, the first virtual object is controlled to release the first skill to the N targets.
2. The method according to claim 1, characterized in that, The display of the second marker in the virtual environment includes: For the first target among the N targets, a second marker corresponding to the first target is displayed at a first spatial location in the virtual environment; Wherein, the first target is any one of the N targets, and the first spatial location is used to indicate the location of the first target in the virtual environment.
3. The method according to claim 2, characterized in that, The second marker corresponding to the first target is displayed at a first spatial location in the virtual environment, including at least one of the following: The second mark is displayed on the ground corresponding to the first spatial location; The second mark is displayed in the vertical direction corresponding to the first spatial position; The second mark is displayed on the contour corresponding to the first spatial position; The second marker is displayed within the spatial range corresponding to the first spatial location; The second marker is displayed on the status indication information of the first target corresponding to the first spatial location.
4. The method according to any one of claims 1 to 3, characterized in that, The display of the second marker in the virtual environment includes: In the case where the second marker includes a directional marker, the directional marker is displayed in the virtual environment, pointing from the first selected location to the N targets.
5. The method according to any one of claims 1 to 4, characterized in that, The first operation is an operation performed on a joystick, which is used to control the first virtual object to release the first skill. The joystick includes a non-aiming area, which is a circular area with the center point of the joystick as the center and a first set threshold as the radius. The response to the first operation, displaying the first marker in the virtual environment, includes: In response to the first operation applied to the joystick, if the position of the first operation on the joystick is outside the non-aiming area, the first selected position is determined based on the position of the operation, and the first mark is displayed at the first selected position; The first selected position changes as the position of action changes.
6. The method according to any one of claims 1 to 4, characterized in that, The first operation is an operation performed on a joystick, which is used to control the first virtual object to release the first skill. The joystick includes a non-aiming area, which is a circular area with the center point of the joystick as the center and a first set threshold as the radius. The response to the first operation, displaying the first marker in the virtual environment, includes: In response to the first operation applied to the joystick, if the position of the first operation on the virtual joystick is within the non-aiming area, the position of the second target within the first search range is determined as the first selected position, and the first marker is displayed at the first selected position; The first search range is a region determined based on the location of the first virtual object in the virtual environment.
7. The method according to claim 6, characterized in that, The method further includes: The first search range is defined as the circular area centered on the position of the first virtual object in the virtual environment and with a second set threshold as the radius. Within the first search range, the second virtual object that meets the first condition is identified as the second target. The first condition includes at least one of the following: minimum distance to the first virtual object, minimum remaining health, minimum remaining health percentage.
8. The method according to any one of claims 1 to 7, characterized in that, The method further includes: Based on the first selected location and the skill parameters of the first skill, a second search range is determined in the virtual environment; Based on the skill parameters of the first skill, determine M candidate targets within the second search range, where M is an integer greater than or equal to 1; N candidate targets are selected from the M candidate targets as the N action targets.
9. The method according to claim 8, characterized in that, The skill parameters of the first skill include: the effective range of the first skill, wherein the effective range is used to indicate the range within which the first skill is effective; Determining the second search range in the virtual environment based on the skill parameters of the first selected location and the first skill includes: Based on the first selected location and the effective distance, a first region is determined; the first region is then defined as the second search range; or, Based on the first selected location and the effective distance, a first region is determined; based on the location of the first virtual object and the maximum operating distance of the first virtual object, a second region is determined; the intersection of the first region and the second region is determined as the second search range; or, Based on the first selected location and the effective distance, a first region is determined; based on the position of the first virtual object, the orientation of the first virtual object, and the maximum operating angle of the first virtual object, a third region is determined; the intersection of the first region and the third region is determined as the second search range; or, Based on the first selected location and the effective distance, a first region is determined; based on the location of the first virtual object and the maximum operating distance of the first virtual object, a second region is determined; based on the location of the first virtual object, the orientation of the first virtual object, and the maximum operating angle of the first virtual object, a third region is determined; the intersection of the first region, the second region, and the third region is determined as the second search range. The first region is a circular region centered on the first selected position and with the effective distance as the radius; the second region is a circular region centered on the position of the first virtual object and with the maximum operating distance of the first virtual object as the radius; the third region is a sector-shaped region centered on the position of the first virtual object and with the included angle being the maximum operating angle, the angle bisector of the included angle of the third region being the first ray, and the first ray being a ray extending along the orientation of the first virtual object, starting from the position of the first virtual object.
10. The method according to claim 8 or 9, characterized in that, The step of selecting N candidate targets from the M candidate targets as the N candidate targets includes: If the first skill supports only one target, then from the M candidate targets, one candidate target that satisfies the second condition is selected as the target. The second condition includes at least one of the following: minimum distance to the first selected location, minimum remaining health, minimum remaining health percentage, maximum selection priority, and a conflicting relationship with the object type of the first virtual object; the selection priority is determined based on at least one of the following: the candidate target's health, the candidate target's energy, the candidate target's movement speed, and the distance between the candidate target and the first selected location.
11. The method according to claim 8 or 9, characterized in that, The skill parameters of the first skill include: the effective range of the first skill, wherein the effective range is used to indicate the range in which the first skill is effective; The step of selecting N candidate targets from the M candidate targets as the N action targets includes: If the number of targets supported by the first skill is greater than 1, at least one candidate hit range is determined within the second search range based on the effective range of the first skill, and the candidate hit range includes the first selected position. From the at least one candidate hit range, determine a candidate hit range that satisfies the third condition, and use it as the target hit range; Each candidate target included in the target hit range is determined as the N active targets.
12. The method according to claim 11, characterized in that, The third condition includes at least one of the following: Among the candidate targets included in the candidate hit range, there exists a candidate target with the smallest distance to the first selected position; The sum of the remaining health of all candidate targets within the candidate hit range is the minimum; The candidate target within the candidate hit range has the lowest combined remaining health percentage, and the combined remaining health percentage is determined based on each candidate target within the candidate hit range; The number of candidate targets included in the candidate hit range is the largest; The sum of the selection priority values of each candidate target in the candidate hit range is maximized, and the selection priority value is determined based on at least one of the following: the candidate target's health value, the candidate target's energy value, the candidate target's movement speed, and the distance between the candidate target and the first selected position; The candidate target included in the candidate hit range has the largest number of opposing objects, and the opposing object is a candidate target whose object type is opposing to that of the first virtual object.
13. The method according to any one of claims 8 to 12, characterized in that, The skill parameters of the first skill include: the type of action of the first skill, wherein the type of action indicates the type of target of the first skill; The step of determining M candidate targets within the second search range based on the skill parameters of the first skill includes: The second virtual object belonging to the function type within the second search range is identified as a candidate target, thus obtaining the M candidate targets; The type of action includes at least one of the following: belonging to the same faction as the first virtual object, not belonging to the same faction as the first virtual object, or a neutral virtual object.
14. The method according to any one of claims 1 to 13, characterized in that, The control of the first virtual object to release the first skill to the N targets includes: Control the first virtual object to release the first skill from the first selected position to the N targets.
15. The method according to any one of claims 1 to 14, characterized in that, The method further includes: When the first skill is used to trigger the generation of a summoned creature, and the first operation is applied to the virtual joystick, the summoned creature is displayed at the first selected position.
16. The method according to any one of claims 1 to 15, characterized in that, The method further includes: If the target of the first skill cannot be determined, a third marker is displayed based on the first selected location. The third marker is used to indicate the effective range of the first skill, and the effective range is used to indicate the area where the first skill is effective. The third marker includes a circular marker with the first selected location as the center and the effective distance of the first skill as the radius, wherein the effective distance is used to indicate the range within which the first skill is supported.
17. A control device for a virtual object, characterized in that, The device includes: The first display module is used to display the first virtual object located in the virtual environment; The second display module is configured to respond to the first operation by displaying a first marker in the virtual environment. The first marker is used to visually mark a first selected location in the virtual environment. The first operation is used to control the first virtual object to release a first skill. The third display module is used to display a second marker in the virtual environment after determining N targets of the first skill based on the first selected location. The second marker is used to visually label the N targets, where N is an integer greater than or equal to 1. A control module is configured to, in response to the completion of the first operation, control the first virtual object to release the first skill to the N targets.
18. A terminal device, characterized in that, The terminal device includes a processor and a memory, the memory storing a computer program, which is loaded and executed by the processor to implement the method as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that, The storage medium stores a computer program that is executed by a processor to implement the method as described in any one of claims 1 to 16.
20. A computer program product, characterized in that, The computer program product includes a computer program that is loaded and executed by a processor to implement the method as described in any one of claims 1 to 16.