Control method of virtual skill in virtual scene, device, instrument, and computer program
Patent Information
- Application Number
- JP2025126419
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2021-07-08
- Filing Date
- 2025-07-29
- Publication Date
- 2026-01-16
AI Technical Summary
Existing joystick devices in virtual scenes, such as multiplayer online battle arena games, struggle with inaccurate targeting and inefficient man-machine interaction due to limitations in physical mechanisms, leading to prolonged gameplay and reduced hardware resource utilization.
A method and apparatus that utilizes a joystick device to control a skill mark in a virtual scene, enabling it to adhere to a target virtual object within a defined area, ensuring accurate skill release and reducing the number of interactions required for aiming.
Improves aiming accuracy and efficiency by allowing the skill mark to automatically adhere to a target, enhancing man-machine interaction and hardware resource utilization.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present application relates to computer processing and man-machine interaction technologies, and in particular to a method, apparatus, device, computer-readable storage medium, and computer program product for controlling virtual skills in a virtual scene.
[0002] This application is based on and claims priority from a Chinese patent application bearing application number 202110771587.6 and filed on July 8, 2021, the entire contents of which are hereby incorporated by reference into this application. [Background technology]
[0003] Currently, in many applications of virtual scenes based on game consoles (e.g., handheld game consoles), such as multiplayer online battle arena games (MOBAs), a joystick device can be controlled to release a virtual skill (also called a skill activation or skill cast) to help a player interact with an enemy. In the process of controlling the release of a virtual skill with a joystick device, the release position or release direction of the virtual skill can be controlled. For example, when a skill mark corresponding to a virtual skill is aimed at a target, the virtual skill can be released to affect the target.
[0004] However, in actual applications, when using a joystick device to aim at a target, due to limitations in the physical mechanism of the joystick device, the player cannot accurately aim at the target using the joystick device, and the player's movement, the movement of the target, and even the release position or direction of the virtual skill cannot be accurately controlled. To achieve the aim, the player needs to perform multiple interaction operations, which reduces the efficiency of man-machine interaction, prolongs the game time, increases the burden on the electronic device to process each game, and reduces the utilization rate of hardware resources. Summary of the Invention [Problem to be solved by the invention]
[0005] The embodiments of the present application provide a method, apparatus, device, and computer-readable storage medium for controlling virtual skills in a virtual scene, enabling improved aiming efficiency, man-machine interaction efficiency, and hardware resource utilization.
[0006] The technical solutions of the embodiments of the present application are realized as follows:
[0007] An embodiment of the present application provides a method for controlling a virtual skill in a virtual scene, The electronic device displays a first virtual object in a virtual scene and a skill mark of a virtual skill possessed by the first virtual object; controlling the skill mark to move in the virtual scene in response to a movement command for the skill mark, wherein the movement command is triggered by a joystick device; The method includes a step of controlling the skill mark to adhere to the second virtual object when a second virtual object is present within a target area of the virtual scene during the process of the skill mark moving, and a step of controlling the virtual skill to act on the second virtual object when the virtual skill is released during the process of the skill mark adhering to the second virtual object.
[0008] An embodiment of the present application provides a device for controlling a virtual skill in a virtual scene, an auxiliary display module arranged to display a first virtual object in a virtual scene and a skill mark of a virtual skill possessed by the first virtual object; a movement control module arranged to control the skill mark to move in the virtual scene in response to a movement command for the skill mark, wherein the movement command is triggered by a joystick device; and an adhesion control module that is arranged to control the skill mark to adhere to the second virtual object when a second virtual object exists within a target area in the virtual scene during the process of the skill mark moving, and to control the virtual skill to act on the second virtual object when the virtual skill is released during the process of the skill mark adhering to the second virtual object.
[0009] An embodiment of the present application provides an electronic device, a memory arranged to store executable instructions; and a processor configured to, when executing executable instructions stored in the memory, implement a method for controlling a virtual skill in a virtual scene provided by an embodiment of the present application.
[0010] An embodiment of the present application provides a computer-readable storage medium having executable instructions stored thereon, which, when executed by a processor, is used to implement the method of controlling a virtual skill in a virtual scene provided by the embodiment of the present application.
[0011] An embodiment of the present application further provides a computer program product, which includes a computer program or instructions, which, when executed by a processor, realizes the method for controlling a virtual skill in a virtual scene provided by an embodiment of the present application.
[0012] The embodiments of the present application have the following beneficial effects:
[0013] When the joystick device is used to control the movement of the skill mark in the virtual scene, if a second virtual object is present in the target area of the virtual skill, the skill mark is controlled to adhere to the second virtual object, and when the virtual skill is released while the skill mark is adhering to the second virtual object, the virtual skill is controlled to act on the second virtual object. In this way, the joystick device controls the skill mark to automatically adhere to the target, achieving accurate target aiming and improving aiming accuracy. Furthermore, the number of interactions the player needs to perform to achieve the target is greatly reduced, improving man-machine interaction efficiency and hardware resource utilization, while also providing the user with a more controlled experience. [Brief explanation of the drawings]
[0014] [Figure 1] FIG. 2 is a schematic diagram of a virtual scene aiming interface provided by an embodiment of the present application; [Figure 2A] 1 is a schematic diagram of an application mode of a control method for virtual skills in a virtual scene provided by an embodiment of the present application; [Figure 2B] 1 is a schematic diagram of an application mode of a control method for virtual skills in a virtual scene provided by an embodiment of the present application; [Figure 2C] 1 is a schematic diagram of an application mode of a control method for virtual skills in a virtual scene provided by an embodiment of the present application; [Figure 2D]1 is a schematic diagram of an application mode of a control method for virtual skills in a virtual scene provided by an embodiment of the present application; [Figure 3] 1 is a structural schematic diagram of an electronic device provided by an embodiment of the present application; [Figure 4] FIG. 1 is a schematic diagram illustrating a flow of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application. [Figure 5] FIG. 10 is a schematic diagram of an aim assist mode setting interface provided by an embodiment of the present application; [Figure 6] 1 is a schematic diagram illustrating the principle by which an indicator provided in an embodiment of the present application adheres to a target. [Figure 7] 1 is a schematic diagram of a display interface in which an indicator provided by an embodiment of the present application is attached to a target; [Figure 8] FIG. 1 is a schematic diagram illustrating the flow of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application. [Figure 9] FIG. 1 is a schematic diagram of determining an adsorption target provided by an embodiment of the present application. [Figure 10] 1 is a schematic diagram illustrating the principle by which an indicator provided in an embodiment of the present application adheres to a target. [Figure 11] 1 is a schematic diagram of a display interface in which an indicator provided by an embodiment of the present application is attached to a target; [Figure 12] FIG. 1 is a schematic diagram illustrating the flow of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application. [Figure 13] FIG. 1 is a schematic diagram of determining an adsorption target provided by an embodiment of the present application. [Figure 14] FIG. 1 is a structural schematic diagram of a control device for a virtual skill in a virtual scene provided by an embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION
[0015] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application is described in detail below in conjunction with the drawings. The described embodiments should not be considered as limiting the present application, and all other embodiments obtained by those skilled in the art without any creative effort fall within the scope of protection of the present application.
[0016] References to "some embodiments" in the following description describe a subset of all possible embodiments, but it will be understood that "some embodiments" may be the same or different subsets of all possible embodiments, and may be combined with each other in non-conflicting circumstances.
[0017] In the following description, the relative terms "first\second..." are merely used to distinguish between similar objects and do not represent a particular order for the objects. It will be understood that "first\second..." can be used interchangeably with a particular order or sequence where permitted, thereby allowing the embodiments of the present application described herein to be performed in an order other than that shown or described herein.
[0018] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art. The terms used herein are for the purpose of describing examples of the present application only and are not intended to be limiting of the present application.
[0019] Before describing the embodiments of the present application in detail, the relevant nouns and terms in the embodiments of the present application will be explained. The relevant nouns and terms in the embodiments of the present application are to be interpreted as follows.
[0020] 1) The client is an application program that runs on a terminal and is used to provide various services, such as a video playback client, a game client, etc.
[0021] 2) "In response to" is used to indicate a condition or state on which an operation is dependent. When a dependent condition or state is satisfied, one or more operations are performed in real time or with a set delay, and unless otherwise specified, there is no restriction on the order in which the operations are performed.
[0022] 3) A virtual scene is a virtual scene displayed (or provided) when an application program runs on a terminal. The virtual scene may be a simulation environment of the real world, a semi-simulated, semi-fictional virtual environment, or even a purely fictional virtual environment. The virtual scene may be any one of a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and the embodiments of the present application do not limit the dimensions of the virtual scene.
[0023] For example, when the virtual scene is a three-dimensional virtual space, the three-dimensional virtual space may be an open space. The virtual scene can be used to simulate a real environment in reality. For example, the virtual scene can include sky, land, ocean, etc., and the land can include environmental elements such as deserts and cities. Of course, the virtual scene can also include items such as virtual objects, such as buildings and carrier tools, and weapons necessary for virtual objects in the virtual scene to arm themselves or to fight other virtual objects. The virtual scene can also be used to simulate a real environment with different weather conditions, such as sunny, rainy, foggy, or dark night. A user can control virtual objects to move in the virtual scene.
[0024] 4) A virtual object is an image of various people and objects that can interact with a virtual scene, or an actionable object in a virtual scene. The actionable object may be a virtual person, a virtual animal, an animated person, etc., such as a person, an animal, a plant, a drum, a wall, a stone, etc. displayed in a virtual scene. The virtual object may be a virtual image used to represent a virtual user in the virtual scene. A virtual scene may include multiple virtual objects, each of which has its own shape and volume and occupies a certain space in the virtual scene.
[0025] In some embodiments, the virtual object may be a user character controlled by an operation on a client, an artificial intelligence (AI) established in a battle in a virtual scene through training, or a non-player character (NPC) established in an interaction in a virtual scene. In some embodiments, the virtual object may be a virtual person engaging in a confrontation-style interaction in a virtual scene. In some embodiments, the number of virtual objects participating in an interaction in the virtual scene may be preset or may be dynamically determined according to the number of clients joining the interaction.
[0026] Taking a shooting game as an example, a user can control a virtual object to freely fall, glide, or drop with a parachute in the sky of the virtual scene, or to run, jump, crawl, or crouch and move forward on land, or to swim, float, or dive in the ocean. Of course, a user can also control a virtual object to ride a virtual carrier tool and move in the virtual scene. For example, the virtual carrier tool may be a virtual car, a virtual airplane, a virtual yacht, etc. However, only the above scenes are listed and described here, and the embodiments of the present application are not limited thereto. A user can also control a virtual object to engage in adversarial interactions with other virtual objects through virtual items or virtual skills. For example, the virtual item may be a throwing type virtual item such as a grenade, cluster bomb, or viscous grenade, or a shooting type virtual item such as a machine gun, pistol, or rifle, and the virtual skill may be an offensive skill, a defensive skill, or other type, but this application does not limit the control type of the virtual item or virtual skill in the virtual scene.
[0027] 5) Virtual skills are various special functions that can help a target virtual object interact with other virtual objects in a virtual scene. There are multiple types of virtual skills, such as attack skills that help a target virtual object attack other virtual objects, or defense skills that help a target virtual object defend other virtual objects.
[0028] Various virtual skills correspond to corresponding release conditions, for example, a point-selection virtual skill is a skill that requires the player to select an action point on the map of the virtual scene and can only be successfully released at that action point, and a directional skill is a skill that requires the player to move in a certain direction to be successfully released.
[0029] In virtual scene applications, for example, when playing a multiplayer online battle arena game (MOBA) on a game console (e.g., a handheld game console), skill aiming assistance in some similar bird's-eye view action games is implemented based on the skill key press and release operation method used in standalone games. However, this method cannot be used in multiplayer online battle arena MOBAs, which have a stronger competitive nature. Furthermore, some bird's-eye view action games on handheld game consoles only provide a simple simulation of the aiming method used in mobile phone versions, without further optimization of the operation method used in the handheld game console itself. Therefore, when a handheld game console uses a joystick to control the release position or direction of a virtual skill, it is difficult to accurately control the joystick. As a result, the accuracy of targeting using this method is low. For example, for a directional virtual skill, if the target is 30 degrees away, the joystick must be operated and controlled in the 30-degree direction. The final orientation of the joystick device may be somewhere between 25 and 35 degrees, but pinpointing the 30-degree orientation is difficult, causing angular deviations in targeting.
[0030] For example, for a point-selection virtual skill, see FIG. 1, which is a schematic diagram of an aiming interface for a virtual scene provided by an embodiment of the present application. When controlling a virtual scene application with a joystick device, the physical mechanism of the joystick device itself makes it difficult to unify fast aiming and accurate aiming when controlling the skill mark to identify a target. Furthermore, this causes the player to be unable to directly sense the position of the skill mark on the screen using the joystick device, making it very difficult to accurately identify the target, especially for dynamic targets that are constantly changing. This requires the player to rotate the joystick multiple times to aim at the target, which reduces aiming efficiency and makes it difficult for novice players to master.
[0031] In view of this, embodiments of the present application provide a method, apparatus, device, and computer-readable storage medium for controlling virtual skills in a virtual scene, enabling quick and accurate target identification and improved target aiming efficiency. Exemplary applications of the electronic device provided by the embodiments of the present application are described below. The electronic device provided by the embodiments of the present application may be implemented as various types of user terminals, such as laptops, tablet computers, desktop computers, set-top boxes, and mobile devices (e.g., mobile phones, portable music players, personal digital assistants, and portable game devices). Exemplary applications of the electronic device implemented as a terminal are described below.
[0032] In order to more easily understand the method for controlling virtual skills in a virtual scene provided by the embodiments of the present application, an exemplary implementation scenario of the method for controlling virtual skills in a virtual scene provided by the embodiments of the present application will be first described. In some embodiments, the virtual scene may be an environment for virtual objects to interact with each other, for example, virtual objects may compete in the virtual scene, and by controlling the behavior of the virtual objects, they can perform mutual interactions in the virtual scene, thereby allowing users to relieve the pressure of life in the process of playing a game.
[0033] In one implementation scenario, refer to FIG. 2A, which is a schematic diagram illustrating an application mode of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application. In this mode, a virtual scene can be displayed entirely based on the terminal, and the terminal 100 comprises a display screen 110 and a joystick device 120. Here, the virtual scene runs on the display device 110, and the display screen is used to display the virtual scene. The joystick device 120 is a device (e.g., a gamepad) including at least one joystick, at least one key, and a processor for data processing. The joystick device 120 is used to control virtual objects and virtual skills in the virtual scene displayed on the display screen. The virtual scene is an environment for virtual objects to interact with, such as a plain, street, or valley where virtual objects compete against each other. The virtual object may be a human figure controlled by a user (also called a player), i.e., the virtual object is controlled by a real user and operates in the virtual scene in response to the real user's push operation on the joystick device 120.
[0034] For example, when a real user selects a key on the joystick device 120, a first virtual object (a virtual object corresponding to the current login account) and a skill mark of a virtual skill corresponding to the key owned by the first virtual object are displayed on the screen of the virtual scene displayed on the display screen 110. When a player controls the skill mark by pushing the joystick of the joystick device 120, the terminal 100 controls the skill mark in response to the push operation so that the skill mark moves in the movement direction instructed by the push operation. In the process of the skill mark moving, when a second virtual object is present within a target area corresponding to the virtual skill, the skill mark is controlled so that it adheres to the second virtual object, and the virtual skill acts on the second virtual object when released.
[0035] In one implementation scenario, refer to FIG. 2B, which is a schematic diagram illustrating an application mode of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application. In this mode, a virtual scene can be displayed based on the cooperation of a terminal 100 and a display device 200. Here, the terminal 100 includes a display screen 110 and a joystick device 120. The joystick device 120 is a device (e.g., a gamepad) including at least one joystick, at least one key, and a processor for data processing. The joystick device 120 can be detached from the terminal 100, and the virtual scene is displayed with the help of the detached joystick device 120 and the display device 200. Here, the joystick device 120 is used to control virtual objects and virtual skills in the virtual scene displayed on the display device. The display device 200 is a device capable of displaying a screen of the virtual scene, including, but not limited to, a television, a laptop, a tablet PC, a desktop computer, etc. The terminal 100 and the display device 200 are connected via a network, which may be a wide area network, a local area network, or a combination of both, and data transmission is achieved using a wireless or wired link. In practical application, the joystick device 120 of the terminal 100 is separated from the display screen. After generating control information, the joystick device sends control commands to the display device 200, and the display device 200 outputs a corresponding virtual scene based on the control commands. The virtual scene is an environment for virtual objects to interact with, such as a plain, street, valley, etc., where the virtual objects compete against each other. The virtual object may be a human image controlled by a user (also called a player), i.e., the virtual object is controlled by a real user and operates in the virtual scene in response to the real user's push operation on the joystick device 120.
[0036] For example, when a real user selects a key on the joystick device 120, the joystick device 120 outputs a selection command used to select a virtual skill. After receiving the selection command, the display device 200 displays a first virtual object and a skill mark of a virtual skill corresponding to the key possessed by the first virtual object on the screen of the virtual scene. When a real user pushes the joystick of the joystick device 120, the joystick device 120 outputs a movement command to the display device 200 to control the skill mark of the virtual skill of the virtual object. After receiving the movement command, the display device 200 controls the skill mark to move in the movement direction instructed by the movement control command. During the skill mark movement, if a second virtual object is present within a target area corresponding to the virtual skill, the display device 200 controls the skill mark to adhere to the second virtual object. When the real user presses the joystick of the joystick device 120, the joystick device 120 outputs a control command to control the virtual object and release the virtual skill. After receiving the control command, the display device 200 controls the first virtual object to release the virtual skill and act on the second virtual object.
[0037] In one implementation scenario, refer to FIG. 2C, which is a schematic diagram of an application mode of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application. In this mode, the virtual scene can be output based on the cooperation of the terminal 100 and the joystick device 200, and is applicable to several application modes, such as standalone / offline games, in which the calculation of relevant data for the virtual scene can be completed solely through the computing power of the terminal 100. The joystick device 200 is a device (e.g., a gamepad) including at least one joystick, at least one key, and a processor for data processing. The joystick device 200 completes the output of the virtual scene through the terminal 100, such as a smartphone, tablet PC, or virtual reality / augmented reality device, and controls the virtual objects and virtual skills in the virtual scene output by the terminal 100 through the joystick device 200. In practical application, the terminal 100 runs a virtual scene (e.g., a standalone game application) and outputs the virtual scene. A virtual scene is an environment for virtual objects to interact with, and may be, for example, a plain, a street, a valley, etc., in which virtual objects engage in combat; a virtual object may be a persona controlled by a user (also called a player), i.e., the virtual object is controlled by a real user and operates in the virtual scene in response to push operations on the joystick device 200 of the real user.
[0038] For example, when a real user selects a key on the joystick device 200, the joystick device 200 outputs a selection command used to select a virtual skill. After receiving the selection command, the terminal 100 displays a first virtual object and a skill mark of the virtual skill corresponding to the key possessed by the first virtual object on the screen of the virtual scene. When the real user pushes the joystick on the joystick device 200, the joystick device 200 outputs a movement control command to control the skill mark of the virtual skill of the virtual object. After receiving the movement control command, the terminal 100 Later, the skill mark is controlled to move in the movement direction instructed by the movement control command, and in the process of the skill mark moving, when a second virtual object exists within a target area corresponding to the virtual skill, the skill mark is controlled to adhere to the second virtual object, and when the real user presses the joystick in the joystick device 200, the joystick device 200 outputs a control command to control the virtual object and release the virtual skill, and after receiving the control command, the terminal 100 controls the first virtual object to release the virtual skill and act on the second virtual object.
[0039] In one implementation scenario, refer to FIG. 2D , which is a schematic diagram of an application mode of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application. In this mode, a virtual scene can be output based on the cooperation of the terminal 100, the joystick device 200, and the server 300. The server 300 relies on its computing capabilities to complete the calculation of the virtual scene and output the virtual scene to the terminal 100. In practical application, the joystick device 200 is a device (e.g., a gamepad) including at least one joystick, at least one key, and a processor for data processing, and a virtual scene runs on the terminal 100. The server 300 is a background server corresponding to the virtual scene, and a player controls virtual objects and virtual skills in the virtual scene on the terminal 100 through the server connected to the joystick device 200. The terminal 100 outputs a virtual scene and controls virtual objects and virtual skills in the virtual scene output by the terminal 100 through the joystick device 200. The virtual scene is an environment for virtual objects to interact with, and may be, for example, a plain, a street, a valley, etc., in which virtual objects compete against each other, and the virtual objects may be images of people controlled by users (also called players). That is, the virtual objects are controlled by the real users and manipulated in the virtual scene in response to push operations on the joystick device 200 by the real users.
[0040] For example, when a real user selects a key on the joystick device 200, the joystick device 200 outputs a selection command used to select a virtual skill. After receiving the selection command via the server 300, the terminal 100 displays a first virtual object and a skill mark of a virtual skill corresponding to the key possessed by the first virtual object on the screen of the virtual scene. When a real user pushes the joystick of the joystick device 200, the joystick device 200 outputs a movement control command to control the skill mark of the virtual skill of the virtual object. After receiving the movement control command via the server 300, the terminal 100 controls the skill mark to move in the movement direction instructed by the movement control command, and, during the skill mark movement, controls the skill mark to adhere to the second virtual object when a second virtual object is present within a target area corresponding to the virtual skill. When a real user presses the first joystick of the joystick device 200, the joystick device 200 outputs a control command to control the virtual object and release the virtual skill. After receiving the control command via the server 300, the terminal 100 controls the first virtual object to release the virtual skill and act on the second virtual object.
[0041] In some embodiments, an electronic device can realize the method for controlling a virtual skill in a virtual scene provided by the embodiments of the present application by running a computer program. For example, the computer program may be a native program or software module in an operating system, a local (native) application program (APP, Application), i.e., a program that cannot be run unless installed in an operating system, such as a game APP, a mini-program, i.e., a program that can be run simply by downloading in a browser environment, or a game mini-program that can be incorporated into any APP. In short, the computer program may be any type of application program, module, or plug-in.
[0042] As an example, server 300 may be an independent physical server, a server cluster or a distributed system consisting 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 communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.
[0043] Referring to FIG. 3, FIG. 3 is a structural diagram of an electronic device 500 provided by an embodiment of the present application. In practical application, the electronic device is the terminal 100 shown in FIG. 2A as an example to describe an electronic device implementing the method for controlling a virtual skill in a virtual scene according to the embodiment of the present application. The electronic device 500 shown in FIG. 3 includes at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The individual components in the electronic device 500 are coupled together via a bus system 540. It is understood that the bus system 540 is used to realize communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, all buses in FIG. 3 are referred to as the bus system 540.
[0044] The processor 510 may be a type of integrated circuit chip, having signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic device, discrete gate or transistor logic device, discrete hardware component, etc., where the general-purpose processor may be a microprocessor, or any common processor, etc.
[0045] The user interface 530 includes one or more output devices 531 that allow media content to be displayed, including one or more speakers and / or one or more visual display screens. The user interface 530 further includes one or more input devices 532, including user interface members that contribute to user input, such as a keyboard, mouse, microphone, touch display screen, camera, other input buttons, and control members.
[0046] Memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. Memory 550, in some embodiments, includes one or more storage devices that are remote in physical location from processor 510.
[0047] The memory 550 may include volatile memory or non-volatile memory, and may include both non-volatile and volatile memory. Non-volatile memory may be read-only memory (ROM), and volatile memory may be random access memory (RAM). The memory 550 described in the embodiments herein is intended to include any suitable type of memory.
[0048] In some embodiments, memory 550 enables storage of data to support various operations, examples of which include programs, modules, data structures, or a subset or superset thereof.
[0049] In some embodiments, the virtual skill control device in the virtual scene provided by the embodiments of the present application can be realized using a software method. Figure 3 shows a virtual skill control device 555 in the virtual scene stored in memory 550, which may be software in the form of a program, plug-in, etc., and includes software modules such as an auxiliary display module 5551, a movement control module 5552, and an adhesion control module 5553. These modules are logical and can therefore be arbitrarily combined or separated according to the functions to be realized. The functions of each module are described below.
[0050] As described above, the method for controlling virtual skills in a virtual scene provided by the embodiment of the present application can be implemented by a joystick device and a display device. Referring to Figure 4, Figure 4 is a schematic diagram showing the flow of the method for controlling virtual skills in a virtual scene provided by the embodiment of the present application, which will be described in conjunction with the steps shown in Figure 4.
[0051] Step 101: A display device displays a first virtual object in a virtual scene and a skill mark of a virtual skill possessed by the first virtual object.
[0052] Here, in actual applications, a virtual scene client is set on a display device, and by operating the virtual scene client, the virtual scene interface is displayed, and the first virtual object and the skill mark of the virtual skill possessed by the first virtual object are displayed on the virtual scene interface.
[0053] Here, the display device may be the display screen 110 in Fig. 2A, the display device 200 in Fig. 2B, the terminal 100 in Fig. 2C, or the terminal 100 in Fig. 2D, etc. In a practical application, a player generates a control signal using a joystick device, and then sends a control command to the display device to operate the virtual scene. In response to the control command, the display device controls a virtual object or a virtual skill in the virtual scene, for example, to move a virtual object in the virtual scene or to release a virtual skill.
[0054] In practical application, the joystick device includes at least one joystick and at least one key, and in virtual scene application, the joystick and the key correspond to corresponding functions. For example, the joystick device includes a left joystick and a right joystick, where the left joystick is used to control the movement of a first virtual object of a current login account in a virtual scene, and the right joystick is used to control the release position or release direction of the first virtual object when it releases a virtual skill. A, B, L, R, ZL, and ZR in the following keys correspond to attack, cure, skill 1, skill 2, skill 3, talent, etc., respectively.
[0055] When a player selects a key on the joystick device, the joystick device outputs a selection command to the display device, which is used to select a virtual skill corresponding to the key. After receiving the selection command, the display device displays a first virtual object and a skill mark of the virtual skill corresponding to the key on the first virtual object in the virtual scene interface. Here, the first virtual object is a virtual object in the virtual scene corresponding to the current login account, and the skill mark is used to indicate the release direction or release position of the virtual skill. The player can control the first virtual object using the joystick device. For example, the player can control the first virtual object to move in the virtual scene, release a virtual skill, or interact with other virtual objects, such as controlling the first virtual object to shoot a second virtual object using a virtual shooting item (e.g., a virtual sniper firearm, a virtual submachine gun, a virtual shotgun, etc.). The player can also control the movement direction or position of the skill mark using the joystick device.
[0056] Step 102: In response to a movement command for the skill mark, control the skill mark to move in the virtual scene.
[0057] In a practical application, the movement command is triggered by a joystick device, and the user uses the joystick device to control the skill mark in the virtual scene to move in the virtual scene. The skill mark moves in the virtual scene in the direction indicated by the movement command. The joystick device detects the player's operation of the joystick device in real time. When the player pushes the joystick of the joystick device, the joystick device outputs a movement command to the display device in response to the joystick push operation, which is used to control the movement of the skill mark of the virtual skill. After receiving the movement command, the display device controls the skill mark to move in the movement direction indicated by the movement command in response to the movement command. Here, the movement direction indicated by the movement command is the same as the push direction of the joystick.
[0058] In actual application, for different types of virtual skills, the information indicated by the movement command of the corresponding skill mark triggered by pushing the joystick in the joystick device may be different. For example, for a point-selection skill, the joystick device determines the movement speed and movement direction of the skill mark indicated by the output corresponding movement command according to the pushing force and pushing direction of the joystick. For example, for a directional skill, the joystick device can only determine the movement direction of the skill mark indicated by the output corresponding movement command according to the pushing direction of the joystick.
[0059] Step 103: During the process of the skill mark moving, when a second virtual object is present within the target area, the skill mark is controlled to adhere to the second virtual object, and during the process of the skill mark adhering to the second virtual object, when the virtual skill is released, the virtual skill is controlled to act on the second virtual object.
[0060] In some embodiments, the target area corresponds to a virtual skill, and different virtual skills may correspond to different areas in the virtual scene. Here, the target area is an area that can trigger an adhesion function, i.e., an adhesion area that can trigger the skill mark corresponding to the virtual skill to adhere to a second virtual object. The shapes of the target areas corresponding to different types of virtual skills may be different. For example, for a point-selection skill, the shape of the corresponding target area may be circular, and for a directional skill, the shape of the corresponding target area may be sector-shaped, rectangular, etc.
[0061] When a second virtual object interacting with the first virtual object is in the target area, the skill mark is controlled to adhere to the second virtual object. That is, the skill mark can be controlled to aim at the second virtual object. After that, regardless of whether one or more of the first virtual object, joystick device, and second virtual object move, the skill mark continues to adhere to the second virtual object within a certain range. In this way, the second virtual object can be aimed with precision, and when the virtual skill is released, it can act on the targeted second virtual object, improving aiming efficiency.
[0062] In some embodiments, when there are a plurality of second virtual objects, the display device can control the skill mark to be attached to the second virtual object in the following manner: obtain the distance between the position where the skill mark is located and the position where each second virtual object is located, select a second virtual object whose distance is shorter than a target distance, and control the skill mark to be attached to the selected second virtual object; or obtain the attribute value of each second virtual object, select a second virtual object whose attribute value is lower than a target attribute value, and control the skill mark to be attached to the selected second virtual object.
[0063] Here, when there are multiple second virtual objects, i.e., when there are multiple targets that match the criteria for being adsorbable, the second virtual object that is closest to the skill mark is selected and adsorbed, or the second virtual object with the lowest attribute values such as hit points, energy value, life value, magic point, etc. is selected and adsorbed.
[0064] In some embodiments, when there are multiple second virtual objects, the display device can further control the skill mark to adhere to the second virtual object in the following manner: obtain the distance between the position where the skill mark is located and the position where each second virtual object is located, and when there are still multiple second virtual objects whose distances are shorter than the target distance, obtain the attribute value of each second virtual object whose distances are shorter than the target distance, select a second virtual object whose attribute value is lower than the target attribute value, and control the skill mark to adhere to the selected second virtual object.
[0065] In actual applications, when multiple second virtual objects exist in a virtual scene, a second virtual object whose distance from the skill mark is shorter than the target distance can be selected as the target to which the skill mark will ultimately be attached. If there are still multiple second virtual objects whose distance is shorter than the target distance, targets can be selected from among them. For example, the attribute values of each second virtual object whose distance is shorter than the target distance are obtained, and a second virtual object whose attribute value is lower than the target attribute value is selected as the target to which the skill mark will ultimately be attached. Of course, in actual applications, when there are still multiple second virtual objects whose attribute value is lower than the target attribute value, multiple second virtual objects whose attribute value is lower than the target attribute value can be further selected. For example, one of the second virtual objects can be randomly selected as the target to which the skill mark will ultimately be attached. In this way, when there are multiple second virtual objects, i.e., when there are multiple targets that meet the criteria for attachment, the second virtual object whose distance from the skill mark is closest is preferentially considered as the final attachment target. If there are still multiple second virtual objects whose distance from the skill mark is closest, the second virtual object with the lowest attribute value is again selected as the final attachment target.
[0066] As can be understood, in actual applications, any one or more of the multiple second virtual objects can be selected as the adsorption target. For example, initial screening can be performed based on the attribute value of the second virtual object, and then the distance between the skill mark and the second virtual object can be combined for screening. However, the present application does not limit the method of selecting the second virtual object that needs to be adsorbed.
[0067] In some embodiments, before controlling the skill mark to adhere to the second virtual object, the display device can determine that the second virtual object exists within a target area corresponding to the virtual skill in the following manner: obtain a circumferential area with the position where the skill mark is located as its center and the target distance as its radius, and determine the circumferential area as the target area corresponding to the virtual skill, obtain the distance between the position where the skill mark is located and the position where the second virtual object is located, and determine that the second virtual object exists within the target area corresponding to the virtual skill when the distance does not exceed the radius of the circumferential area.
[0068] In practical applications, when a virtual skill is a point-selection skill, the location of the skill mark is the center of the skill mark. The circular area with the location of the skill mark as the center and the target distance as the radius is the attraction area (i.e., the target area) that triggers the attraction function. Here, the target distance is the distance between the location of the skill mark that can trigger the attraction function and the location of the second virtual object, also known as the attraction distance, and is calculated as follows: target distance = skill mark radius + a. Here, a is a constant that can be placed. When the distance between the location of the second virtual object and the location of the skill mark does not exceed the radius of the attraction area (i.e., the attraction distance), it can be determined that the second virtual object is present in the attraction area, and the attraction function is triggered at this time. In other words, the skill mark is controlled to attract the second virtual object, thereby targeting the second virtual object.
[0069] In some embodiments, after controlling the skill mark to adhere to the second virtual object, the display device further controls the first virtual object to move in the virtual scene in response to a displacement command for the first virtual object. During the process of the first virtual object moving, the display device may acquire a distance between the first virtual object and the second virtual object, and when the distance does not exceed a distance threshold, control the skill mark to continue adhering to the second virtual object.
[0070] In practical application, the displacement command may be triggered by a joystick device or a touch control operation on the screen of a display device. When a player pushes a joystick (e.g., a left joystick) used to control the movement of a first virtual object in the joystick device, the joystick device outputs a displacement command for the first virtual object to the display device. After receiving the displacement command, the display device responds to the displacement command and controls the first virtual object to move in the virtual scene according to the movement direction indicated by the displacement command.
[0071] In actual applications, in a situation where the joystick used to control the movement of the skill mark in a joystick device has not yet controlled the movement of the skill mark, the skill mark moves synchronously in the virtual scene as the first virtual object moves in the virtual scene, ensuring that the skill mark is always located at the relative position of the first virtual object. As can be seen from the above, the adhesion function is triggered when the distance between the second virtual object and the skill mark does not exceed the radius of the adhesion area. Because the relative position of the first virtual object with respect to the skill mark is constant, it can be considered that the adhesion function is not triggered when the distance between the first virtual object and the second virtual object exceeds the distance threshold (different from the adhesion distance), but is triggered when the distance between the first virtual object and the second virtual object does not exceed the distance threshold (different from the adhesion distance). Here, the distance threshold is the distance between the first virtual object and the second virtual object that can trigger the adhesion function. Therefore, as the first virtual object moves, the distance between the first virtual object and the second virtual object is obtained in real time, and when the distance between the two does not exceed the distance threshold, the skill mark is controlled to continue to adhere to the second virtual object.
[0072] In addition, in actual implementation, during the process of the first virtual object moving away from the second virtual object, the joystick device can further acquire in real time a theoretical real-time position to which the skill mark should move along with the first virtual object, and acquire the distance between the skill mark's theoretical real-time position and the second virtual object. When the distance between them is smaller than the radius of the attraction area (i.e., the attraction distance), the joystick device outputs a continuous attraction command for the second virtual object to the display device. In response to the continuous attraction command, the display device controls the skill mark to continue to attract to the second virtual object. That is, visually, the skill mark does not move with the push of the joystick. When the distance between them exceeds a separation distance that allows the attraction function to be disabled, the joystick device outputs a separation command for the second virtual object to the display device. The display device controls the skill mark to separate from the second virtual object and display the skill mark at the theoretical real-time position. That is, visually, the skill mark separates from the second virtual object and is displayed at the theoretical real-time position of the moving mark.
[0073] In some embodiments, before controlling the skill mark to adhere to the second virtual object, the display device may further determine that the second virtual object exists within a target area corresponding to the virtual skill in the following manner: obtain a sectorial area with the position where the first virtual object is located as its center, the target distance as its radius, and the target angle as its central angle, and determine the sectorial area as the target area corresponding to the virtual skill; obtain a first connecting line between the position where the first virtual object is located and the position where the skill mark is located, and a second connecting line between the position where the first virtual object is located and the position where the second virtual object is located; obtain an included angle between the first connecting line and the second connecting line; and determine that the second virtual object exists within the target area corresponding to the virtual skill if the included angle does not exceed an included angle threshold and the length of the second connecting line does not exceed a length threshold.
[0074] Here, when the virtual skill is a directional skill, the target area whose shape matches the shape of the skill mark is defined as the attraction area that triggers the attraction function. Because the direction indicated by the skill mark toward the first virtual object is the release direction of the virtual skill, the first connecting line is the center line of the skill mark, and the included angle threshold is half the central angle, also referred to as the attraction angle that can trigger the attraction function. When the included angle between the first connecting line and the second connecting line does not exceed the attraction angle and the length of the second connecting line does not exceed the radius of the fan-shaped area, the second virtual object is considered to be in the attraction area that can trigger the attraction function.
[0075] In some embodiments, the display device can control the skill mark to move in the movement direction indicated by the movement command in response to a movement command for the skill mark triggered based on a joystick device in the following manner: In response to a movement command for the skill mark, the movement command may be triggered by a joystick device or may be triggered based on a touch control operation on a display screen of the display device, and controls the skill mark to move in the movement direction indicated by the movement command at a target angular velocity.
[0076] Accordingly, after controlling the skill mark to adhere to the second virtual object, the display device can further adjust the rotational angular velocity of the skill mark in the following manner: receive an angular velocity adjustment command for the skill mark triggered based on the joystick device, where the angular velocity adjustment command is triggered by pushing the joystick device along the direction indicated by the skill mark; and, in response to the angular velocity adjustment command, adjust a target angular velocity at which the skill mark rotates when the orientation of the joystick of the joystick device does not match the orientation of the skill mark, thereby controlling the skill mark to rotate at the adjusted target angular velocity until the orientation of the joystick matches the orientation of the skill mark.
[0077] When a player pushes a joystick (e.g., the right joystick) used to control the movement of a skill mark on a joystick device to move away from the second virtual object, the joystick device records in real time the theoretical real-time position to which the skill mark should move in response to the push of the joystick, assuming that the moving mark does not have an attachment target. The theoretical real-time position of the skill mark is determined by the speed of the skill mark's movement (determined by the force with which the joystick is pushed) and the duration of the joystick push. The joystick device obtains the included angle between the connecting line between the theoretical real-time position of the skill mark and the first virtual object and the connecting line between the first virtual object and the second virtual object. When the included angle between the two is smaller than the attachment angle, the joystick device outputs a continuous attachment command for the second virtual object to the display device in response to the push operation. In response to the continuous attachment command, the display device controls the skill mark to continue to attach to the second virtual object. That is, visually, the skill mark does not move in response to a push of the joystick, and when the included angle between the two exceeds the attraction angle, the joystick device outputs a departure command for the second virtual object to the display device in response to the push operation. The display device controls the skill mark to leave the second virtual object and to display the skill mark at its theoretical real-time position. That is, visually, the skill mark leaves the second virtual object and is displayed at the theoretical real-time position of the moving mark.
[0078] In actual applications, when the orientation of the skill mark does not match the orientation of the joystick, and the player continues to push the joystick, if pushing the joystick causes the orientation of the joystick to approach the orientation of the skill mark, the joystick device outputs an angular velocity adjustment command for the skill mark to the display device in response to the push operation. In response to the angular velocity adjustment command, the display device reduces the target angular velocity of the skill mark to compensate for the difference between the orientation of the joystick and the orientation of the indicator, thereby quickly bringing the orientation of the joystick and the orientation of the skill mark into alignment. In response to the push operation, when pushing the joystick causes the orientation of the joystick to move away from the orientation of the skill mark, the joystick device outputs an angular velocity adjustment command for the skill mark to the display device. In response to the angular velocity adjustment command, the display device increases the target angular velocity of the skill mark to compensate for the difference between the orientation of the joystick and the orientation of the indicator, thereby quickly bringing the orientation of the joystick and the orientation of the skill mark into alignment.
[0079] In some embodiments, after controlling the skill mark to adhere to the second virtual object, the display device may further control the skill mark to continue to adhere to the second virtual object in the following manner: in response to a displacement command for the first virtual object triggered based on the joystick device, control the first virtual object to move in the virtual scene, update a target area corresponding to the virtual skill with the movement of the first virtual object, and control the skill mark to continue to adhere to the second virtual object when the second virtual object still exists within the updated target area.
[0080] In actual applications, when a user controls a first virtual object to move in a virtual scene, the target area that triggers the adsorption function, corresponding to the virtual skill possessed by the first virtual object, is also synchronously moved and updated. When a second virtual object remains within the updated target area, the user controls the skill mark to continue adsorbing to the second virtual object. Visually, the skill mark does not move in conjunction with the movement of the first virtual object. When the second virtual object does not exist within the updated target area, it is characterized as the first virtual object deviating from the second virtual object. At this time, the user controls the skill mark to separate from the second virtual object. Visually, the skill mark separates from the second virtual object and is immediately displayed at a default position in the virtual scene. The default position may be a position that has a fixed relative positional relationship with the first virtual object in the virtual scene, or the default position may be a fixed position in the virtual scene.
[0081] In some embodiments, when a second virtual object does not exist within the updated target area and a third virtual object different from the second virtual object exists, the skill mark is controlled to switch from being attached to the second virtual object to being attached to the third virtual object.
[0082] In actual applications, as the target area is updated due to the movement of the first virtual object, the updated target area moves away from the second virtual object and approaches the third virtual object. When the second virtual object is not present in the updated target area but the third virtual object is present in the updated target area, the attraction target is changed, that is, the skill mark is controlled to switch from being attracted to the second virtual object to being attracted to the third virtual object.
[0083] In some embodiments, after controlling the skill mark to adhere to the second virtual object, the display device can further control the skill mark to continue to adhere to the second virtual object in the following manner: displaying a screen in which the second virtual object moves in a virtual scene, and during the process of displaying the screen, when the second virtual object exists in a target area corresponding to the virtual skill, controlling the skill mark to continue to adhere to the second virtual object, and when the second virtual object moves out of the target area corresponding to the virtual skill, controlling the skill mark to detach from the second virtual object.
[0084] Here, after the skill mark is attached to the second virtual object, if the second virtual object moves in the virtual scene, it is determined in real time whether the second virtual object moves outside the target area that can trigger the attachment function. When the second virtual object does not move outside the target area, the skill mark is controlled to continue to be attached to the second virtual object. That is, visually, the skill mark moves in synchronization with and follows the second virtual object, and while moving, the skill mark deviates from its relative position with respect to the first virtual object. When the second virtual object moves outside the target area, the skill mark is controlled to separate from the second virtual object. That is, visually, the skill mark is controlled to separate from the second virtual object and immediately be displayed at its relative position with respect to the first virtual object.
[0085] In some embodiments, after controlling the skill mark to adhere to the second virtual object, the display device can further control the skill mark to continue adhering to the second virtual object in the following manner: displaying a screen in which the second virtual object moves in a virtual scene, and controlling the skill mark to move to follow the second virtual object during the process of displaying the screen; acquiring a distance between the first virtual object and the second virtual object during the process of the skill mark moving to follow the second virtual object, and controlling the skill mark to move away from the second virtual object when the distance exceeds a distance threshold.
[0086] Under normal circumstances, when the virtual skill is a point-selection skill, and the joystick device is not yet controlling the movement of the skill mark using a joystick used to control the movement of the skill mark, the skill mark moves synchronously in the virtual scene as the first virtual object moves in the virtual scene, ensuring that the skill mark is always located at the relative position of the first virtual object. As can be seen from the above, the adhesion function is triggered when the distance between the second virtual object and the skill mark does not exceed the radius of the adhesion area. Because the relative position of the first virtual object to the skill mark is constant, it can be considered that the adhesion function is not triggered when the distance between the first virtual object and the second virtual object exceeds the distance threshold, and that the adhesion function is triggered when the distance between the first virtual object and the second virtual object does not exceed the distance threshold, causing the skill mark to adhere to the second virtual object.
[0087] After the skill mark is attached to the second virtual object, if the second virtual object moves in the virtual scene, the distance between the first virtual object and the second virtual object is acquired in real time, and when the distance between them does not exceed the distance threshold, the skill mark is controlled to continue to be attached to the second virtual object. That is, visually, the skill mark moves in synchronization with and follows the second virtual object, and while moving, the skill mark deviates from its relative position with respect to the first virtual object. When the distance between them exceeds the distance threshold, the skill mark is controlled to separate from the second virtual object. That is, visually, the skill mark separates from the second virtual object, and the skill mark is controlled to be immediately displayed at its relative position with respect to the first virtual object.
[0088] In addition, during actual implementation, while the second virtual object is moving and the skill mark is not attached to the second virtual object, the distance between the actual position of the skill mark and the position of the second virtual object can be acquired in real time. When the distance between them is smaller than the radius of the attachment area (i.e., the attachment distance), the joystick device outputs a continuous attachment command for the second virtual object to the display device. In response to the continuous attachment command, the display device controls the skill mark to continue to attach to the second virtual object. That is, visually, the skill mark moves synchronously with the second virtual object, and when the distance between them exceeds the separation distance that allows the attachment function to be disabled, the joystick device outputs a separation command for the second virtual object to the display device. The display device controls the skill mark to separate from the second virtual object and display the skill mark at a position relative to the first virtual object. That is, visually, the skill mark separates from the second virtual object and is displayed at a position relative to the first virtual object.
[0089] When the virtual skill is a directional skill, if the skill mark is attached to the second virtual object and the second virtual object moves in the virtual scene, the included angle between the first connecting line between the instructed skill mark and the first virtual object and the second connecting line between the first virtual object and the second virtual object can be obtained in real time, where the first connecting line may be the connecting line between the theoretical actual position of the skill mark and the position of the first virtual object.
[0090] When the included angle between the first connecting line and the second connecting line is smaller than the attraction angle, the joystick device outputs a continuous attraction command for the second virtual object to the display device. In response to the continuous attraction command, the display device controls the skill mark so that it continues to be attracted to the second virtual object. That is, visually, the skill mark moves synchronously with the second virtual object, and when the included angle between them exceeds the attraction angle, the joystick device outputs a departure command for the second virtual object to the display device. The display device controls the skill mark so that it leaves the second virtual object and is displayed at a position relative to the first virtual object. That is, visually, the skill mark leaves the second virtual object and is displayed at a position relative to the first virtual object.
[0091] In some embodiments, after controlling the skill mark to adhere to the second virtual object, the display device can further control the skill mark to continue to adhere to the second virtual object in the following manner: display a screen in which the second virtual object moves in a virtual scene, display instruction information used to indicate a movement path of the second virtual object during the process of displaying the screen, and, based on the instruction information, control the skill mark to move according to the movement path indicated by the instruction information in response to a movement command for the skill mark triggered based on the joystick device, thereby causing the skill mark to continue to adhere to the second virtual object.
[0092] Here, while the second virtual object moves in the virtual scene, instruction information for the movement path of the second virtual object is displayed in real time, and the player can push a joystick in the joystick device used to control the movement of a skill mark according to the movement path of the second virtual object indicated by the instruction information. In response to the push operation, the joystick device outputs a movement command for the skill mark to the display device. In response to the movement command, the display device controls the skill mark to move according to the movement path indicated by the instruction information, so that the skill mark continues to adhere to the second virtual object. In actual application, the player can also push a joystick in the joystick device used to control the movement of a first virtual object. In response to the push operation, the joystick device outputs a displacement command for the first virtual object to the display device. In response to the displacement command, the display device controls the first virtual object to move according to the movement path indicated by the instruction information. Correspondingly, the skill mark also follows the first virtual object and moves according to the movement path instructed by the instruction information, thereby causing the skill mark to be continuously attached to the second virtual object.
[0093] In some embodiments, after controlling the skill mark to adhere to the second virtual object, the display device may further control the virtual object to be released to act on the second virtual object in the following manner: In response to a release command for the virtual skill triggered based on the joystick device, the display device controls the virtual skill to be released at a target position or along the movement direction of the first virtual object, thereby causing the released virtual skill to act on the second virtual object.
[0094] When a player presses a joystick in the joystick device that controls the release of a virtual skill, the joystick device outputs a release command for the virtual skill to the display device. After receiving the release command, the display device controls the first virtual object to release the virtual skill at the target position to which the skill mark has moved, or controls the first virtual object to release the virtual skill in the direction indicated by the skill mark, thereby controlling the released virtual skill to act on the second virtual object.
[0095] The above method controls the joystick device to move the skill mark in a release direction or to a release position that will release the user's desired virtual skill. Furthermore, regardless of whether the first or second virtual object is moving in the virtual scene, if the player pushes the joystick remote control with insufficient force or angle within the target area that can trigger automatic adhesion, the skill mark is controlled to adhere to the second virtual object located in the release direction or at the release position. This allows for accurate targeting of the second virtual object, improving targeting accuracy, man-machine interaction efficiency, and hardware resource utilization, while also providing the user with a more controlled experience.
[0096] An exemplary application of an embodiment of the present application in one practical application scenario will now be described. Taking a virtual scenario of playing a MOBA game on a game console (e.g., a handheld game console) and the types of virtual skills are point-selection skills and directional skills as an example, a method for controlling virtual skills in a virtual scenario provided by an embodiment of the present application will be described.
[0097] First, the architecture of a game machine (e.g., a handheld game machine) will be described. The terminal 100 in Fig. 2A is a game machine, which includes a display screen and a joystick device, where the display screen is used to output a moving game screen, and the joystick device (or gamepad) includes at least one joystick and at least one key, which is used to control a game character (virtual object) and virtual skills in the game screen displayed on the display screen.
[0098] Before using a virtual skill, a player can first set an assist mode for the virtual skill on the game console, thereby improving the efficiency of aiming at a target when releasing a virtual object with the assistance of the set assist mode. Referring to FIG. 5, FIG. 5 is a schematic diagram of an aim assist mode setting interface provided by an embodiment of the present application, which displays multiple aim assist modes, such as intelligent assist and sensitivity assist, that can be selected in the assist mode setting interface corresponding to a virtual skill possessed by a first virtual object. Here, intelligent assist is an assist mode corresponding to a method for controlling a virtual skill in a virtual scene provided by an embodiment of the present application. In this assist mode, for a virtual skill possessed by a first virtual object, when an indicator corresponding to the virtual skill (i.e., the skill mark) moves within a certain range from the target (i.e., the second virtual object), an automatic sticking aim function is triggered, i.e., the indicator is controlled to stick directly to the target, thereby achieving accurate aiming at the target.
[0099] Before using the assist mode, a trigger condition for triggering automatic sticking can be set. For example, for a point-selection skill, a sticking distance that triggers the indicator to stick to the target and a departure distance that triggers the indicator to move away from the target can be set. For a directional skill, a sticking angle that triggers the indicator to stick to the target and a departure angle that triggers the indicator to move away from the target can be set. Next, point-selection skills and directional skills will be described.
[0100] 1. Point-selection skills
[0101] Referring to Figure 6, Figure 6 is a schematic diagram of the principle of an indicator provided by an embodiment of the present application adhering to a target. Assuming that the player always pushes the joystick to the left (Figure A), without the automatic adhesive aim function, the indicator will always move in the direction of pushing the joystick (Figure B). With the automatic adhesive aim function, if the target is within the adhering range (e.g., the distance between the center of the skill mark and the center of the target is shorter than the adhering distance), the indicator will break away from its existing movement trajectory and adhere to the target, i.e., the center point of the indicator will immediately overlap with the center point of the target (Figure C).
[0102] 7, which is a schematic diagram of a display interface in which an indicator adheres to a target provided by an embodiment of the present application. When a player presses a key corresponding to a point-selection skill using a joystick device on a game machine, the game machine displays a first virtual object and an indicator of the point-selection skill on a display screen in response to the key pressing operation. When the player controls the movement of the indicator using the joystick device, if the target (the second virtual object) is located within the adhesion area, the indicator is controlled to adhere to the target. Furthermore, during the process of the indicator adhering to the target, even if at least one of the player, the target, and the joystick moves, if the target is still within the adhesion area, the indicator is controlled to continue adhering to the target. If the target is not within the adhesion range, the indicator is controlled to move away from the adhesion target and to be displayed at a position relative to the player.
[0103] Referring to Fig. 8, Fig. 8 is a schematic diagram showing the flow of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application. Next, in conjunction with Fig. 8, the flow of applying this method to point-selection skills will be described.
[0104] Step 201: The game machine receives a pressing operation on a key corresponding to a point-selection skill.
[0105] Here, when the player presses a key on the joystick device corresponding to a point selection skill, the game machine responds to the pressing operation by determining the point selection skill selected by the player and displaying an indicator corresponding to the point selection skill on the display screen.
[0106] Step 202: Detect whether the point selection type skill is canceled.
[0107] In practical application, whether the point selection skill is canceled can be determined by detecting whether the player presses the key on the joystick device used to cancel the point selection skill. If the point selection skill is canceled, the flow ends; if the point selection skill is not canceled, step 203 is executed.
[0108] Step 203: Detect whether a joystick push signal is received.
[0109] In practical application, whether a joystick push signal is received is determined by detecting whether the player pushes the joystick of the joystick device. When a joystick push signal is received, step 204 is executed; otherwise, step 202 is executed.
[0110] Step 204: It is detected whether the indicator is attached to the target.
[0111] Here, if the indicator does not adhere to the target, step 205 is executed; otherwise, step 206 is executed.
[0112] Step 205: Determine the target that needs to be attracted.
[0113] Referring to FIG. 9, FIG. 9 is a schematic diagram of determining an attraction target provided by an embodiment of the present application. In actual implementation, a target is searched for on the side of the pushing direction in which the player pushes the joystick. When there are multiple candidate targets on the side of the pushing direction, the distance between the indicator and each candidate target is obtained, and the candidate target whose distance is shorter than the attraction distance can be selected as the target to be attracted. When there are multiple targets to be attracted, the target with the lowest attribute value, such as hit points, energy value, life value, or magic point, can be selected as the target to be ultimately attracted.
[0114] Step 206: The indicator is controlled so as to adhere to the target.
[0115] Step 207: Determine whether the withdrawal conditions are met.
[0116] Here, when the distance traveled by the player operating the joystick is less than the departure distance, it is considered that the indicator does not satisfy the departure condition for leaving the target, so step 206 is executed, i.e., the indicator is controlled so that it continues to adhere to the target. When the distance traveled by the player operating the joystick exceeds the departure distance, it is considered that the indicator satisfies the departure condition for leaving the target, so step 208 is executed.
[0117] Step 208: The indicator is controlled to move away from the target.
[0118] When a departure condition for the indicator to leave the target is satisfied, the indicator is controlled to leave the attraction target and is displayed at a default position in the virtual scene, which may be a position in the virtual scene that has a fixed relative positional relationship with the virtual object controlled by the player, or the default position may be a fixed position in the virtual scene.
[0119] 2. Directional skills
[0120] Referring to Figure 10, Figure 10 is a schematic diagram of the principle of an indicator adhering to a target provided by an embodiment of the present application. Before the automatic adsorption aiming function is triggered, the orientation of the indicator and the orientation of the joystick are consistent (Figure A). After the automatic adsorption aiming function is triggered, the joystick does not actually change direction, but the orientation of the indicator deviates from the orientation of the joystick and overlaps with the center point of the target (Figure B), i.e., the indicator is controlled to adhere to the target. The automatic adsorption process occurs almost instantaneously, and the player sees the indicator suddenly aim at the target, providing very clear feedback, both visually and tactilely.
[0121] Referring to FIG. 11, FIG. 11 is a schematic diagram of a display interface in which an indicator adheres to a target provided by an embodiment of the present application. When a player presses a key corresponding to a directional skill using a joystick device on a game machine, the game machine displays a first virtual object and an indicator of the directional skill on the display screen in response to the key pressing operation. When the player controls the movement of the indicator using the joystick device, if the target is located within the adhesion angle region (i.e., the target region), the indicator is controlled to adhere to the target. Furthermore, during the process of the indicator adhering to the target, even if at least one of the player, the target, and the joystick moves, if the target is still within the adhesion angle region, the indicator is controlled to continue adhering to the target. If the target is not within the adhesion angle region, the indicator is controlled to move away from the adhesion target and to display the indicator at a position relative to the player.
[0122] In practice, please refer to Fig. 12, which is a schematic diagram showing the flow of the method for controlling virtual skills in a virtual scene provided by an embodiment of the present application. Next, in conjunction with Fig. 12, the flow of applying this method to directional skills will be described.
[0123] Step 301: The game machine receives a pressing operation on a key corresponding to a directional skill.
[0124] Here, when the player presses a key on the joystick device corresponding to a point selection skill, the game machine responds to the pressing operation by determining the directional skill selected by the player and displaying an indicator corresponding to the directional skill on the display screen.
[0125] Step 302: Detect whether the directional skill is canceled.
[0126] In practical application, whether the directional skill is canceled can be determined by detecting whether the player presses the key on the joystick device used to cancel the directional skill. If the directional skill is canceled, the flow ends; if the directional skill is not canceled, step 303 is executed.
[0127] Step 303: Detect whether a joystick push signal is received.
[0128] In actual application, whether a joystick push signal is received can be determined by detecting the player's push on the joystick of the joystick device, and if a joystick push signal is received, step 304 is executed; otherwise, step 302 is executed.
[0129] Step 304: It is detected whether the indicator is attached to the target.
[0130] Here, when the indicator is not attached to the target, step 305 is executed; otherwise, step 306 is executed.
[0131] Step 305: Determine the target that needs to be attracted.
[0132] In practice, please refer to Figure 13, which is a schematic diagram of determining an attraction target provided by an embodiment of the present application. A search for a target is started in the steering area corresponding to the player's joystick push direction from the indicator position, and when there are multiple targets in the steering area, the target with the smallest included angle with the indicator (angle > 0) is selected as the target that needs to be attracted.
[0133] Step 306: Control is performed so that the indicator adheres to the target.
[0134] Step 307: Determine whether the withdrawal conditions are met.
[0135] Here, when the movement angle by which the player moves by operating the joystick is smaller than the angle threshold (i.e., the above-mentioned adhesion angle), it is considered that the condition for the indicator to leave the target is not met, so step 306 is executed, i.e., the indicator is controlled so that it continues to adhere to the target. When the movement angle by which the player moves by operating the joystick exceeds the angle threshold, it is considered that the condition for the indicator to leave the target is met, so step 308 is executed.
[0136] Step 308: The indicator is controlled to move away from the target.
[0137] Here, when the indicator satisfies the condition for leaving the target, the indicator is controlled to leave the attraction target, and the indicator is controlled to be displayed at a default position for the player.
[0138] In this manner, the joystick device controls the movement direction of the indicator, and when the target is located within a target area that can trigger the automatic sticking aiming function during the process of the indicator's movement, the indicator is controlled to automatically stick to the target, thereby maximizing the efficiency of aiming, the efficiency of man-machine interaction, and the utilization rate of hardware resources, and enhancing the sense of confirmation of aiming and the feel of the hand, reducing the discomfort of playing MOBA games on a game console, helping novice players to get through the beginner stage more smoothly, and increasing player retention for the game console.
[0139] The following is a description of an exemplary structure of the control device 555 for virtual skills in a virtual scene provided by the embodiments of the present application, which is implemented as a software module. In some embodiments, as shown in FIG. 14, FIG. 14 is a structural schematic diagram of the control device for virtual skills in a virtual scene provided by the embodiments of the present application. The software modules of the control device for virtual skills in a virtual scene 555 stored in the memory 550 in FIG. 3 include: an auxiliary display module 5551 arranged to display a first virtual object in a virtual scene and / or a skill mark of a virtual skill possessed by the first virtual object; a movement control module 5552 arranged to control the skill mark to move in the virtual scene in response to a movement command for the skill mark, wherein the movement command is triggered by a joystick device; The skill mark may include an adhesion control module 5553 that is arranged to control the skill mark to adhere to the second virtual object when a second virtual object is present within the target area during the process of the skill mark moving, and to control the virtual skill to act on the second virtual object when the virtual skill is released during the process of the skill mark adhering to the second virtual object.
[0140] In some embodiments, the device comprises: A circumferential area having a center at the position where the skill mark is located and a radius at the target distance is acquired, and the circumferential area is determined as the target area; and a determination module configured to obtain a distance between a position where the skill mark is located and a position where the second virtual object is located, and determine that the second virtual object is present within a target area corresponding to the virtual skill when the distance does not exceed the radius.
[0141] In some embodiments, the device comprises: In response to a displacement command for the first virtual object, control the first virtual object to move in the virtual scene; The device further includes a continuous adsorption control module configured to acquire a distance between the first virtual object and the second virtual object during the process of the first virtual object moving, and to control the skill mark to continuously adhere to the second virtual object when the distance does not exceed a distance threshold.
[0142] In some embodiments, the device comprises: When the distance exceeds the distance threshold, the skill mark is controlled to move away from the second virtual object; and The virtual scene further includes an attachment / detachment module configured to control the skill mark to be displayed at a default position in the virtual scene.
[0143] In some embodiments, the determination module further obtains a sectorial area having a position where the first virtual object is located as a circle center, a target distance as a radius, and a target angle as a central angle, and determines the sectorial area as a target area corresponding to the virtual skill; obtaining a first connecting line between the first virtual object and the skill mark and a second connecting line between the first virtual object and the second virtual object; An included angle between the first connecting line and the second connecting line is obtained, and when the included angle does not exceed an included angle threshold and the length of the second connecting line does not exceed a length threshold, it is determined that the second virtual object exists within a target area corresponding to the virtual skill.
[0144] In some embodiments, the movement control module is further arranged to control the skill mark to move at a target angular velocity in response to a movement command for the skill mark.
[0145] In some embodiments, the movement command may be triggered by a joystick device or a touch control operation on the screen of a display device, and the skill mark may move at a target angular velocity toward a target position indicated by the movement operation.
[0146] the apparatus further includes a speed adjustment module arranged to receive an angular velocity adjustment command for the skill mark, the angular velocity adjustment command being triggered by pushing the joystick device along a direction indicated by the skill mark; In response to the angular velocity adjustment command, when the orientation of the joystick of the joystick device does not match the orientation of the skill mark, the target angular velocity at which the skill mark rotates is adjusted, thereby controlling the skill mark to rotate at the adjusted target angular velocity until the orientation of the joystick matches the orientation of the skill mark.
[0147] In some embodiments, the continuous adhesion control module further controls the first virtual object to move in the virtual scene in response to a displacement command for the first virtual object triggered based on the joystick device; updating a target area corresponding to the virtual skill in accordance with the movement of the first virtual object; The skill mark is arranged to control the skill mark to continue to be attached to the second virtual object when the second virtual object still exists within the updated target area.
[0148] In some embodiments, the device comprises: The device further includes an adhesion switching module that is arranged to control the skill mark to switch from being attached to the second virtual object to being attached to the third virtual object when the second virtual object does not exist within the updated target area and a third virtual object different from the second virtual object exists within the updated target area.
[0149] In some embodiments, the detachment / adhesion module is further configured to receive a detachment command for the second virtual object transmitted from the joystick device while the skill mark is adsorbed to the second virtual object; Here, the departure command is triggered based on a push operation on the joystick device, and the push operation causes the distance between the theoretical movement position of the skill mark and the second virtual object to reach a distance threshold, and controls the skill mark to leave the second virtual object in response to the departure command.
[0150] In some embodiments, the device comprises: displaying a screen in which the second virtual object moves in the virtual scene; In the process of displaying the screen, when the second virtual object is present in a target area corresponding to the virtual skill, control is performed so that the skill mark is continuously attached to the second virtual object; The virtual skill control device further includes a mark control module arranged to control the skill mark to leave the second virtual object when the second virtual object moves out of a target area corresponding to the virtual skill.
[0151] In some embodiments, the attachment / detachment module further displays a screen on which the second virtual object moves in the virtual scene; In the process of displaying the screen, the skill mark is controlled to move in accordance with the second virtual object; The skill mark is arranged to be controlled to move away from the second virtual object when the distance between the first virtual object and the second virtual object exceeds a distance threshold during the process in which the skill mark moves in accordance with the second virtual object.
[0152] In some embodiments, the continuous adsorption control module further displays a screen on which the second virtual object moves in the virtual scene; displaying instruction information used to indicate a movement path of the second virtual object in the process of displaying the screen; Based on the instruction information, in response to a movement command for the skill mark triggered based on the joystick device, the skill mark is controlled to move according to the movement path instructed by the instruction information, thereby positioning the skill mark so that it is continuously attached to the second virtual object.
[0153] In some embodiments, when the number of the second virtual objects is plural, the suction control module further acquires distances between a position where the skill mark is located and a position where each of the second virtual objects is located; The second virtual object whose distance is shorter than the target distance is selected, and the skill mark is controlled so as to be attracted to the selected second virtual object.
[0154] In some embodiments, when the number of the second virtual objects is plural, the suction control module further acquires attribute values of the second virtual objects, respectively; The skill mark is arranged to select a second virtual object whose attribute value is lower than the target attribute value, and to control the skill mark to stick to the selected second virtual object.
[0155] In some embodiments, the device comprises: The virtual object control device further includes a skill release module configured to, in response to a release command for the virtual skill triggered based on the joystick device, control the virtual skill to be released at a target position where the first virtual object moves or along the movement direction, thereby applying the released virtual skill to the second virtual object.
[0156] An embodiment of the present application provides a computer program product or a computer program, the computer program product or the computer program including computer instructions stored in a computer-readable storage medium, a processor of a computing device reading the computer instructions from the computer-readable storage medium, and the processor executing the computer instructions, causing the computing device to perform the method for controlling a virtual skill in a virtual scene described in an embodiment of the present application.
[0157] An embodiment of the present application provides a computer-readable storage medium having executable instructions stored thereon, where the executable instructions, when stored and executed by a processor, cause the processor to perform a method for controlling a virtual skill in a virtual scene provided by an embodiment of the present application.
[0158] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, or may be any device including one or any combination of the above memories.
[0159] In some embodiments, the executable instructions take the form of a program, software, software module, script, or code, which may be written in any type of programming language (including a compiled or interpreted language, or a declarative or procedural language), and which may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0160] As an example, the executable instructions may, but need not, correspond to a file in a file system and may be stored as part of a file that stores other programs or data, for example, in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program under consideration, or in multiple cooperating files (e.g., files in which one or more modules, subroutines, or code portions are stored).
[0161] As an example, the executable instructions may be deployed to execute on one computing device, or on multiple computing devices located at one location, or even on multiple computing devices distributed across multiple locations and connected to each other via a communications network.
[0162] The above is merely an example of the present application and is not intended to limit the scope of protection of the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and scope of the present application shall be included within the scope of protection of the present application. [Explanation of symbols]
[0163] 110 display screen 120 Joystick Devices 200 Display equipment 200 Joystick Devices 500 Electronic equipment 510 processor 520 network interface 530 User Interface 531 Output Device 532 Input Device 540 Bus System 550 memory 5551 Auxiliary Display Module 5552 Movement Control Module 5553 Adsorption Control Module
Claims
1. A method for controlling a virtual skill in a virtual scene, executed by an electronic device, comprising: displaying a first virtual object in a virtual scene and a skill mark of a virtual skill possessed by the first virtual object; controlling the skill mark to move in the virtual scene in response to a movement command for the skill mark, the movement command being triggered by a joystick device; a step of controlling the skill mark so that, when a second virtual object exists within a target area during the process of the skill mark moving, the skill mark is attracted to the second virtual object regardless of a push operation on the joystick device; a step of controlling the virtual skill to act on the second virtual object when the virtual skill is released while the skill mark is attached to the second virtual object; A method comprising:
2. In the process of the skill mark moving, when a second virtual object exists within a target area, before the step of controlling the skill mark to adhere to the second virtual object, A step of acquiring a circumferential area having a center at the position where the skill mark is located and a radius of the circumferential area being the target distance, and determining the circumferential area as the target area; obtaining a distance between a position where the skill mark is located and a position where the second virtual object is located, and determining that the second virtual object is present within a target area corresponding to the virtual skill when the distance does not exceed the radius; The method of claim 1 further comprising:
3. In the process of the skill mark moving, when a second virtual object exists within a target area, after a step of controlling the skill mark so that it adheres to the second virtual object, controlling the first virtual object to move in the virtual scene in response to a displacement command for the first virtual object; a step of acquiring a distance between the first virtual object and the second virtual object during the process of the first virtual object moving, and controlling the skill mark to continue to be attached to the second virtual object when the distance does not exceed a distance threshold; The method of claim 2 further comprising:
4. The method described in claim 3, further comprising the step of controlling the skill mark to move away from the second virtual object when the distance exceeds the distance threshold, and controlling the skill mark to be displayed at a default position in the virtual scene.
5. In the process of the skill mark moving, when a second virtual object exists within a target area, before the step of controlling the skill mark to adhere to the second virtual object, acquiring a sectorial area having a position where the first virtual object is located as a circle center, a target distance as a radius, and a target angle as a central angle, and determining the sectorial area as the target area; obtaining a first connecting line between the first virtual object and the skill mark and a second connecting line between the first virtual object and the second virtual object; obtaining an included angle between the first connecting line and the second connecting line, and determining that the second virtual object exists within the target area when the included angle does not exceed an included angle threshold and the length of the second connecting line does not exceed a length threshold; The method of claim 1 further comprising:
6. The step of controlling the skill mark to move in the virtual scene in response to a movement command for the skill mark comprises: a step of controlling the skill mark to move at a target angular velocity in the virtual scene in response to a movement command for the skill mark; In the process of moving the skill mark, when a second virtual object exists within a target area, after a step of controlling the skill mark to be attracted to the second virtual object, receiving an angular velocity adjustment command for the skill mark, the angular velocity adjustment command being triggered by pushing the joystick device along a direction indicated by the skill mark; adjusting a target angular velocity at which the skill mark rotates when an orientation of the joystick device does not match an orientation of the skill mark in response to the angular velocity adjustment command; a step of controlling the skill mark to rotate at the adjusted target angular velocity until the orientation of the joystick device matches the orientation of the skill mark; The method of claim 5 further comprising:
7. In the process of the skill mark moving, when a second virtual object exists within a target area, after a step of controlling the skill mark to adhere to the second virtual object, controlling the first virtual object to move in the virtual scene in response to a displacement command for the first virtual object; updating the target area in accordance with the movement of the first virtual object; a step of controlling the skill mark so that it continues to be attracted to the second virtual object when the second virtual object still exists within the updated target area; The method of claim 1 further comprising:
8. The method described in claim 7, further comprising a step of controlling the skill mark to switch from being adsorbed to the second virtual object to being adsorbed to the third virtual object when the second virtual object does not exist within the updated target area and a third virtual object different from the second virtual object exists.
9. In the process of the skill mark moving, when a second virtual object exists within a target area, after a step of controlling the skill mark to adhere to the second virtual object, receiving a departure command for the second virtual object while the skill mark is adsorbed to the second virtual object, The departure command is triggered based on the push operation, and the push operation causes a distance between the moving position of the skill mark and the second virtual object to reach a distance threshold; controlling the skill mark to leave the second virtual object in response to the leave command; The method of claim 1 further comprising:
10. In the process of the skill mark moving, when a second virtual object exists within a target area, after a step of controlling the skill mark so that it adheres to the second virtual object, displaying a screen in which the second virtual object moves in the virtual scene; In the process of displaying the screen, when the second virtual object is present in the target area, controlling the skill mark so that it continues to adhere to the second virtual object; a step of controlling the skill mark to separate from the second virtual object when the second virtual object moves outside the target area; The method of claim 1 further comprising:
11. In the process of the skill mark moving, when a second virtual object exists within a target area, after a step of controlling the skill mark so that it adheres to the second virtual object, displaying a screen in which the second virtual object moves in the virtual scene; In the process of displaying the screen, controlling the skill mark to move in accordance with the second virtual object; a step of controlling the skill mark to move away from the second virtual object when a distance between the first virtual object and the second virtual object exceeds a distance threshold during the process of the skill mark moving to follow the second virtual object; The method of claim 1 further comprising:
12. In the process of the skill mark moving, when a second virtual object exists within a target area, after a step of controlling the skill mark to adhere to the second virtual object, displaying a screen in which the second virtual object moves in the virtual scene; a step of displaying instruction information in the process of displaying the screen, the instruction information being used to indicate a movement path of the second virtual object; a step of controlling the skill mark to move according to the movement path in response to a movement command for the skill mark based on the instruction information; The method of claim 1 further comprising:
13. In the process of the skill mark moving, when a second virtual object exists in a target area, the step of controlling the skill mark to adhere to the second virtual object includes: When the number of the second virtual objects is plural, acquiring a distance between the skill mark and each of the second virtual objects; selecting a second virtual object whose distance is shorter than a target distance, and controlling the skill mark to be attracted to the selected second virtual object; The method of claim 1 , comprising:
14. In the process of the skill mark moving, when a second virtual object exists within a target area, the step of controlling the skill mark to adhere to the second virtual object comprises: When the number of the second virtual objects is plural, acquiring attribute values of each of the second virtual objects; selecting a second virtual object whose attribute value is lower than a target attribute value, and controlling the skill mark to be attracted to the selected second virtual object; The method of claim 1 , comprising:
15. In the process of the skill mark moving, when a second virtual object exists within a target area, after a step of controlling the skill mark so that it adheres to the second virtual object, In response to a release command for the virtual skill, controlling the first virtual object to release the virtual skill at a target position; or controlling the first virtual object to release the virtual skill along a moving direction; The method of claim 1 further comprising:
16. A control device for a virtual skill in a virtual scene, comprising: an auxiliary display module arranged to display a first virtual object in a virtual scene and a skill mark of a virtual skill possessed by the first virtual object; a movement control module arranged to control the skill mark to move in the virtual scene in response to a movement command for the skill mark, the movement command being triggered by a joystick device; An adsorption control module, When a second virtual object is present within a target area during the process of the skill mark moving, the skill mark is controlled to be attracted to the second virtual object regardless of a push operation performed on the joystick device; an adsorption control module that controls the virtual skill to act on the second virtual object when the virtual skill is released while the skill mark is being adsorbed to the second virtual object; 1. An apparatus comprising:
17. An electronic device, a memory arranged to store executable instructions; a processor arranged to implement the method of any one of claims 1 to 15 when executing executable instructions stored in said memory; Electronic devices, including:
18. A computer program which, when executed by a processor, implements a method according to any one of claims 1 to 15.