Methods, apparatuses, devices, and computer programs for controlling virtual objects

JP2026009123A5Pending Publication Date: 2026-07-07TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-09-26
Publication Date
2026-07-07

AI Technical Summary

Technical Problem

In competitive games, the selection of a target virtual object for attack lacks directionality and stability due to real-time determination based on the virtual scene, leading to inconsistent target choices.

Method used

A method and apparatus that utilize a target aiming function and operation information to determine a stable attack target based on the activation of a function trigger widget, ensuring consistent target selection regardless of virtual scene changes.

Benefits of technology

The solution provides directional and stable target selection by determining the attack target based on the target aiming function and operation information, maintaining consistency even with changing virtual scenes.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method, apparatus, device and storage medium for controlling a virtual object are provided. [Solution] The method includes the steps of displaying a virtual battle interface, obtaining a first operation signal corresponding to a function trigger widget, receiving a first trigger operation for the function trigger widget, and determining a first virtual object among n virtual objects as an attack target based on operation information of the first trigger operation in response to the first trigger operation satisfying an activation condition. In related art, the target virtual object is determined in real time each time depending on the current virtual scene situation, so the determined target virtual object may differ depending on the virtual scene. In contrast, the technical solution provided in the embodiment of the present application directly determines the attack target based on the target aiming function of the function trigger widget and attribute information of the operation signal, so that the attack target can have directionality and stability even when the virtual scene changes.
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Description

[Technical Field]

[0001] Cross-reference to related art This application claims priority from a Chinese patent application bearing application number 202010297051.0, filed on April 15, 2020, for "Virtual object control method, apparatus, device and storage medium," the entire contents of which are incorporated herein by reference.

[0002] TECHNICAL FIELD The present application relates to the field of computer technology, and more particularly to a method, apparatus, device, and storage medium for controlling a virtual object. [Background technology]

[0003] A competitive game is a game in which multiple user accounts compete in the same scene. Optionally, the competitive game may be a multiplayer online battle arena game (MOBA).

[0004] In related technology, in a game battle, a target virtual object is searched for in real time as an attack target according to pre-set enemy selection rules, and the target virtual object is determined in real time each time based on the current situation of the virtual scene, so the determined target virtual object may differ depending on the virtual scene.

[0005] In the above related art, the determined target virtual object may differ depending on the virtual scene, so the target selection result lacks directionality and stability. Summary of the Invention [Means for solving the problem]

[0006] The embodiments of the present application provide a method, apparatus, device, and storage medium for controlling a virtual object, which can achieve directional and stable target selection results.

[0007] In one aspect, an embodiment of the present application provides a method for controlling a virtual object applied to a terminal, the method comprising: displaying a virtual battle interface including n virtual objects (where n is a positive integer) and a function trigger widget for triggering an attack function against the virtual objects; receiving a first trigger operation on the function trigger widget; and a step of determining, in response to the first trigger operation satisfying an activation condition, a first virtual object among the n virtual objects as the attack target based on operation information of the first trigger operation, wherein the operation information is information obtained based on an activated target aiming function, and the target aiming function is for selecting an attack target for the attack function.

[0008] In another aspect, embodiments of the present application comprise: an interface display module for displaying a virtual battle interface including n virtual objects (where n is a positive integer) and a function trigger widget for triggering an attack function against the virtual objects; an operation receiving module for receiving a first trigger operation on the function trigger widget; and a target determination module for determining a first virtual object among the n virtual objects as the attack target based on operation information of the first trigger operation in response to the first trigger operation satisfying an activation condition, the operation information being information acquired based on a target aiming function, and the target aiming function being for selecting an attack target for the attack function.

[0009] In another aspect, an embodiment of the present application provides a computer device including a processor and a memory storing at least one command, at least a portion of a program, a code set, or a command set, wherein the at least one command, the at least a portion of the program, the code set, or the command set is loaded and executed by the processor to realize the method for controlling a virtual object described in the above aspect.

[0010] The computing devices include terminals and servers.

[0011] In another aspect, an embodiment of the present application provides a computer-readable storage medium having stored thereon at least one command, at least a portion of a program, a code set, or a command set, the at least one command, the at least a portion of a program, the code set, or the command set being loaded and executed by a processor to realize the method for controlling a virtual object described in the above aspect.

[0012] In another aspect, there is provided a computer program product or a computer program comprising computer instructions stored on a computer-readable storage medium, wherein a processor in a computing device reads and executes the computer instructions from the computer-readable storage medium, thereby causing the computing device to perform the method for controlling a virtual object according to any one of the preceding embodiments.

[0013] The technical solutions provided in the embodiments of the present application can have the following beneficial effects:

[0014] The present invention activates the target aiming function of a functional trigger widget and determines a virtual object to be an attack target from multiple virtual objects based on the attribute information of an operation signal. In related art, the target virtual object is determined in real time each time according to the current virtual scene situation, so the determined target virtual object may differ depending on the virtual scene. In contrast, the technical solution provided in the embodiment of the present application directly determines the attack target based on the target aiming function of the functional trigger widget and the attribute information of the operation signal, so that the determined attack target does not change even when the virtual scene changes, and the attack target has directionality and stability.

[0015] In order to more clearly explain the technical solutions in the embodiments of the present application, the following briefly introduces the drawings necessary for describing the embodiments. The drawings in the following description are only some embodiments of the present application, and it is obvious to those skilled in the art that other drawings can be obtained based on these drawings without any creative efforts. [Brief explanation of the drawings]

[0016] [Figure 1] 1 is a schematic diagram of an implementation environment provided in one embodiment of the present application. [Figure 2] FIG. 1 is a schematic diagram of the structure of a terminal provided in an embodiment of the present application; [Figure 3] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application; [Figure 4] 1 illustrates a schematic diagram of one function trigger widget of the present application. [Figure 5] 1 illustrates a schematic diagram of one virtual battle interface of the present application. [Figure 6] 10 is a flowchart of a method for controlling a virtual object provided in another embodiment of the present application; [Figure 7] 1 illustrates a schematic diagram of another virtual battle interface of the present application. [Figure 8] 1 illustrates a schematic diagram of one goal cancellation widget of the present application. [Figure 9] 1 illustrates a schematic diagram of another virtual battle interface of the present application. [Figure 10] 1 illustrates a schematic diagram of another virtual battle interface of the present application. [Figure 11] 1 illustrates a flowchart of a method for controlling a virtual object provided in an embodiment of the present application. [Figure 12] 1 illustrates a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. [Figure 13] FIG. 1 is a block diagram of an attack target determination device provided in an embodiment of the present application; [Figure 14] FIG. 10 is a block diagram of an attack target determination device provided in another embodiment of the present application. [Figure 15] FIG. 2 is a block diagram of the structure of a terminal provided in one embodiment of the present application; [Figure 16] FIG. 1 is a schematic diagram of a server structure provided in an embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION

[0017] In order to make the objectives, technical solutions and advantages of the present application clearer, the following describes the embodiments of the present application in more detail with reference to the drawings.

[0018] First, terms related to the embodiments of the present application will be briefly explained.

[0019] 1. Virtual Scene A virtual scene, also called a virtual environment, is a scene displayed (or provided) when a client of an application (e.g., a game application) is executed on a terminal. The virtual scene refers to a scene created for virtual objects to perform an activity (e.g., a game competition), and may be, for example, a virtual house, a virtual island, a virtual map, etc. The virtual scene may be a simulation scene of the real world, a scene that combines semi-simulation and semi-fiction, or a completely fictional scene. The virtual scene may be a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene. The embodiments of the present application are not limited to these.

[0020] 2. Virtual Objects A virtual object refers to a virtual character controlled by a user account on an application. For example, if the application is a game application, a virtual object refers to a game character controlled by a user account on the game application. A virtual object may be in the form of a human, an animal, an animated character, or another form, but this is not limited to this embodiment. A virtual object may be represented in a three-dimensional form or a two-dimensional form, but this is not limited to this embodiment.

[0021] Depending on the game application, the operations that the virtual object controlled by the user account can perform may also vary. For example, in a shooting game application, the user account may control the virtual object to perform operations such as shooting, running, jumping, picking up a firearm, changing a firearm, and loading a firearm.

[0022] Of course, there are other types of applications besides game applications that can present virtual objects to a user and provide functions corresponding to the virtual objects. Examples include AR (Augmented Reality) applications, social applications, and interactive entertainment applications, but the embodiments of the present application are not limited to these. Furthermore, depending on the application, the form of the virtual objects provided and the corresponding functions also vary, and these may be preset according to actual needs, but the embodiments of the present application are not limited to these.

[0023] 3. Normal Attack An attack refers to a change in the attribute value of another virtual object when a virtual object in a virtual environment triggers a function on the other virtual object. For example, the attribute value of a virtual object may include hit points. In this case, an attack refers to a decrease in the hit points of the virtual object after a virtual object triggers a function on the other virtual object. A normal attack is an attack method of a virtual object that is installed by default in a virtual scene. That is, a normal attack does not need to be triggered by a skill setting, and does not require the consumption of additional attributes such as power points or mana points when triggered. In some embodiments, a normal attack does not have a cooldown time and can be triggered continuously. Optionally, a virtual object may trigger a skill attack in a virtual scene that has a greater attack effect than a normal attack.

[0024] 1 is a schematic diagram of an implementation environment provided in one embodiment of the present application. The implementation environment may include a terminal 10 and a server 20.

[0025] The terminal 10 may be, for example, a mobile phone, a personal computer (PC), a tablet computer, an e-book reader, an electronic game console, a Moving Picture Experts Group Audio Layer IV (MP4) player, or the like.

[0026] A game application client, such as a shooting game application client, may be installed on the terminal 10. The shooting game application may be any one of a first-person shooter (FPS) game application, a third-person shooter (TPS) game application, a multiplayer online battle arena (MOBA) game application, a multiplayer gun battle survival game application, etc. Optionally, the game application may be a standalone version application, such as a standalone version 3D game application, or a network online version application.

[0027] The server 20 is for providing background services to clients of an application (e.g., a game application) on the terminal 10. For example, the server 20 may be a background server for the above application (e.g., a game application). The server 20 may be a single server, a server cluster consisting of multiple servers, or a cloud computing service center.

[0028] The terminal 10 and the server 20 can communicate with each other via a network 30. The network 30 may be a wired network or a wireless network.

[0029] In the method embodiment of the present application, each step may be performed by a terminal. Figure 2 shows a schematic diagram of the structure of a terminal provided in one embodiment of the present application. The terminal 10 may include a main board 110, an external output / input device 120, a memory 130, an external interface 140, a touch system 150, and a power supply 160.

[0030] The main board 110 incorporates processing elements such as a processor and a controller.

[0031] The external output / input devices 120 may include a display component (eg, a display screen), an audio playback component (eg, a speaker), an audio collection component (eg, a microphone), various buttons, and the like.

[0032] The memory 130 stores program code and data.

[0033] The external interface 140 may include an earphone interface, a charging interface, a data interface, and the like.

[0034] The touch system 150 may be incorporated into a display component or a button of the external output / input device 120. The touch system 150 is for detecting a touch operation performed by a user on the display component or a button.

[0035] The power supply 160 is for supplying power to the other components in the terminal 10 .

[0036] In an embodiment of the present application, the processor on the main board 110 may generate a user interface (e.g., a game interface) by executing or calling program codes and data stored in the memory, and display the generated user interface (e.g., a game interface) via the external output / input device 120. During the display of the user interface (e.g., a game interface), the touch system 150 may detect touch operations made by a user when interacting with the user interface (e.g., a game interface) and respond to the touch operations.

[0037] The following will introduce and explain the technical solution of the present application through several embodiments.

[0038] 3 shows a flowchart of a virtual object control method provided in an embodiment of the present application. The method is described by taking as an example a case where the method is applied to the terminal shown in FIG. 1. For example, the method is applied to a game application installed and executed on the terminal. The method includes the following steps:

[0039] Step 301: Display the virtual battle interface.

[0040] In some embodiments, a user runs a game application installed on a terminal, and the virtual battle interface is displayed in the game application. The virtual battle interface is for displaying an interactive game environment for controlling virtual objects provided by the game to the user. That is, the virtual battle interface is a game battle interface displayed in the game application.

[0041] The virtual battle interface includes a virtual environment screen for observing a virtual environment and a widget layer located on the virtual environment screen. The virtual environment screen includes n virtual objects in a game scene, where n is a positive integer. The widget layer includes a function trigger widget. In some embodiments, the function trigger widget is for triggering a normal attack on a virtual object, and the function trigger widget is for triggering a normal attack of a master virtual object on another virtual object, and the master virtual object is a virtual object currently controlled by the terminal.

[0042] Optionally, the virtual environment screen further includes other elements in the virtual environment, such as virtual buildings, virtual items, virtual objects, etc. The widget layer further includes other operation widgets, such as a joystick widget and a skill release widget. The joystick widget is an operation widget for controlling the movement of a master virtual object, and the skill release widget is an operation widget for controlling the skill release of the master virtual object. A plurality of such skill release widgets may be included.

[0043] Optionally, the above-mentioned n virtual objects are divided into different teams (or camps, groups, etc.). Virtual objects belonging to different teams are in a rivalry relationship with each other, and conversely, virtual objects belonging to the same team are in a teammate relationship with each other. For example, when 10 users participate in the same game match, the 10 users may form multiple different teams. For example, each team may include 5 users, and for one team, the virtual objects controlled by the 5 users in that team are in a rivalry relationship with the virtual objects controlled by the users in the other team, and conversely, the virtual objects controlled by the 5 users in that team are teammates with each other.

[0044] Step 302: Receive a first trigger operation for a function trigger widget.

[0045] In some embodiments, the user operates a function trigger widget in the virtual battle interface, and in response, the game application obtains an operation signal corresponding to the function trigger widget.

[0046] In some embodiments, the first trigger operation includes at least one of a single click operation, a double click operation, a press operation, a drag operation, a slide operation, etc., but the embodiments of the present application are not limited thereto.

[0047] Step 303: In response to the first trigger operation satisfying the activation condition, a first virtual object among the n virtual objects is determined as an attack target based on operation information of the first trigger operation.

[0048] In some embodiments, when a first trigger operation is received, a target aiming function is activated in response to the first trigger operation satisfying an activation condition. That is, the operation information is information obtained based on the activated target aiming function, and the target aiming function is for selecting an attack target for a normal attack. Aiming is a process of giving direction to an attack when attacking in a virtual environment. Aiming may mean designating a virtual object in the virtual environment, i.e., designating a direction or target before the master virtual object attacks, or may mean designating a virtual object in the virtual environment, i.e., designating a virtual object that the master virtual object needs to attack. In the embodiment of the present application, the attack target is not limited. In the embodiment of the present application, the target aiming function is for designating an attack target before an attack, i.e., for clearly designating a virtual object to which the attack will be directed. The number of virtual objects targeted by the target aiming function may be one or at least two, but this is not limited in the embodiment of the present application.

[0049] Optionally, the function trigger widget includes an activation area and an aiming area. When a user's touch operation on the function trigger widget is within the activation area, the function trigger widget can be activated and used. When a user's touch operation on the function trigger widget is outside the activation area but within the aiming area, the target aiming function of the function trigger widget can be used. That is, in response to the operation position of a first trigger operation moving from the activation area to the aiming area, a first virtual object is determined as the attack target based on operation information of the first trigger operation.

[0050] Optionally, the activation area and the target area are two concentric circles, and the diameter of the circle corresponding to the activation area is smaller than the diameter of the circle corresponding to the target area, i.e., the activation area is the inner circle of the concentric circles, and the target area is an annular area of ​​the outer circle corresponding to the concentric circle.

[0051] For example, a schematic diagram of a function trigger widget is illustrated in FIG. 4. The function trigger widget may include an activation area 41 and an aiming area 42. As shown in part (a) of FIG. 4, a user can activate and use the function trigger widget by touching the activation area with a finger. As shown in part (b) of FIG. 4, a user can use the target aiming function of the function trigger widget by touching outside the activation area 41 but within the aiming area 42 with a finger.

[0052] In this case, the step of activating the target aiming function in response to the first operation signal satisfying the condition may include the step of activating the target aiming function of the function trigger widget in response to the first operation signal moving from the activation region to the aiming region, i.e., activating the target aiming function when the user's finger slides from the activation region to the aiming region.

[0053] When the target aiming function of the function trigger widget is activated, a first virtual object is determined as an attack target of a normal attack from among the n virtual objects based on operation information of a first trigger operation, which operation information is for indicating related information corresponding to the first trigger operation, such as directional information of the first trigger operation.

[0054] The first virtual object is a virtual object that is in a rival relationship with the master virtual object controlled by the target user account.

[0055] In one possible embodiment, the step of determining a first virtual object among the n virtual objects as an attack target based on the operation information of the first trigger operation described above includes: (1) displaying a target selection area on a virtual battle interface based on directional information of a first trigger operation; (2) In response to an end of the first trigger operation, determining the first virtual object within the target selection area as the attack target.

[0056] Here, the directional information refers to the direction of the real-time touch point of the first operation signal relative to the center point of the function trigger widget, and the real-time touch point refers to the user's real-time touch point in the virtual battle interface. When the client acquires the directional information of the first trigger operation, the client may determine a target selection area based on the direction of the real-time touch point indicated by the directional information relative to the center point of the function trigger widget, and display the target selection area in the virtual battle interface. The target selection area is an area for selecting an attack target.

[0057] Thereafter, when the end of the first trigger operation is detected, that is, when the user's finger is lifted from the terminal screen, the client directly determines the first virtual object within the target selection area as the attack target.

[0058] 5 shows a schematic diagram of one virtual battle interface. In the virtual battle interface 50, the direction information of the first trigger operation is the direction of the real-time touch point 51 of the first operation signal relative to the center point 52 of the function trigger widget. Based on the direction information, the target selection area 53 may be displayed in the virtual battle interface 50. After that, when the user's finger is released from the terminal screen, the client detects the end of the first trigger operation and determines the first virtual object 54 in the target selection area 53 as the attack target.

[0059] In another possible embodiment, the step of determining the first virtual object among the n virtual objects as the attack target based on the operation information of the above-mentioned first trigger operation includes: determining an operation type of the first trigger operation; and determining the first virtual object among the n virtual objects as the attack target based on the determination of the operation type.

[0060] The above operation types may include a single click operation, a double click operation, a press operation, a drag operation, a slide operation, etc. The method of determining the corresponding attack target differs depending on the operation type. For example, when the operation type is a double click operation, the virtual object closest to the target virtual object is selected and determined as the attack target. When the operation type is a press operation, the virtual object with the lowest hit points is selected and determined as the attack target.

[0061] In yet another possible embodiment, the step of determining the first virtual object among the n virtual objects as the attack target based on the operation information of the above-mentioned first trigger operation may include a step of determining the number of times the first trigger operation is performed, and a step of determining the first virtual object among the n virtual objects as the attack target based on the determined number of times the operation is performed.

[0062] Here, the number of operations refers to the number of consecutive clicks of the operation corresponding to the first trigger operation. The virtual object selected as the attack target also differs depending on the number of consecutive clicks. For example, if the number of consecutive clicks is two, a virtual object closest to the target virtual object is selected and determined as the attack target. If the number of consecutive clicks is three, a virtual object relatively close to the target virtual object is selected and determined as the attack target.

[0063] In yet another possible embodiment, the step of determining a first virtual object among the n virtual objects as the attack target based on the operation information of the above-mentioned first trigger operation may include a step of determining press information of the first trigger operation, and a step of determining the first virtual object among the n virtual objects as the attack target based on the determined press information.

[0064] The press information may include a press pressure value. The virtual object selected as the attack target varies depending on the pressure range of the pressure value. For example, if the pressure value is within a first pressure range, a virtual object closest to the target virtual object is selected and determined as the attack target. If the pressure value is within a second pressure range, a virtual object relatively close to the target virtual object is selected and determined as the attack target.

[0065] In yet another possible embodiment, the step of determining a first virtual object among the n virtual objects as the attack target based on the operation information of the above-mentioned first trigger operation may include a step of determining duration information of the first trigger operation, and a step of determining the first virtual object among the n virtual objects as the attack target based on the determined duration information.

[0066] Here, the duration information is the press duration of the operation corresponding to the first trigger operation. The virtual object selected as the attack target also varies depending on the press duration. For example, if the press duration is greater than 0 and less than a first duration, a virtual object closest to the target virtual object is selected and determined as the attack target. If the press duration is greater than the first duration and less than a second duration, a virtual object relatively close to the target virtual object is selected and determined as the attack target.

[0067] In some other possible embodiments, the step of determining the first virtual object among the n virtual objects as the attack target based on the operation information of the first trigger operation described above may employ other methods, but the embodiments of the present application are not limited thereto.

[0068] Optionally, if the target selection area includes multiple virtual objects, the client may determine all of the multiple virtual objects as attack targets, or may select one virtual object from the multiple virtual objects to determine as the attack target. When selecting one virtual object from the multiple virtual objects to determine as the attack target, any one of the following methods may be employed: a method of determining, as the attack target, the virtual object with the lowest hit points among the multiple virtual objects; a method of determining, as the attack target, the virtual object closest to the target virtual object, which is the virtual object corresponding to the target user account among the multiple virtual objects; or a method of randomly selecting one virtual object from the multiple virtual objects to determine as the attack target. The embodiments of the present application are not limited to the above selection methods.

[0069] In one example, the target selection area is an arc-shaped area with the position of the target virtual object as a vertex, and the direction of the center line of the target selection area corresponds to the direction information.

[0070] The target virtual object is a virtual object corresponding to (controlled by) a target user account, and the target user account may be a user account logged in to the client.

[0071] In this case, the target selection area may be an arc shape with the position of the target virtual object as a vertex, and the center line direction of the arc shape corresponds to the direction information, i.e., the direction of the real-time touch point of the first trigger operation relative to the center point of the function trigger widget.

[0072] The arc shape may be a fan shape, a fan wheel, etc. In some other examples, the arc shape may be another shape such as a sword shape, but the embodiment of the present application is not limited thereto.

[0073] For example, as shown in FIG. 5, the target selection area 53 is fan-shaped, and the center line direction 55 of the target selection area corresponds to the direction information 56 .

[0074] In another example, the relative direction between the center point of the target selection area and the position of the target virtual object corresponds to the direction information, and the distance between the center point of the target selection area and the position of the target virtual object corresponds to the distance between the real-time touch point and the center point of the function trigger widget.

[0075] In this case, the target selection area may be a closed shape such as a circle or a polygon. The relative direction between the center point of the target selection area and the position of the target virtual object corresponds to direction information, i.e., the direction of the real-time touch point of the first trigger operation relative to the center point of the function trigger widget. Furthermore, the distance between the center point of the target selection area and the position of the target virtual object corresponds to the distance between the real-time touch point and the center point of the function trigger widget. For example, the ratio of the distance between the center point of the target selection area and the position of the target virtual object to the distance between the real-time touch point and the center point of the function trigger widget is a fixed value.

[0076] Furthermore, when the distance between the real-time touch point and the center point of the function trigger widget becomes larger than a predetermined distance, the distance between the center point of the target selection area and the position of the target virtual object no longer changes according to the distance between the real-time touch point and the center point of the function trigger widget.

[0077] To summarize, the technical solution provided in the embodiment of the present application activates the target aiming function of the functional trigger widget and determines a virtual object to be an attack target from multiple virtual objects based on the attribute information of the operation signal. In the related art, the target virtual object is determined in real time each time according to the current situation of the virtual scene, so the determined target virtual object may differ depending on the virtual scene. In contrast, the technical solution provided in the embodiment of the present application directly determines the attack target based on the target aiming function of the functional trigger widget and the attribute information of the operation signal, so that the determined attack target does not change even when the virtual scene changes, and the attack target has directionality and stability.

[0078] Fig. 6 shows a flowchart of a virtual object control method provided in another embodiment of the present application. The method is described by taking the case where the method is applied to the terminal shown in Fig. 1 as an example. As shown in Fig. 6, the method includes the following steps:

[0079] Step 601: The virtual battle interface is displayed.

[0080] This step is the same as or similar to step 301 in the embodiment of FIG. 3 above, and will not be repeated here.

[0081] The virtual battle interface includes a virtual environment screen and a widget layer located on the virtual environment screen. The virtual environment screen includes n virtual objects in a game scene, where n is a positive integer. The widget layer includes a function trigger widget for triggering a normal attack of the virtual object.

[0082] Step 602: m candidate virtual objects that satisfy the selection condition are determined from n virtual objects (where m is a positive integer, and m≦n).

[0083] The client detects virtual objects that satisfy the selection conditions from among the n virtual objects, and determines the virtual objects that satisfy the selection conditions as candidate virtual objects.

[0084] Here, the above selection conditions include that the virtual object is alive, that the virtual object does not exist in the virtual battle interface, and that the distance between the first virtual object and the target virtual object, which is a virtual object corresponding to the target user account, is greater than a preset distance.

[0085] In other words, if a virtual object is alive, within a certain range near the target virtual object, and within the field of view of the virtual battle interface, the virtual object can be determined to be a candidate virtual object.

[0086] Step 603: Display the identifiers of the m candidate virtual objects.

[0087] After determining the candidate virtual objects that satisfy the above selection conditions, the virtual battle interface displays the identifiers of the candidate virtual objects for uniquely identifying the virtual objects.

[0088] In one example, the identifier of the candidate virtual object may be an icon of the candidate virtual object. In some other examples, the identifier of the candidate virtual object may be other information. The embodiment of the present application is not limited thereto.

[0089] 7 shows a schematic diagram of another virtual battle interface 50. In the virtual battle interface 50, icons 71 of candidate virtual objects may be displayed.

[0090] Step 604: Receive a selection operation on the identifier of a second virtual object among the m candidate virtual objects.

[0091] After determining and displaying the identifiers of the m candidate virtual objects, the user may select from the m candidate virtual objects. For example, the user may click on an icon of a candidate virtual object (second virtual object) among the m candidate virtual objects to trigger the selection signal.

[0092] Step 605: The second virtual object is determined as the attack target.

[0093] In response to this, when the client acquires a selection signal corresponding to the second virtual object, the client directly determines the second virtual object as the attack target.

[0094] In summary, in the technical solution provided in the embodiment of the present application, identifiers of candidate virtual objects are displayed, and when a selection signal corresponding to the identifier of a virtual object among the candidate virtual objects is received, the virtual object is directly determined as the attack target. In the related art, the target virtual object is determined in real time according to the current situation of the virtual scene, so the determined target virtual object may differ depending on the virtual scene. In contrast, in the technical solution provided in the embodiment of the present application, the user directly selects the attack target by selecting the identifier of a virtual object in the virtual battle interface, thereby ensuring the accuracy of the attack selection.

[0095] In one optional embodiment provided by the embodiment of FIG. 3, the above virtual object control method may further include the following steps:

[0096] After determining the first virtual object as the attack target, the client may further detect in real time whether the first virtual object satisfies a lost condition, which is a condition for detecting whether the attack target is in a lost state.

[0097] The above-mentioned lost condition includes at least one of the following: the first virtual object is in a dead state; the first virtual object does not exist in the virtual battle interface; and the distance between the first virtual object and the target virtual object, which is a virtual object corresponding to the target user account, is greater than a preset distance.

[0098] In other words, if it is detected that the first virtual object has died, or that the first virtual object is not within the field of view of the virtual battle interface, or that the distance between the first virtual object and the target virtual object is greater than the preset distance, it is determined that the first virtual object has met the lost condition.

[0099] (1) In response to the first virtual object satisfying a lost condition, it is determined that the first virtual object is in a lost state.

[0100] When it is detected that the first virtual object satisfies the lost condition, it is determined that the first virtual object is in a lost state.

[0101] (2) In response to the absence of another virtual object determined as the attack target within the target duration during which the first virtual object is in the lost state, the first virtual object is maintained as the attack target.

[0102] The client may detect in real time whether the user has determined another virtual object as a new attack target during the target duration for which the first virtual object is in the lost state, and if no other virtual object is determined as the attack target within the target duration, the client maintains the first virtual object as the attack target.

[0103] In summary, in the technical solution provided in this embodiment, if the selected virtual object to be the attack target is in a lost state, and the user selects a new attack target within the target duration, the selected virtual object is maintained as the attack target, thereby reducing the secondary operation cost of the user reselecting the selected attack target in a short time after the selected attack target is lost.

[0104] In another optional embodiment provided by the embodiment of FIG. 3 , in step 303, after determining a first virtual object among the n virtual objects as an attack target based on the operation information of the first trigger operation, a step of releasing a skill on the attack target in response to receiving a trigger operation corresponding to a skill release widget may be further performed.

[0105] In other words, after determining the attack target, the user may touch the skill release widget to trigger the generation of a trigger signal of the skill release widget, and in response, the client may release the skill on the determined attack target upon receiving the trigger signal corresponding to the skill release widget.

[0106] Optionally, the step of releasing a skill against the attack target in response to obtaining a trigger signal corresponding to the above-mentioned skill release widget may include the following steps.

[0107] (1) In response to receiving a trigger operation corresponding to the skill release widget, skill attribute information corresponding to the skill release widget is obtained.

[0108] When the client receives a trigger operation corresponding to the skill release widget, the client may acquire skill attribute information corresponding to the skill release widget. The skill attribute information indicates basic attributes of the skill.

[0109] The skill attribute information may include skill release conditions. The skill release conditions are conditions that must be met to successfully release the skill. For example, the skill release conditions may include the designated target type of the skill, the effective release range of the skill, etc., but are not limited thereto in the embodiment of the present application.

[0110] (2) In response to the attack target satisfying the skill release condition, the skill is released against the attack target.

[0111] The client may then detect whether the determined attack target satisfies the skill release condition, and upon determining that the attack target satisfies the skill release condition, may release the skill directly on the attack target.

[0112] Furthermore, in response to the attack target not satisfying the above-mentioned skill release condition, a second virtual object that satisfies the selection condition and the skill release condition is determined as the attack target from among the n virtual objects.

[0113] For example, if the designated target type of the skill corresponding to the skill release widget is a virtual object, and the determined attack target is a virtual object, if it is determined that the attack target satisfies the skill release condition, the skill can be released on the attack target. Conversely, if the determined attack target is a building, if it is determined that the attack target does not satisfy the skill release condition, the skill cannot be released on the attack target. In this case, the client may select a new attack target that satisfies the selection condition and the skill release condition.

[0114] To summarize, in the technical solution provided in this embodiment, when a user uses a skill release widget and there is a determined attack target, the skill is preferentially released against that attack target, thereby making the skill release directional and stable.

[0115] In another optional embodiment provided by the embodiment of FIG. 3 , in step 303, after determining a first virtual object among the n virtual objects as the attack target based on operation information of the first trigger operation, the method further includes receiving a cancel selection operation corresponding to the first virtual object, and canceling the determination that the first virtual object is the attack target based on the cancel selection operation.

[0116] In other words, after determining the first virtual object as the attack target, the client may further cancel the determination that the first virtual object is the attack target. After acquiring a cancel selection signal corresponding to the first virtual object, the client cancels the determination that the first virtual object is the attack target.

[0117] The step of obtaining the cancel selection signal corresponding to the first virtual object mentioned above includes the following three methods.

[0118] (1) Receiving a trigger operation corresponding to an identifier of a first virtual object.

[0119] After determining the first virtual object as the attack target, the user may further touch an identifier of the first virtual object displayed in the virtual battle interface, for example, an icon of the first virtual object, and in response, the client may receive a trigger operation corresponding to the identifier of the first virtual object and cancel the determination that the first virtual object is the attack target.

[0120] (2) Receive a trigger operation corresponding to the goal cancel widget.

[0121] The target cancel widget is for canceling a decision to set a virtual object as an attack target. The target cancel widget may be an operation widget that only has the function of canceling a decision to set a virtual object as an attack target, or may be an operation widget that has other functions besides the function of canceling a decision to set a virtual object as an attack target.

[0122] Illustratively, as shown in FIG. 8, the above-mentioned goal canceling widget may be a creep key 81 or a tower key 82.

[0123] (3) receiving a second trigger operation corresponding to the function trigger widget;

[0124] The second trigger operation is an operation of sliding out a predetermined distance from the function trigger widget.

[0125] In other words, when the user's finger slides out a predetermined distance from the function trigger widget, the decision to target the first virtual object is canceled.

[0126] To sum up, in the technical solution provided in this embodiment, after a virtual object is determined as an attack target, the determination of the virtual object as an attack target may be cancelled, thereby increasing the flexibility of setting the attack target and improving the user experience.

[0127] In another optional embodiment provided by the embodiment of FIG. 3 , in step 303, after determining a first virtual object among the n virtual objects as an attack target based on the operation information of the first trigger operation, the first virtual object may be further marked and displayed on the virtual battle interface.

[0128] The step of marking and displaying the first virtual object on the virtual battle interface may include the following two methods.

[0129] (1) Highlighting the identifier of the first virtual object in the virtual battle interface.

[0130] The identifier of the first virtual object may be an icon of the virtual object, a hit point icon of the virtual object, a model of the first virtual object, or the like.

[0131] Optionally, the manner of highlighting the identifier of the first virtual object in the virtual battle interface described above includes, but is not limited to, at least one of adding a color mark to a hit point icon of the first virtual object, adding an identifier with a special shape (e.g., a parenthetical shape) to a model of the first virtual object, and adding a color halo to the feet of a model of the first virtual object. In some other embodiments, the identifier of the first virtual object may be highlighted in other ways, but the embodiments of the present application are not limited thereto.

[0132] For example, as shown in FIG. 9, in the virtual battle interface 50, a bracket 91 is displayed around the model of the attack target 90, and a color halo 92 is displayed at the feet of the model.

[0133] (2) The identifier of the first virtual object and an association identifier for indicating the association with the first virtual object are displayed on the virtual battle interface.

[0134] The above-mentioned related identifier is used to indicate the relationship between the identifier of the first virtual object and the first virtual object, that is, the correspondence between the identifier of the first virtual object and the first virtual object.

[0135] In one example, the association identifier may be a connecting line connecting the identifier of the first virtual object and the first virtual object. In some other examples, the association identifier may be another identifier connecting the identifier of the first virtual object and the first virtual object, but the embodiments of the present application are not limited thereto.

[0136] For example, as shown in FIG. 10, the virtual battle interface 50 may display a connecting line 101 for connecting the icon of the first virtual object to the first virtual object.

[0137] In summary, in the technical solution provided in this embodiment, after a virtual object is determined as an attack target, the virtual object can be marked and displayed on the virtual battle interface, allowing the user to more clearly recognize the virtual object determined as the attack target.

[0138] 11 illustrates a flowchart of a virtual object control method provided in an embodiment of the present application. In this embodiment, the method will be described mainly by taking an example in which the method is applied to a client and a server of a game application installed and executed on a terminal in the implementation environment shown in FIG. 1. The method may include the following steps.

[0139] Step 1101: The target client sends a target setting request to the server based on the operation information of the first trigger operation.

[0140] The target setting request is for requesting that a first virtual object out of the n virtual objects be determined as an attack target.

[0141] Optionally, the target setting request further includes identifier information of the first virtual object.

[0142] In response, the server receives the targeting request described above.

[0143] Step 1102: The server sends a target setting request to other clients.

[0144] The other clients mentioned above are clients corresponding to virtual objects participating in the game battle.

[0145] Step 1103: The target client determines the first virtual object as the attack target.

[0146] That is, the target client determines the first virtual object as the attack target of the normal attack.

[0147] Step 1104: The target client marks and displays the first virtual object in the virtual battle interface.

[0148] In some embodiments, an identifier of the first virtual object is highlighted or an associated identifier of the first virtual object is displayed.

[0149] Step 1105: The target client obtains a cancel selection signal corresponding to the first virtual object.

[0150] In some embodiments, when the terminal receives a cancel selection operation for the first virtual object, the client obtains a cancel selection signal.

[0151] Step 1106: The target client sends a target cancel request to the server in response to obtaining a cancel selection signal corresponding to the first virtual object.

[0152] The target cancellation request is for requesting cancellation of setting the first virtual object as an attack target.

[0153] Step 1107: The server sends a target cancel request to the other clients.

[0154] Step 1108: The target client cancels the decision to target the first virtual object as the attack target.

[0155] 12 illustrates a flowchart of a virtual object control method provided in another embodiment of the present application. In this embodiment, the method is mainly described by taking an example in which the method is applied to a client and a server of a game application installed and executed on a terminal in the implementation environment shown in FIG. 1. The method may include the following steps.

[0156] Step 1201: The target client obtains a trigger signal corresponding to a skill release widget.

[0157] Step 1202: The target client obtains skill attribute information corresponding to the skill release widget.

[0158] The above skill attribute information may include skill release conditions.

[0159] Step 1203: The target client detects whether the attack target satisfies the skill release condition.

[0160] If the attack target satisfies the skill release condition, execute step 1204. If the attack target does not satisfy the skill release condition, execute step 1205.

[0161] Step 1204: The target client sends the attack target's identifier information and a skill release request to the server.

[0162] Step 1205: The target client determines, as an attack target, a second virtual object from among the n virtual objects that satisfies the selection condition and the skill release condition.

[0163] Step 1206: The server sends the target's identifier information and a skill release request to the other clients.

[0164] Step 1207: The target client's virtual battle interface displays that the skill has been released against the attack target.

[0165] The following describes an embodiment of the device according to the present application that can be used to carry out the embodiment of the method according to the present application, and for details not described in the embodiment of the device according to the present application, please refer to the embodiment of the method according to the present application.

[0166] 13 shows a block diagram of an attack target determination device provided in one embodiment of the present application. The device has a function for implementing the above-described example of the virtual object control method, and the function may be implemented by hardware or by hardware executing corresponding software. The device may be the above-described terminal or may be provided in the terminal. The device 1300 may include an interface display module 1301, an operation receiving module 1302, and a target determination module 1303.

[0167] The interface display module 1301 is for displaying a virtual battle interface including n virtual objects (where n is a positive integer) and a function trigger widget for triggering an attack function against the virtual objects.

[0168] The operation receiving module 1302 is for receiving a first trigger operation for the function trigger widget.

[0169] The target determination module 1303 is configured to determine a first virtual object among the n virtual objects as the attack target based on operation information of the first trigger operation in response to the first trigger operation satisfying an activation condition, the operation information being information acquired based on a target aiming function, and the target aiming function being configured to select an attack target for the attack function.

[0170] To summarize, the technical solution provided in the embodiment of the present application activates the target aiming function of the functional trigger widget and determines a virtual object to be an attack target from multiple virtual objects based on the attribute information of the operation signal. In the related art, the target virtual object is determined in real time each time according to the current situation of the virtual scene, so the determined target virtual object may differ depending on the virtual scene. In contrast, the technical solution provided in the embodiment of the present application directly determines the attack target based on the target aiming function of the functional trigger widget and the attribute information of the operation signal, so that the determined attack target does not change even when the virtual scene changes, and the attack target has directionality and stability.

[0171] In some possible designs, the target determination module 1303 is configured to display a target selection area in the virtual battle interface based on directional information of the first trigger operation, which is the direction of the real-time touch point of the first trigger operation relative to the center point of the function trigger widget, and to determine the first virtual object in the target selection area as the attack target in response to the end of the first trigger operation.

[0172] In some possible designs, the target selection area is an arc-shaped area with a vertex at the position of the target virtual object, and a center line direction of the target selection area corresponds to the direction information, or a relative direction between a center point of the target selection area and the position of the target virtual object corresponds to the direction information, and a distance between the center point of the target selection area and the position of the target virtual object corresponds to a distance between the real-time touch point and the center point of the function trigger widget.

[0173] In some possible designs, the function trigger widget includes an activation area and an aiming area, and the target determination module 1303 is for determining the first virtual object as the attack target based on operation information of the first trigger operation in response to the operation position of the first trigger operation moving from the activation area to the aiming area.

[0174] In some possible designs, as shown in FIG. 14, the apparatus 1300 further includes a candidate determination module 1304 and an identifier display module 1305 .

[0175] The candidate determination module 1304 is for determining m candidate virtual objects that satisfy a selection condition from the n virtual objects (where m is a positive integer and m≦n).

[0176] The identifier display module 1305 is for displaying the identifiers of the m candidate virtual objects.

[0177] The operation receiving module 1302 is further for receiving a selection operation on an identifier of a second virtual object among the m candidate virtual objects.

[0178] The target determination module 1303 is further for determining the second virtual object as the attack target.

[0179] In some possible designs, as shown in FIG. 14, the apparatus 1300 further includes a condition detection module 1306 and a state determination module 1307 .

[0180] The condition detection module 1306 is for detecting whether the first virtual object satisfies a lost condition, and the lost condition includes at least one of a condition that the first virtual object is in a dead state, a condition that the first virtual object does not exist in the virtual battle interface, and a condition that the distance between the first virtual object and a target virtual object is greater than a preset distance.

[0181] The state determination module 1307 is for determining that the first virtual object is in a lost state in response to the first virtual object satisfying the lost condition.

[0182] The target determination module 1303 is further configured to maintain the first virtual object as the attack target in response to the absence of another virtual object determined as the attack target within a target duration during which the first virtual object is in the lost state.

[0183] In some possible designs, as shown in FIG. 14, the device 1300 further includes a skill release module 1308.

[0184] The skill release module 1308 is for releasing a skill against the attack target in response to receiving a trigger operation corresponding to a skill release widget.

[0185] In some possible designs, the skill release module 1308 is for obtaining skill attribute information including a skill release condition corresponding to the skill release widget in response to receiving a trigger operation corresponding to the skill release widget, and for releasing a skill to the attack target in response to the attack target satisfying the skill release condition.

[0186] In some possible designs, the target determination module 1303 is further configured to, in response to the attack target not satisfying the skill release condition, determine as the attack target a second virtual object among the n virtual objects that satisfies the selection condition and the skill release condition.

[0187] In some possible designs, as shown in FIG. 14, the apparatus 1300 further includes a cancellation selection module 1309 and a target cancellation module 1310.

[0188] The cancel selection module 1309 is for receiving a cancel selection operation corresponding to the first virtual object.

[0189] The target cancellation module 1310 is for canceling the decision to set the first virtual object as the attack target based on the cancellation selection signal.

[0190] In some possible designs, the cancel selection module 1309 is for receiving a trigger operation corresponding to an identifier of the first virtual object, for receiving a trigger operation corresponding to a target cancel widget, or for receiving a second trigger operation corresponding to the function trigger widget.

[0191] In some possible designs, the device 1300 further includes a mark display module 1311, as shown in FIG.

[0192] The mark display module 1311 is for highlighting the identifier of the first virtual object in the virtual battle interface, or for displaying an association identifier in the virtual battle interface to indicate the association between the identifier of the first virtual object and the first virtual object.

[0193] Although the device provided in the above embodiments has been described by taking only the division of the above functional modules as an example to realize its functions, in actual applications, the above functions may be achieved by allocating them to different functional modules as needed, i.e., the internal structure of the device may be divided into different functional modules to achieve all or part of the above functions. Furthermore, since the device provided in the above embodiments is based on the same concept as the method embodiments, please refer to the method embodiments for details of the specific implementation process, and will not be repeated here.

[0194] 15 shows a block diagram of the structure of a terminal provided in one embodiment of the present application. Generally, a terminal 1500 includes: a processor 1501 and a memory 1502.

[0195] The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1501 may be implemented in the form of at least one hardware component selected from the group consisting of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1501 may include a main processor and a coprocessor. The main processor is a processor for processing data in a wake-up state and is also referred to as a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1501 may incorporate a GPU (Graphics Processing Unit) for rendering and drawing content that needs to be displayed on a display screen. In some embodiments, the processor 1501 may further include an AI (Artificial Intelligence) processor for processing computational operations related to machine learning.

[0196] Memory 1502 may include one or more computer-readable storage media. The computer-readable storage media may be non-transitory. Memory 1502 may further include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices, etc. In some embodiments, the non-transitory computer-readable storage media in memory 1502 is configured to store at least one command, at least a portion of a program, a set of code, or a set of commands that, when executed by processor 1501, implements a method for controlling a virtual object provided in a method embodiment of the present application.

[0197] In some embodiments, terminal 1500 optionally further includes a peripheral interface 1503 and at least one peripheral. Processor 1501, memory 1502, and peripheral interface 1503 may be connected via a bus or signal lines. Each peripheral may be connected to peripheral interface 1503 via a bus, signal line, or circuit board. Specifically, the peripheral may include at least one of communication interface 1504, display screen 1505, audio circuitry 1506, camera component 1507, positioning component 1508, and power supply 1509.

[0198] Those skilled in the art will appreciate that the structure shown in FIG. 15 is not intended to limit terminal 1500, and that terminal 1500 may include more or fewer components than those shown, may combine some components, or may employ a different component arrangement.

[0199] FIG. 16 shows a schematic diagram of the structure of a server provided in one embodiment of the present application. Specifically, The server 1600 includes a CPU (Central Processing Unit) 1601, a system memory 1604 consisting of a RAM (Random Access Memory) 1602 and a ROM (Read Only Memory) 1603, and a system bus 1605 connecting the system memory 1604 and the CPU 1601. The server 1600 further includes a basic I / O (Input / Output) system 1606 that supports the transmission of information between devices within the computer, and a mass storage device 1607 for storing an operating system 1613, applications 1614, and other program modules 1615.

[0200] The basic input / output system 1606 includes a display 1608 for displaying information and input devices 1609, such as a mouse or keyboard, through which a user inputs information. The display 1608 and input devices 1609 are both connected to the central processing unit 1601 through an input / output controller 1610, which is connected to the system bus 1605. The basic input / output system 1606 may further include an input / output controller 1610 for receiving and processing input from a number of other devices, such as a keyboard, a mouse, or an electronic stylus. Similarly, the input / output controller 1610 may also provide output to a display screen, a printer, or other type of output device.

[0201] The mass storage device 1607 is connected to the central processing unit 1601 via a mass storage controller (not shown) connected to the system bus 1605. The mass storage device 1607 and its associated computer-readable media provide non-volatile storage for the server 1600. That is, the mass storage device 1607 may include a computer-readable medium (not shown), such as a hard disk or a CD-ROM (Compact Disc Read-Only Memory) drive.

[0202] Without loss of generality, the computer-readable media may include computer storage media and communication media. Computer storage media includes volatile / nonvolatile, removable / non-removable media implemented in any method or technology for storage of information, such as computer-readable commands, data structures, program modules, or other data. Computer storage media includes RAM, ROM, EPROM (Erasable Programmable Read Only Memory), flash memory or other solid-state storage technology, CD-ROM, DVD or other optical storage, magnetic tape cartridges, magnetic tape, disk storage, or other magnetic storage devices. Of course, those skilled in the art will recognize that the computer storage media are not limited to the above types. The system memory 1604 and mass storage device 1607 may be collectively referred to as memory.

[0203] According to various embodiments of the present application, the server 1600 may be connected to a remote computer on a network, such as the Internet, and may execute the server 1600. That is, the server 1600 may be connected to a network 1612 via a network interface unit 1611 connected to the system bus 1605, or may be connected to another type of network or remote computer system (not shown) by the network interface unit 1611.

[0204] The memory further includes at least one command, at least a portion of a program, code set, or command set, and the at least one command, at least a portion of a program, code set, or command set is stored in the memory and configured to be executed by one or more processors to realize the above-mentioned method for controlling a virtual object.

[0205] An exemplary embodiment further provides a computer device, which may be a terminal or a server, including a processor and a memory storing at least one command, at least a portion of a program, a code set, or a command set, and which realizes the above-described virtual object control method by loading and executing the at least one command, the at least a portion of the program, the code set, or the command set by the processor.

[0206] An exemplary embodiment further provides a computer-readable storage medium having stored thereon at least one command, at least a portion of a program, a code set, or a command set, the computer-readable storage medium realizing the above-described method for controlling a virtual object when the at least one command, the at least a portion of a program, the code set, or the command set is executed by a processor.

[0207] An exemplary embodiment further provides a computer program product for implementing the above-described method for controlling a virtual object when executed by a processor.

[0208] As used herein, "plurality" should be understood to mean two or more. "And / or" indicates a relationship between related objects and indicates that three types of relationships may exist. For example, A and / or B may indicate three cases: when only A is present, when A and B are present at the same time, and when only B is present. The symbol " / " generally indicates that the related objects before and after it are in an "or" relationship.

[0209] The above description is only an exemplary embodiment of the present application, and is not intended to limit the present application. Any modifications, equivalent replacements, and improvements made within the spirit and principle of the present application should be included in the protection scope of the present application. [Explanation of symbols]

[0210] 10 devices 20 servers 30 Network 110 Mainboard 120 External Output / Input Devices 130 memory 140 External Interface 150 Touch System 160 Power supply 1300 Attack Target Determination Device 1301 Interface Display Module 1302 Operation receiving module 1303 Goal Decision Module 1304 Candidate Decision Module 1305 Identifier Display Module 1306 Condition Detection Module 1307 State Determination Module 1308 Skill Release Module 1309 Cancellation Selection Module 1310 Target Cancellation Module 1311 Mark Display Module 1500 devices 1501 processor 1502 memory 1503 Peripheral Interface 1504 Communication Interface 1505 display screen 1506 Audio Circuit 1507 Camera Component 1508 Positioning Component 1509 Power supply 1600 Server 1601 Central Processing Unit 1602 Random Access Memory 1603 Read-Only Memory 1604 system memory 1605 System Bus 1606 Basic Input / Output (I / O) System 1607 Mass storage 1608 Display 1609 Input Devices 1610 Input / Output Controller 1611 Network Interface Unit 1612 Network 1613 Operating System 1614 Applications 1615 Other Program Modules

Claims

1. A method for controlling a virtual object executed by a terminal, The steps include displaying a virtual battle interface that includes n virtual objects (where n is a positive integer) and a function trigger widget for triggering attack functions against the virtual objects, The steps include receiving a first trigger operation on the function trigger widget, wherein the function trigger widget is for triggering a normal attack on other virtual objects by a master virtual object, and the master virtual object is a virtual object controlled by the terminal, A method comprising the step of determining a first virtual object among the n virtual objects as an attack target based on the operation information of the first trigger operation in response to the operation position of the first trigger operation moving from the activation area to the aiming area of ​​the function trigger widget, wherein the operation information is information obtained based on an activated target aiming function, and the target aiming function is for selecting an attack target of the attack function.

2. The step of determining a first virtual object among the n virtual objects as an attack target based on the operation information of the first trigger operation is: The steps include displaying a target selection area on the virtual battle interface based on the direction information of the first trigger operation, which is the direction of the real-time touch point of the first trigger operation relative to the center point of the function trigger widget, The method according to claim 1, comprising the step of determining the first virtual object in the target selection area as the attack target in response to the completion of the first trigger operation.

3. The target selection region is an arc-shaped region with the position of the target virtual object as its vertex, and the direction of the center line of the target selection region corresponds to the direction information, Or, The relative direction between the center point of the target selection area and the position of the target virtual object corresponds to the direction information, and the distance between the center point of the target selection area and the position of the target virtual object corresponds to the distance between the real-time touch point and the center point of the function trigger widget. The method according to feature 2.

4. After the step of displaying the virtual battle interface, The steps are: determining m candidate virtual objects that satisfy the selection criteria from the aforementioned n virtual objects (where m is a positive integer and m ≤ n); The steps include: displaying the identifiers of the m candidate virtual objects; The steps include receiving a selection operation for the identifier of the second virtual object among the m candidate virtual objects, The method according to any one of claims 1 to 3, further comprising the step of determining the second virtual object as the attack target.

5. A step of determining that the first virtual object is in a lost state in response to the first virtual object satisfying a lost condition, wherein the lost condition includes at least one of the following: the first virtual object is in a dead state; the first virtual object is not present in the virtual battle interface; and the distance between the first virtual object and the target virtual object is greater than a preset distance. The method according to any one of claims 1 to 3, further comprising the step of maintaining the first virtual object as the attack target in response to the absence of any other virtual object determined to be the attack target during the target duration in which the first virtual object is in the lost state.

6. After the step of determining the first virtual object among the n virtual objects as the attack target based on the operation information of the first trigger operation, The method according to any one of claims 1 to 3, further comprising the step of releasing a skill to the attack target in response to receiving a trigger operation corresponding to a skill release widget.

7. The step of releasing a skill to the attack target in response to receiving a trigger operation corresponding to a skill release widget is: The steps include: In response to receiving a trigger operation corresponding to a skill release widget, obtaining skill attribute information including skill release conditions corresponding to the skill release widget; The method according to 6, comprising the step of releasing a skill to the attack target in response to the attack target satisfying the skill release conditions.

8. The method according to claim 7, further comprising the step of determining a second virtual object among the n virtual objects that satisfies the selection criteria and the skill release criteria as the attack target in response to the attack target not satisfying the skill release criteria.

9. After the step of determining the first virtual object among the n virtual objects as the attack target based on the operation information of the first trigger operation, The steps include receiving a cancel selection operation corresponding to the first virtual object, The method according to any one of claims 1 to 3, further comprising the step of canceling the decision to target the first virtual object based on the cancellation selection operation.

10. The step of receiving a cancel selection operation corresponding to the first virtual object is: Steps include receiving a trigger operation corresponding to the identifier of the first virtual object, Or, Steps to receive a trigger operation corresponding to the target cancellation widget, Or, The method according to 9, characterized by including the step of receiving a second trigger operation corresponding to the function trigger widget.

11. After the step of determining the first virtual object among the n virtual objects as the attack target based on the operation information of the first trigger operation, The steps of highlighting the identifier of the first virtual object on the virtual battle interface, Or, The method according to any one of claims 1 to 3, further comprising the step of displaying an identifier for the first virtual object and an association identifier for indicating the relationship between the first virtual object and the virtual battle interface.

12. An interface display module for displaying a virtual battle interface including n virtual objects (wherein n is a positive integer) and a function trigger widget for triggering attack functions against the virtual objects, An operation receiving module for receiving a first trigger operation on the function trigger widget, wherein the function trigger widget is for triggering a normal attack on other virtual objects by a master virtual object, and the master virtual object is a virtual object controlled by a terminal, and the operation receiving module An attack target determination device comprising: a target determination module for determining a first virtual object among the n virtual objects as an attack target based on the operation information of the first trigger operation in response to the operation position of the first trigger operation moving from the activation area to the aiming area of ​​the function trigger widget, wherein the operation information is information obtained based on a target aiming function, and the target aiming function is for selecting an attack target of the attack function; and the device is characterized by including such a target determination module.

13. A computer device comprising a processor and a memory storing at least one command, at least a portion of a program, a code set, or a command set, wherein the at least one command, at least a portion of a program, the code set, or the command set is loaded and executed by the processor to realize the method according to any one of claims 1 to 11.

14. A computer program characterized by causing a computer to perform the method described in any one of claims 1 to 11.