A aiming method in a virtual environment, an aiming device in a virtual environment, terminal equipment, and a computer program.
Patent Information
- Application Number
- JP2026516110
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-18
- Filing Date
- 2024-06-04
- Publication Date
- 2026-09-17
AI Technical Summary
【0012】 本願の実施例で提供される解決手段による有益な効果は、少なくとも以下を含む。
Smart Images

Figure 2026531677000001_ABST
Abstract
Description
[[Technical Field]]
[0001] The present application claims priority based on the Chinese patent application filed on September 18, 2023, with application number No. 202311208666.1 and titled "Aiming method, apparatus, device and storage medium in virtual environment", the entire content of which is incorporated into the present application by reference.
[0002] The present application relates to the technical field of computers and the Internet, and in particular, to an aiming method, apparatus, device and storage medium in a virtual environment. [[Background Art]]
[0003] In order to improve the richness of game operations, games support users controlling virtual characters (also referred to as "virtual objects") in a virtual environment to activate directional skills (also referred to as "direction-specified skills"). For example, by controlling a virtual character to activate a directional skill in the virtual environment, a virtual character controlled by another game player can be defeated.
[0004] In the related art, in the process of preparing for activation of a directional skill, the viewpoint direction of the virtual character is adjusted through steering control (also referred to as "direction control"), and the activation direction of the directional skill is adjusted through skill control. After determining that the activation direction of the directional skill is aimed at the activation target of the directional skill, the user controls the virtual character to activate the directional skill into the virtual environment.
[0005] However, in this configuration, the operations that the user needs to perform to improve aiming accuracy are intermittent from each other, resulting in low activation efficiency in the activation direction of the directional skill. [[Summary of Invention]] [[Problem to be Solved by the Invention]]
[0006] Embodiments of the present invention provide a targeting method in a virtual environment, a targeting device in a virtual environment, terminal equipment, and a computer program. The solutions provided in embodiments of the present invention are as follows. [Means for solving the problem]
[0007] According to one aspect of the present invention, a targeting method in a virtual environment, which is executed by a terminal device, is provided. This method is A step of displaying a virtual environment, wherein the virtual environment includes a virtual character, A step of adjusting the viewpoint direction of the virtual character in response to a first trigger operation in the first control, Steps include: adjusting the activation direction of the virtual character's directional skill in response to a second trigger operation in the first control when a switching condition is met, wherein the switching condition is for triggering a switch in the function of the first control; The process includes the step of controlling the virtual character to activate the directional skill in the activation direction in response to an operation to activate the directional skill.
[0008] According to one aspect of the present invention, a targeting device in a virtual environment is provided. This device is A display module for displaying a virtual environment, wherein the virtual environment includes virtual characters, An adjustment module that, in response to a first trigger operation in the first control, adjusts the viewpoint direction of the virtual character, and, if a switching condition is met, adjusts the activation direction of the virtual character's directional skill in response to a second trigger operation in the first control, wherein the switching condition is for triggering a switch in the function of the first control; The system includes an activation module that, in response to an operation to activate the directional skill, controls the virtual character to activate the directional skill in the activation direction.
[0009] According to one aspect of the present invention, a terminal device comprising memory and a processor is provided, wherein at least one computer instruction is stored in the memory, and when the computer instruction is loaded and executed by the processor, it realizes the targeting method in the virtual environment described above.
[0010] According to one aspect of the present invention, a computer-readable storage medium storing computer instructions is provided, and when the computer instructions are executed by a processor, they realize the targeting method in the virtual environment described above.
[0011] According to one aspect of the present invention, a computer program product including computer instructions is provided, the computer instructions are stored in a computer-readable storage medium, and the processor reads the computer instructions from the computer-readable storage medium and executes them to realize the targeting method in the virtual environment described above. [Effects of the Invention]
[0012] The beneficial effects of the solutions provided in the embodiments of this application include at least the following:
[0013] In the configuration provided in the embodiment of the present invention, the user adjusts the viewpoint direction of the virtual character using the skill control before preparing to activate a directional skill, adjusts the activation direction of the directional skill using the skill control when the switching condition is triggered, and then activates the directional skill. This allows the user to activate a directional skill by performing a single sequential operation using a single skill control.
[0014] On the one hand, compared to using different controls to adjust the viewpoint, adjust the activation direction, and activate skills, this configuration allows all three operations to be performed with a single control. This reduces the number of controls that need to be displayed on the game interface, lowers the control display density, simplifies the interface layout, reduces the control display load on the device, and lowers the probability of accidental touches.
[0015] On the other hand, integrating multiple operations improves the smoothness of operations during the activation process of directional skills, enhances the efficiency of directional skill activation, and supports the quick activation of directional skills at crucial moments in the game. Furthermore, users do not need to adjust the virtual character's viewpoint direction and the direction of the virtual character's directional skill activation using two completely unrelated operations. This is advantageous for simplifying user operations and improving the user experience. [Brief explanation of the drawing]
[0016] [Figure 1] A block diagram of the computer system provided in one embodiment of the present invention is shown. [Figure 2] This diagram shows the interface of the aiming method in a virtual environment provided in one embodiment of the present invention. [Figure 3] This diagram shows the interface of the aiming method in a virtual environment provided in one embodiment of the present invention. [Figure 4] A flowchart of the aiming method in a virtual environment provided in one embodiment of the present invention is shown. [Figure 5] This diagram shows the interface of the aiming method in a virtual environment provided in one embodiment of the present invention. [Figure 6] This diagram shows the interface of the aiming method in a virtual environment provided in one embodiment of the present invention. [Figure 7] This diagram shows the interface of the aiming method in a virtual environment provided in one embodiment of the present invention. [Figure 8]shows a flowchart of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 9] shows a flowchart of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 10] shows an interface diagram of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 11] shows an interface diagram of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 12] shows an interface diagram of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 13] shows a flowchart of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 14] shows an interface diagram of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 15] shows a flowchart of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 16] shows a flowchart of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 17] shows a flowchart of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 18] shows an interface diagram of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 19] shows a flowchart of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 20] shows an interface diagram of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 21] shows a flowchart of an aiming method in a virtual environment provided in an embodiment of the present application. [Figure 22] shows a schematic diagram of an aiming device in a virtual environment provided in an embodiment of the present application. [Figure 23] shows a configuration block diagram of a terminal device provided in an embodiment of the present application. [Modes for carrying out the invention]
[0017] To further clarify the purpose, solution, and benefits of this application, embodiments of this application will be described in more detail below with reference to the drawings. Here, exemplary embodiments will be described in detail, and examples of such embodiments will be shown in the drawings. Where the following description relates to the drawings, unless otherwise stated, the same numbers in different drawings represent the same or similar elements.
[0018] The terms used in this application are for the sole purpose of describing specific embodiments and are not intended to limit this application. The singular forms “are,” “the foregoing,” and “the” used in this application and the appended claims are also intended to include the plural form unless otherwise explicitly stated in the context. Furthermore, it should be understood that the terms “and / or” as used herein include any or all possible combinations of one or more related list items.
[0019] First, let's briefly introduce the terminology related to the embodiments of this application.
[0020] Virtual environment: A three-dimensional virtual environment displayed (or provided) when a client runs on a terminal. This virtual environment may be a simulation environment for the real world, a semi-simulation / semi-virtual environment, or a purely virtual environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. The embodiments of this application are not limited thereto. The following embodiments will be explained using the case where the virtual environment is a three-dimensional virtual environment as an example.
[0021] Optionally, the virtual environment is a battle environment for virtual characters. For example, in a battle royale game, at least one virtual character competes in one match within the virtual environment. The goal is for the virtual character to survive within the virtual environment by avoiding attacks from enemy units and hazards present within the virtual environment (e.g., poison gas circles, swamps, etc.). When a virtual character's life points within the virtual environment reach zero, their life ends, and the last surviving virtual character is the winner.
[0022] Virtual character: Refers to an actionable object in a virtual environment. This actionable object may be a virtual person, virtual animal, anime character, etc., and may include, for example, a person, animal, plant, oil drum, wall, or pebble displayed in a 3D virtual environment. Optionally, a virtual character is a 3D model created based on animation skeletal technology. Each virtual character has its own shape and volume within the 3D virtual environment and occupies a portion of the space within that environment.
[0023] Figure 1 shows a block diagram of a computer system 100 provided in one exemplary embodiment of the present application. The computer system 100 includes terminal equipment 110 and a server 120.
[0024] On terminal device 110, an application program or web page is installed and running that supports the activation of directional skills of virtual characters within a virtual environment. The application program that supports the activation of directional skills of virtual characters within a virtual environment includes at least one of the following: a game application program, an Extended Reality (XR) application program, a virtual social application program, an interaction entertainment application program, or a metaverse application program. In the embodiments of this application, a game program will be used as an example.
[0025] Optionally, the types of game application programs include, but are not limited to, at least one of the following: shooting games (e.g., first-person shooting (FPS) games, third-person shooting games, etc.), adventure games (ATG), action games (ACT), simulation games (SLG), and multiplayer online battle arena (MOBA) games.
[0026] Terminal device 110 is a terminal device used by the first user, who uses terminal device 110 to control the first virtual character (a virtual character controlled by the first user) and make it act within the virtual environment. The type of activity includes, but is not limited to, at least one of the following: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, and using throwing items. Exemplarily, the first virtual character is a virtual person, such as a simulated person object or an animated person object. Exemplarily, the first user controls the first virtual character and makes it act within the virtual environment by controls displayed at the top of the virtual environment screen.
[0027] As an example, consider a case where a game client 111 supporting the activation of directional skills of a virtual character within a virtual environment is installed and running on terminal device 110, as shown in Figure 2. The game client 111 displays a game interface 10, which displays a virtual environment containing a virtual character 11. The game interface 10 also displays a directional skill control 12, also called a first control. This directional skill control 12 is used to trigger the virtual character 11 to activate a directional skill. For example, the directional skill is a catch skill, and terminal device 110 responds to a trigger operation on the directional skill control 12 by controlling the virtual character 11 to activate the catch skill.
[0028] In some embodiments, in order to improve the hit rate of directional skills, the first user needs to adjust the viewpoint direction of the virtual character 11 and the direction in which the virtual character 11 activates the directional skill before activating the directional skill. If the viewpoint direction of the virtual character 11 and / or the direction in which the virtual character 11 activates the directional skill are not accurate, the target effect cannot be obtained by activating the directional skill. For example, when activating a directional skill to catch an enemy virtual character in the game, if the viewpoint direction of the virtual character 11 and / or the direction in which the directional skill is activated do not match the enemy virtual character, the effect of catching the enemy virtual character cannot be achieved.
[0029] In the embodiment of the present invention, the user can adjust both the viewpoint direction of the virtual character 11 and the activation direction of the directional skill by performing a series of consecutive operations with the directional skill control 12, using only one control.
[0030] The terminal device 110 is connected to the server 120 via a wireless or wired network.
[0031] Server 120 includes at least one of the following: one server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, Server 120 comprises a processor 121 and memory 122. The processor 121 is used for responding to the needs of the terminal device 110, and for tasks such as numerical aggregation, hit determination, and game numerical settlement during gameplay. Memory 122 stores game data. Server 120 provides backend services to a game program that supports the activation of directional skills of virtual characters within a virtual environment. Optionally, Server 120 may handle primary computational tasks and Terminal Device 110 secondary computational tasks, or Server 120 may handle secondary computational tasks and Terminal Device 110 primary computational tasks, or Server 120 and Terminal Device 110 may handle computational tasks collaboratively.
[0032] Optionally, the device type of terminal device 110 includes at least one of the following: smartphone, smartwatch, in-car terminal, wearable device, smart TV, tablet computer, e-reader, Moving Picture Experts Group Audio Layer III (MP3) player, Moving Picture Experts Group Audio Layer IV (MP4) player, laptop portable computer, and desktop computer. In the following embodiments, the case in which terminal device 110 includes a smartphone will be used as an example.
[0033] As those skilled in the art will see, the number of terminal devices 110 may be more or less than the number described above. For example, there may be only one terminal device 110, or there may be tens, hundreds, or even more. The embodiments of this application do not limit the number or type of terminal devices 110.
[0034] In related technologies, adjusting the viewpoint direction of a virtual character located within a virtual environment and adjusting the activation direction of the virtual character's directional skills are two independent operations. By adjusting the virtual character's viewpoint direction and the activation direction of the directional skills, the directional skills can hit their target. In other words, one or more controls must be used to successfully activate a directional skill. Exemplarily, as shown in Figure 3, the terminal device adjusts the viewpoint direction of the virtual character 11 in response to an adjustment operation on the viewpoint adjustment control 13, and adjusts the activation direction of the virtual character 11's directional skills in response to an adjustment operation on the directional skill control 12. It should be understood that the adjustment operation on the viewpoint adjustment control 13 and the adjustment operation on the directional skill control 12 are two independent operations. Generally, as shown in Figure 3, the user performs the adjustment operation on the viewpoint adjustment control 13 with their left hand and the adjustment operation on the directional skill control 12 with their right hand. Alternatively, the user may first perform an adjustment operation on the viewpoint adjustment control 13 with their right hand, then leave the operation page, and perform an adjustment operation on the directional skill control 12 with their right hand.
[0035] In the above configuration, a user needs at least two independent actions to activate a virtual character's directional skill. The steps required to activate a directional skill are cumbersome, there are gaps between the different steps, the operation of activating a directional skill is not smooth, and the overall user experience is poor.
[0036] To address the above-mentioned problems, the embodiment of the present invention provides a targeting configuration in a virtual environment. In this configuration, the viewpoint adjustment of the virtual character and the activation direction of directional skills are adjusted with a single control, so that when a user needs to activate a directional skill of the virtual character toward a target, this can be achieved with a single continuous operation rather than different operations.
[0037] Figure 4 shows a flowchart of the aiming method in a virtual environment provided in an embodiment of the present invention. This example assumes that the method is performed by the terminal device 110 shown in Figure 1. The terminal device is also called a computer device. The method includes the following steps:
[0038] Step 210 displays the virtual environment, which contains virtual characters.
[0039] In some embodiments, the terminal device displays a game interface, which is used to demonstrate the activities of a virtual character in a virtual environment to the user. Optionally, the game interface displays a virtual environment screen, which is related to the virtual character's viewpoint. For example, the virtual environment screen is a view of the virtual environment from the virtual character's first-person perspective. In this case, the virtual character is not displayed on the virtual environment screen. Alternatively, the virtual environment screen is a view of the virtual environment from the virtual character's third-person perspective. In this case, the virtual character is displayed on the virtual environment screen.
[0040] In some embodiments, the virtual environment includes virtual characters, which move within the virtual environment under the user's control. Optionally, the virtual characters included in the virtual environment include, but are not limited to, at least one of the following: a virtual character controlled by a first user and virtual characters controlled by other users. Exemplarily, before the game starts, the terminal device, in response to a virtual character selection operation, determines the virtual character that the user will control in the game. Different users may control the same virtual character, or different users may control different virtual characters. In embodiments of this application, the case in which the virtual environment includes virtual character 1 controlled by a first user and virtual character 2 controlled by a second user will be described as an example.
[0041] In some examples, the image of virtual character 1 and the image of virtual character 2 are the same. For example, the image of virtual character 1 and the image of virtual character 2 are the same cartoon character. In some examples, the image of virtual character 1 and the image of virtual character 2 are different. For example, the image of virtual character 1 is a cartoon character, and the image of virtual character 2 is an anime character.
[0042] In some embodiments, the game interface displays a first control, which is used to trigger a virtual character to activate a directional skill. Optionally, the display form of this first control is arbitrary. Exemplary examples include, but are not limited to, other forms such as circles or squares. The display form of the first control is determined by actual needs and is not limited thereto. In embodiments of this application, the first control is also referred to as a directional skill control.
[0043] In some embodiments, directional skills are character skills that are fired in the direction of activation. In other words, directional skills are designed to be activated along the direction of activation. Optionally, directional skills include hook chain skills. Hook chain skills (also called "grappling hook skills" or "grappling rope skills") fire a hook chain in the direction of activation and, after hitting a target, are used to hook that target within the attack range of the virtual character. Here, the target includes, but is not limited to, virtual items in the virtual environment or other virtual characters (enemy virtual characters or ally virtual characters).
[0044] For example, if a user-controlled virtual character activates a hook chain skill in the virtual environment, and an enemy virtual character is within the hook chain skill's range, it is determined that the hook chain skill control has hit the enemy virtual character. Subsequently, the hook chain skill hooks the enemy virtual character in front of the first user-controlled virtual character, reducing the distance between the first user-controlled virtual character and the enemy virtual character.
[0045] Exemplary, the first control is a control for activating directional skills. In other words, in the configuration provided in this application, an existing control for directional skill activation in the game interface is reused. In one example, the terminal device switches the function of the first control to allow both adjustment of the virtual character's viewpoint direction and adjustment of the activation direction of directional skills in response to a function switching operation. If the terminal device does not respond to a function switching operation, the first control is used only for adjusting the activation direction of directional skills. The function switching operation is for changing the function of the first control. For a specific introduction to the function switching operation, please refer to the following embodiment.
[0046] This method improves the simplicity of activating directional skills, eliminates the need to add new controls to the game interface, reduces the display density of multiple controls, and lowers the probability of accidental touches due to densely placed controls.
[0047] For example, the first control is newly added to implement the functionality provided by the configuration of the present invention. For instance, the first control is displayed in a position that does not overlap with other controls in the game interface.
[0048] In step 220, the viewpoint direction of the virtual character is adjusted in response to the first trigger operation in the first control.
[0049] In some embodiments, the first trigger operation is used to adjust the viewpoint direction of the virtual character.
[0050] Optionally, the first trigger operation includes at least one of the following: single click, double click, left / right slide, up / down slide, long press, hover, face recognition, or voice recognition. The first trigger operation includes, but is not limited to, the several types mentioned above. This limitation is not applied here.
[0051] In some embodiments, the first trigger operation is a drag operation acting on the first control, and is also called the first drag operation. Optionally, the first trigger operation consists of a tap operation and a move operation. For example, detection of the first trigger operation by the terminal device includes the detection of a tap operation within the sensitive area of the first control, and the movement of the contact point due to the tap operation within the sensitive area of the first control. Here, the contact point refers to the contact position between the user's finger and the terminal device. In other words, the first trigger operation refers to an operation that causes a movement of the contact point after the operation has started. The sensitive area of the first control refers to the area where the first control is effective. The terminal device associates the operation detected within the sensitive area of the first control with the function of the first control, and enables the first control to control the activation process of a directional skill.
[0052] For example, the game interface displays a first control and a drag marker for the first control. The terminal device changes the display position of the drag marker in the game interface in response to a first drag operation on the first control. For example, if the first trigger operation is a drag operation to the right, the drag marker moves to the right in accordance with the first trigger operation. For example, the drag marker is displayed in the form of a virtual joystick.
[0053] Optionally, the first trigger operation takes effect within the target region, which refers to the region where the first trigger operation takes effect. In other words, the first trigger operation is valid within the target region, and beyond the target region, it becomes invalid and ceases to change the virtual character's viewpoint direction. Illustratively, the target region is contained within the sensitive region of the first control. For example, the target region is the right half of the sensitive region of the first control. Illustratively, the target region includes the sensitive region of the first control.
[0054] In some embodiments, a drag operation in the first control includes a clockwise drag operation in the first control and a counterclockwise drag operation in the first control. The clockwise drag operation in the first roulette is for adjusting the viewpoint direction of the virtual character in a clockwise direction, and the counterclockwise drag operation in the first roulette is for adjusting the viewpoint direction of the virtual character in a counterclockwise direction.
[0055] As an example, as shown in Figure 5, the viewpoint direction of the virtual character 11 is adjusted clockwise in response to a clockwise drag operation on the first roulette wheel 14, and the viewpoint direction of the virtual character 11 is adjusted counterclockwise in response to a counterclockwise drag operation on the first roulette wheel 14.
[0056] In some embodiments, the first control includes a first virtual joystick for adjusting the viewpoint direction of the virtual character. Exemplarily, as shown in Figure 5, the viewpoint direction of the virtual character 11 is adjusted in response to a drag operation on the first virtual joystick 31.
[0057] In some embodiments, the viewpoint direction of a virtual character represents the field of view of the virtual character within the virtual environment. Optionally, the viewpoint direction of a virtual character refers to the viewpoint direction of the virtual camera corresponding to the virtual character. The virtual camera corresponding to the virtual character moves within the virtual environment, following the virtual character, and collects images of the virtual environment from within the virtual environment using the principle of three-dimensional imaging. In other words, adjusting the viewpoint direction of the virtual character is equivalent to adjusting the viewpoint direction of the virtual camera.
[0058] For example, by maintaining a relative static positional relationship between the virtual camera and the top of the virtual character's head (or shoulders), the collected virtual environment screen can simulate the virtual character's first-person perspective. For instance, by maintaining a constant relative position between the virtual camera and the virtual character, the virtual camera can be rotated around its center of rotation to adjust the virtual character's viewpoint.
[0059] For example, by maintaining a first distance between the virtual camera and the virtual character, the captured virtual environment screen can simulate a third-person perspective and reflect the virtual environment around the virtual character. Here, the first distance is a preset value, or it can be changed in response to distance adjustment operations.
[0060] In some embodiments, the first control is for the first user to adjust the viewpoint direction of the virtual character. In embodiments of the present invention, the viewpoint of the virtual character refers to a first-person viewpoint. This first-person viewpoint can be adjusted in any direction. In other words, the viewpoint direction of the virtual character simulates the pitch viewpoint, left-right deflection viewpoint, and front-back deflection viewpoint of the virtual character in the virtual environment by supporting 360-degree rotation adjustment.
[0061] In step 230, if the switching condition is met, the activation direction of the virtual character's directional skill is adjusted in response to the second trigger operation in the first control, and the switching condition is for triggering the switching of the function of the first control.
[0062] In some embodiments, the function of the first control includes at least one of adjusting the virtual character's viewpoint direction or adjusting the activation direction of a directional skill. Optionally, a toggle condition is used to switch the function of the first control from adjusting the virtual character's viewpoint direction to adjusting the activation direction of a directional skill. That is, if the trigger condition for a directional skill is not met, the first control is used to adjust the virtual character's viewpoint direction, and if the trigger condition for a directional skill is met, the first control is used to adjust the activation direction of the directional skill.
[0063] Optionally, the switching condition is a pre-set fixed condition. Optionally, the switching condition is an adjustable condition. For example, the switching condition is a condition that is adjusted by the user during the actual operation process.
[0064] For example, the switching conditions are: • The function switching operation for the first control must be accepted. • The first trigger operation stops. Includes one of the following.
[0065] For specific details regarding the function switching operation, please refer to the following example.
[0066] In some embodiments, the switching condition is triggered by user operation. The user adjusts the viewpoint direction of a virtual character by performing a first trigger operation on a first control. After determining that the virtual character's viewpoint direction is facing an enemy display element, the user performs a corresponding user operation (e.g., performing a function switching operation). As a result, the terminal device detects the function switching operation and determines that the switching condition has been triggered. The terminal device switches the function of the first control. Exemplarily, the cessation of the first trigger operation refers to the contact point corresponding to the first trigger operation not moving within a certain time, or the contact point corresponding to the first trigger operation being located in the target area of the first roulette. Here, the above certain time may be a preset value, for example, 0.5 seconds. The target area is a preset value. For example, the target area is the central circular area of the first control. The display style of the target area differs from the display style of other areas of the first control, making it easier for the user to identify the distribution location of the target area in the first control.
[0067] Optionally, "enemy" refers to a virtual character controlled by another user in the virtual environment, other than virtual character 1 controlled by the first user. In other words, "enemy" refers to another virtual character in the virtual environment that is in opposition to virtual character 1 controlled by the first user. For example, virtual character 2 controlled by the second user. The enemy display element is a display element for representing the enemy, such as an acoustic element. Exemplarily, an acoustic element is also called a voiceprint. The enemy virtual character emits sound in the process of moving within the virtual environment. The acoustic element is intended to indicate the relative direction between this sound source and the virtual character.
[0068] Optionally, the display position of the enemy indicator element is fixed. For example, one second after an enemy virtual character moves within the virtual environment, the enemy indicator element is used to indicate the direction in which the enemy virtual character was located before moving. Optionally, the display position of the enemy indicator element changes in accordance with changes in the enemy virtual character's position. For example, the position of the enemy indicator element changes in real time as the enemy virtual character moves.
[0069] In some embodiments, if the user adjusts the virtual character's viewpoint so that it faces the display area where the enemy display element is located, the user determines that the virtual character's viewpoint is facing the enemy display element. Subsequently, the user performs a function switching operation to switch the function of the first control. Optionally, this display area is an area of fixed size and shape. For example, this display area is a fan-shaped display area based on the enemy display element.
[0070] In some embodiments, when the switching conditions are met, the terminal device switches the display mode of the first control. For example, if the function of the first control is to adjust the viewpoint direction of the virtual character, the first control is displayed as the first roulette, and if the function of the first control is to adjust the activation direction of a directional skill, the first control is displayed as the second roulette. The first roulette is for adjusting the viewpoint direction of the virtual character, and the second roulette is for adjusting the activation direction of a directional skill.
[0071] Optionally, if the first trigger operation has not been completed and the switching conditions are met, the terminal device cancels the display of the first roulette and displays the second roulette in the display area of the first roulette. In other words, under conditions where the switching conditions are met, the first roulette is switched to display the second roulette. Optionally switching the display of the first roulette to the second roulette includes retaining the display of the first roulette and displaying the second roulette in the display area of the first roulette. The second roulette overlaps the first roulette.
[0072] For example, as shown in Figure 6, when the switching conditions are met, the terminal device switches the display from the first roulette 14 to the second roulette 15. For example, the display styles of the first and second roulettes are different to inform the user that the function of the first control has been switched. Please refer to the following embodiment for the display styles of the first and second roulettes.
[0073] In some embodiments, the second trigger operation includes at least one of the following: single click, double click, left / right slide, up / down slide, long press, hover, face recognition, and voice recognition. The second trigger operation includes, but is not limited to, the several types mentioned above. Optionally, the second trigger operation is implemented as a drag operation on the first control and is also called a second drag operation. Exemplarily, the first drag operation and the second drag operation are the same type of drag operation.
[0074] For example, the duration for which the first control accepts drag operations is [0, T]. At time t, the function of the first control switches from adjusting the virtual character's viewpoint direction to adjusting the activation direction of a directional skill. In this case, drag operations within [0, t] belong to the first drag operation, and drag operations within (t, T) belong to the second drag operation. t is a positive number less than or equal to T. In other words, the second drag operation and the first drag operation are the same drag operation.
[0075] For example, if the first control is displayed from the first roulette to the second roulette, the second drag operation is a drag operation that continues from the first roulette to the second roulette. In some embodiments, the second drag operation includes a clockwise drag operation on the first control and a counterclockwise drag operation on the first control. The clockwise drag operation is for adjusting the activation direction of a directional skill in a clockwise direction, and the counterclockwise drag operation is for adjusting the activation direction of a directional skill in a counterclockwise direction.
[0076] For example, as shown in Figure 7, in response to a clockwise drag operation on the first control (displayed in the form of a second roulette; see the introduction below for details on the second roulette), the activation direction of the virtual character's directional skill is adjusted clockwise, and in response to a counterclockwise drag operation on the first control, the activation direction of the virtual character's directional skill is adjusted counterclockwise.
[0077] In some embodiments, after a function switch occurs, the first control is displayed as a second roulette, which includes a second virtual joystick for adjusting the direction of activation of the virtual character's directional skills. The terminal device adjusts the direction of activation of the virtual character's directional skills in response to drag operations on the second virtual joystick. This allows the user to adjust the direction of activation of the directional skills to the direction in which the enemy virtual character is positioned by operating the second trigger.
[0078] The second trigger operation is similar to the first trigger operation; please refer to the description of the first trigger operation for details. We will not repeat the explanation here.
[0079] In step 240, in response to an operation to activate a directional skill, the virtual character is controlled to activate the directional skill in the direction of activation.
[0080] In some embodiments, the activation direction of a directional skill is the direction adjusted by the second trigger operation. In other words, the activation direction of a directional skill refers to the direction that the directional skill points in the virtual environment at the end of the second trigger operation.
[0081] In some embodiments, the operation to activate the directional skill includes at least one of the following: single click, double click, left / right slide, up / down slide, long press, hover, face recognition, and voice recognition. The operation to activate the directional skill includes, but is not limited to, the several types mentioned above. This limitation is not applied here.
[0082] In some embodiments, the operation to activate a directional skill acts on the first control. Optionally, the operation to activate a directional skill is related to a second trigger operation. For example, the operation to activate a directional skill is the disappearance of the second trigger operation. That is, the terminal device adjusts the activation direction of the directional skill in response to the second trigger operation in the first control, and controls the virtual character to activate the directional skill in the activation direction in response to the disappearance of the second trigger operation. The disappearance of the second trigger operation is achieved by the terminal device detecting the disappearance of the contact point of the second trigger operation.
[0083] Of course, the operation to activate a directional skill may also act on a third control other than the first control. Optionally, the operation to activate a directional skill is a trigger operation on the third control. For example, a terminal device may, in response to a click operation on the third control, control a virtual character to activate a directional skill in the direction of activation.
[0084] Furthermore, the first trigger operation, the second trigger operation, and the operation to activate a directional skill described above constitute a single, systematic, and continuous operation. In other words, in the configuration provided in this application, in order to activate a directional skill, the first user must perform the above operations continuously, not intermittently, within a first time period. For example, the first user continuously performs the first trigger operation, the second trigger operation, and the operation to activate a directional skill with their right hand in the game interface. Since all three of the above operations are performed on the first control, by setting multiple operation types on the first control, the adjustment of the virtual character's viewpoint direction, the adjustment of the activation direction of the directional skill, and the operation to activate the directional skill can all be accomplished in one go.
[0085] In one example, a directional skill is a hook chain skill. The terminal device displays the virtual environment and the enemy display elements of the enemy virtual character in the game interface. The terminal device adjusts the viewpoint direction of the virtual character in response to the first trigger operation on the first control. The user aligns the viewpoint direction of the virtual character with the enemy display elements by operating the first trigger. The user then performs a function switching operation to control the first control to switch its function to adjusting the activation direction of the hook chain skill. The terminal device adjusts the activation direction of the hook chain skill in response to the second trigger operation on the first control. After the user determines that the activation direction of the hook chain skill is aligned with the enemy virtual character, they perform an operation to activate the hook chain skill. In response to the operation to activate the hook chain skill, the terminal device controls the virtual character to activate the hook chain skill in the activation direction.
[0086] Optionally, the terminal device displays in the game interface that the hook chain corresponding to the hook chain skill moves within the virtual environment along the activation direction. If an enemy virtual character is within the hook chain's range of motion during the hook chain's movement, the terminal device displays a visual effect indicating that the hook chain passively moves the enemy virtual character in front of the virtual character. If no enemy virtual character is within the hook chain's range of motion, the hook chain continues to move within the virtual environment along the activation direction until the distance between the hook chain and the virtual character equals the hook chain's firing threshold. Exemplarily, the firing threshold is predetermined.
[0087] To summarize the above, before preparing to activate a directional skill, the user adjusts the virtual character's viewpoint direction using the skill control. When the switching condition is triggered, the user adjusts the activation direction of the directional skill using the skill control, and then activates the directional skill. This allows the user to activate a directional skill by performing a single sequence of operations using a single skill control.
[0088] On the one hand, compared to using different controls to adjust the viewpoint, adjust the activation direction, and activate skills, this configuration allows all three operations to be performed with a single control. This reduces the number of controls that need to be displayed on the game interface, lowers the control display density, simplifies the interface display, and reduces the probability of accidental touches.
[0089] On the other hand, by integrating multiple operations, it helps to improve the smoothness of operations during the activation process of directional skills, improve the efficiency of directional skill activation, support the quick activation of directional skills at crucial moments in the game, help users win the game, and help shorten the duration of game matches.
[0090] Next, we will introduce the changes in display effects before and after switching the function of the first control through several examples.
[0091] In some embodiments, the method further includes the step of switching a first control, which is displayed as a first roulette, to be displayed as a second roulette, if a switching condition is met, wherein the first roulette and the second roulette have different display modes.
[0092] In some embodiments, the first roulette and the second roulette are two different display modes of the first control. When the function of the first control changes, the terminal device switches the display between the first roulette and the second roulette. Optionally, if the function of the first control is to adjust the viewpoint direction of the virtual character, the display mode of the first control is the first roulette; if the function of the first control is to adjust the activation direction of a directional skill, the display mode of the first control is the second roulette.
[0093] For example, the first roulette is the original display format for the first control. That is, when a user enters the game, the game interface displays the first control as the first roulette. For example, when the first control is triggered, the terminal device switches the display of the first control from its original format to the second roulette.
[0094] In some embodiments, the display positions of the first and second roulette wheels in the game interface are the same. When the switching condition is met, the terminal device displays the second roulette wheel instead of the first roulette wheel.
[0095] By having the first and second roulette wheels displayed in the same position in the game interface, and by setting their display styles to be different, the visual effect of the first control changes after the function of the first control is switched, allowing the user to be reminded that the first control is adjusting the direction of activation of directional skills. In other words, there is no need to display the first and second controls simultaneously in the game interface, reducing the need to redesign the control placement in the game interface and helping to reduce the workload for developers who would otherwise have to implement this configuration in the game.
[0096] In some embodiments, the display format includes at least one of color, size, and shape.
[0097] In other words, the first roulette wheel and the second roulette wheel differ in at least one of the following: color, size, or shape.
[0098] "Color" refers to the display color of the first roulette (or second roulette) in the game interface, "Size" represents the display area occupied by the first roulette (or second roulette) in the game interface, and "Shape" represents the appearance of the boundary of the first roulette (or second roulette).
[0099] Optionally, the shapes of the first and second roulette wheels are arbitrary. For example, the shape of the first roulette wheel may be circular, square, or other. Optionally, the shapes of the first and second roulette wheels may be the same. For example, both the first and second roulette wheels may be circular roulette wheels of the same size. Optionally, the shapes of the first and second roulette wheels may be different. For example, the first roulette wheel may be a circular roulette wheel corresponding to size 1, while the second roulette wheel may be a circular roulette wheel corresponding to size 2.
[0100] Optionally, the center points of the first and second roulette wheels are the same. For example, if the center point of the first roulette wheel is located at the first coordinate point in the game interface, then the center point of the second roulette wheel is also located at the first coordinate point in the game interface. Exemplaryly, if the center points of the first and second roulette wheels are the same, other display formats of the first and second roulette wheels may be different but the same. For example, if the center points of the first and second roulette wheels are the same, the display area of the second roulette wheel may be larger than that of the first roulette wheel, or the display color of the first roulette wheel may be the first color, while the display color of the second roulette wheel may be the second color. If the center points of the first and second roulette wheels are the same, other display conditions of the first and second roulette wheels may be different. This prevents the first user from being unable to observe the switching between the first and second roulette wheels in a timely manner due to finger obstruction while operating on the first roulette wheel. Optionally, the positions of the first virtual joystick in the first roulette wheel and the second virtual joystick in the second roulette wheel are the same.
[0101] Optionally, the center points of the first roulette and the second roulette are different. For example, the center point of the first roulette is located at the first coordinate point in the game interface, while the center point of the second roulette is located at the second coordinate point in the game interface. Optionally, the center point of the second roulette is determined based on the drag position at the time of the switch display. This switch display time is the time when the first roulette is switched to and displayed as the second roulette. For example, when the first user performs a drag operation on the first roulette and moves to the target drag position, it is determined that the virtual character's viewpoint is facing the enemy display element. At this time, the first roulette is switched to and displayed as the second roulette, and the target drag position is set as the center point of the second roulette. Optionally, the positions of the first virtual joystick in the first roulette and the second virtual joystick in the second roulette are different.
[0102] In some embodiments, having different center points for the first and second roulette wheels can prevent the combined response of the two wheels when a drag operation on the first wheel and a drag operation on the second wheel constitute a single, continuous operation. For example, if the center points of the first and second roulette wheels are the same, the first user performs a drag operation on the first wheel and, upon moving to the target drag position, determines that the virtual character's viewpoint is facing the enemy display element. At this point, the first wheel switches to displaying the second wheel. At this point, the terminal device may incorrectly respond that the first user's finger is at the target drag position. This can lead to incorrect adjustment of the activation direction of the virtual character's directional skills, and furthermore, require the user to spend more time adjusting.
[0103] In the embodiments of this application, we will explain using the example of a case where the first roulette wheel is a circular roulette wheel filled with diagonal lines, and the second roulette wheel is a circular roulette wheel filled with cross lines.
[0104] By setting the two roulette wheels to differ in at least one of their characteristics—color, size, and shape—the system provides the user with a visual cue to switch between functions while simultaneously reducing the workload of switching between the two wheels. When switching from the first roulette wheel to the second, the terminal device only needs to change the display style of the roulette wheel; there is no need to rearrange the display positions of controls in the game interface, thus reducing the display load on the terminal device.
[0105] The function in the first control that adjusts the viewpoint direction of the virtual character needs to be enabled. Next, we will introduce the operations that need to be performed to enable the function that adjusts the viewpoint direction of the virtual character through several examples.
[0106] In some embodiments, as shown in Figure 8, step 215 is further included prior to step 220, in which the first control is displayed as the first roulette in response to a third trigger operation on the first control.
[0107] In some embodiments, the first control is a skill control in the game. In other words, in this configuration, an existing control in the game is reused. Optionally, before accepting a third trigger operation, the function of the first control is to adjust the activation direction of a directional skill, and the third trigger operation activates the function of the first control to adjust the viewpoint direction of the virtual character.
[0108] In some embodiments, the third trigger operation on the first control includes at least one of the following: single click, double click, left / right slide, up / down slide, long press, hover, face recognition, and voice recognition. Note that the trigger operation for directional skill controls includes, but is not limited to, the types mentioned above. For example, the third trigger operation on the first control is a click operation on the first control. For example, the third trigger operation on the first control is a slide operation from another area of the game interface to the sensitive area of the first control. For specific descriptions of other areas, please refer to the following embodiments.
[0109] Selectively displaying the first control as the first roulette means displaying the first control in the style of the first roulette. In other words, the terminal device switches the first control from its original display style to the first roulette display style in response to the third trigger operation on the first control. Here, the original display style of the first control is different from the display style of the first roulette. For example, the color of the first control is gray, and the color of the first roulette is yellow.
[0110] In some embodiments, the step of displaying the first control as a first roulette in response to a third trigger operation on the first control includes the step of displaying the first roulette above the first control while retaining the display of the first control in response to a third trigger operation on the first control. That is, the first roulette overlaps the directional skill control.
[0111] Optionally, the first trigger operation in the above embodiment is a trigger operation that acts on the first roulette. That is, after the terminal device responds to the third trigger operation on the first control, the first control is displayed in the form of the first roulette. In response to the first trigger operation on the first roulette, the terminal device adjusts the viewpoint direction of the virtual character.
[0112] In this embodiment, the operation of the third trigger on the first control activates the function of the first control to adjust the viewpoint direction of the virtual character. When different operations are received, the first control switches to a different function, enriching the types of functions that can be performed on the first control. This helps to perform all operations necessary for activating directional skills with a single control, reducing the number of controls that need to be displayed in the game interface. This realizes new combination functions and improves the simplicity of the game interface display by not introducing unnecessary controls.
[0113] Next, we will introduce various implementations of the third trigger operation through several examples.
[0114] In some embodiments, as shown in Figure 9, step 215 is implemented as substep 215a, which displays the first control as a first roulette in response to a sliding operation from the viewpoint adjustment area to the first control.
[0115] In some embodiments, the starting point of the slide operation is located within or at the boundary of the viewpoint adjustment area, and the ending point of the slide operation is located within the sensitive area of the first control. Optionally, the slide operation is a continuous operation with the first trigger operation in the above embodiments. Exemplarily, the slide operation shares the same contact point as the first trigger operation. That is, after the contact point of the slide operation reaches the sensitive area of the first control, the change in position of the contact point is determined by the first trigger operation.
[0116] In some embodiments, the viewpoint adjustment area is a portion of the game interface. For example, the viewpoint adjustment area is a rectangular area in the game interface, where the center of the viewpoint adjustment area coincides with the center of the game interface. Exemplarily, the viewpoint adjustment area is used to adjust the viewpoint direction of a virtual character.
[0117] Optionally, the viewpoint adjustment area is any area in the game interface that does not affect game display elements. These game display elements include at least one of a virtual character, a virtual item, or a control. For example, the viewpoint adjustment area is a blank area in the game interface, or an area in the game interface that does not affect the response of other controls.
[0118] In some embodiments, the viewpoint adjustment area is a predefined fixed area. Optionally, the position of the viewpoint adjustment area in the game interface is determined based on the virtual character. Exemplarily, the viewpoint adjustment area is determined based on the virtual character's viewpoint direction. For example, the viewpoint adjustment area is a fixed-size area centered on the virtual character's viewpoint direction. If the game displays the virtual environment from the virtual character's first-person perspective, the viewpoint adjustment area is located in the center of the game interface.
[0119] For example, the viewpoint adjustment area is determined based on the position of the virtual character in the virtual environment. For instance, if the viewpoint adjustment area is displayed above the virtual character, and the virtual character moves within the virtual environment, the position of the virtual character on the virtual environment screen changes, and the position of the viewpoint adjustment area in the game interface also changes so that the viewpoint adjustment area remains positioned above the virtual character.
[0120] As an example, as shown in Figure 10, the terminal device displays the first roulette 14 on the first control 12 in response to a third trigger operation on the first control 12.
[0121] Optionally, during gameplay, the viewpoint adjustment area belongs to the fixed area. Here, the fixed area refers to an area with a fixed shape and fixed size. Exemplarily, as shown in Figure 11, the viewpoint adjustment area is the first area 17 that changes in accordance with the change in the position of the virtual character 11.
[0122] In some embodiments, the position of the viewpoint adjustment region is fixed and does not change. In some embodiments, the position of the viewpoint adjustment region is adjusted randomly. Optionally, the position of the viewpoint adjustment region is adjusted based on the viewpoint direction of the virtual character. Optionally, the position of the viewpoint adjustment region is adjusted based on the movement position of the virtual character. Exemplarily, as shown in Figure 12, when the virtual character 11 moves from a first position to a second position, the first region 17 moves from the first adjustment position to the second adjustment position.
[0123] In this embodiment, the first control is one of the skill controls displayed in the game interface. For example, a virtual character controlled by the first user has two directional skills. The game interface displays skill controls corresponding to each of these two directional skills. The first control is one of the two skill controls described above. Optionally, the first control refers to the skill control to which the slide operation is slid. For example, if the game interface displays skill control 1 and skill control 2, and the slide operation slides from the viewpoint adjustment area to skill control 2, then the first control is skill control 2. In other words, a slide operation out of the viewpoint adjustment area is set, and the viewpoint direction adjustment function of at least one skill control can be activated.
[0124] By setting a slide operation from the viewpoint adjustment area to the skill control, the viewpoint adjustment function of the skill control is enabled (i.e., the viewpoint direction of the virtual character is adjusted). This allows operations related to the activation of directional skills to be concentrated in the skill control, improving the efficiency of directional skill activation.
[0125] Furthermore, setting up a slide operation from the viewpoint adjustment area to the skill control helps improve the flexibility of skill control selection. Since the user can independently select the end point of the slide operation starting from the viewpoint adjustment area, when multiple skill controls are displayed in the game interface, a slide operation from the viewpoint adjustment area to the target skill control (i.e., the first control) among the multiple skill controls supports activating the viewpoint adjustment function of the target skill control. This method gives any of the multiple skill controls a chance to have their viewpoint adjustment function activated without introducing other controls, helping to improve the universality of the aiming process for directional skills.
[0126] Next, we will introduce the operation process for displaying the first control as the first roulette wheel through several embodiments.
[0127] In some embodiments, substep 215a, which displays the first control as a first roulette in response to a slide operation from the viewpoint adjustment area to the first control, includes the step of the terminal device displaying the first control as a first roulette in response to monitoring a sustained touch operation in the viewpoint adjustment area and a slide operation from the viewpoint adjustment area to the first control.
[0128] In some embodiments, a sustained touch operation refers to an operation in which the point of contact remains for a certain period of time. That is, after the user's finger touches the terminal device, the finger does not lift off the device for a while. Optionally, a sustained touch operation includes at least one of the following: double-click, left / right slide, up / down slide, and long press. Note that sustained touch operations include, but are not limited to, the several types mentioned above. This application is not limited thereto.
[0129] In some embodiments, a sustained touch operation acts at any position within the viewpoint adjustment area. Optionally, a trigger control is provided within the viewpoint adjustment area. Exemplarily, the sensitive area of the trigger control overlaps with the viewpoint adjustment area, or the sensitive area of the trigger control is located within the viewpoint adjustment area. A sustained touch operation is a sustained operation on the trigger control. Optionally, monitoring a sustained touch operation in the viewpoint adjustment area includes monitoring a sustained touch operation on the trigger control within the viewpoint adjustment area.
[0130] Optionally, the sensitive area of the first control and the viewpoint adjustment area are adjacent. That is, there is either a common edge or an overlapping area between the sensitive area of the first control and the viewpoint adjustment area. Optionally, there is a gap between the sensitive area of the first control and the viewpoint adjustment area. That is, the sensitive area of the first control and the viewpoint adjustment area are not adjacent. A slide operation from the viewpoint adjustment area to the first control requires passing through an irrelevant area in the game interface during the slide process. This irrelevant area refers to any area in the game interface other than the sensitive area of the first control and the viewpoint adjustment area.
[0131] In some embodiments, when a terminal device detects both a sustained touch operation and a slide operation from the viewpoint adjustment area to the first control simultaneously, the terminal device displays the first control as the first roulette. The terminal device may optionally perform the sustained touch operation before the slide operation from the viewpoint adjustment area to the first control, or perform the slide operation from the viewpoint adjustment area to the first control before the sustained touch operation, or perform the sustained touch operation and the slide operation from the viewpoint adjustment area to the first control in sync.
[0132] In one example, if a slide operation from the viewpoint adjustment area to the first control is detected by the terminal device, and a sustained touch operation is present throughout the duration of the slide operation, the terminal device will display the first control as the first roulette after the slide operation reaches the first control.
[0133] In another example, the terminal device detects a sustained touch operation in the viewpoint adjustment area and then detects whether a slide operation originating from the viewpoint adjustment area exists. If a slide operation originating from the viewpoint adjustment area exists, the terminal device designates the skill control where the slide end point is located as the first control, the contact point corresponding to the slide operation as the contact point corresponding to the first trigger operation, and adjusts the viewpoint direction of the virtual character based on the first trigger operation at the first control. Optionally, the sustained touch operation in the viewpoint adjustment area may continue during the execution of the first trigger operation. When the terminal device detects the disappearance of the sustained touch operation, it determines that the switching condition is met and switches the function of the first control to adjusting the activation direction of a directional skill. The terminal device adjusts the activation direction of a directional skill in response to a second trigger operation at the first control. The sustained touch operation in the viewpoint adjustment area and the slide operation from the viewpoint adjustment area to the first control effectively activate the viewpoint adjustment function of the skill control without introducing any extra controls. Furthermore, by linking sustained touch operations and slide operations to enable the viewpoint adjustment function, it helps reduce instances where the viewpoint adjustment function of skill control is accidentally activated due to mistouches or other operations (e.g., slide operations only), thereby reducing unnecessary computation on the terminal device.
[0134] In some embodiments, a sustained touch operation is triggered by a first finger, and a slide operation is triggered by a second finger, where the first and second fingers are two different fingers.
[0135] Optionally, sustained touch and slide operations are two independent operations. That is, the contact point corresponding to a sustained touch operation is different from the contact point corresponding to a slide operation. Sustained touch and slide operations are supported by two different fingers. The contact point corresponding to a sustained touch operation moves or remains stationary within the viewpoint adjustment area, while the contact point corresponding to a slide operation moves from the viewpoint adjustment area to the sensitive area of the first control.
[0136] In some embodiments, the first and second fingers may be from the same hand or from different hands. Optionally, the first and second fingers may be from the same hand. Exemplarily, the first finger may be from the left hand and the second finger from the right hand. For example, the first finger may be the index finger of the left hand and the second finger may be the index finger of the right hand. In actual gameplay, the first and second fingers may be determined based on the user's habits, and any two fingers may be used for sustained touch operations and sliding operations from the viewpoint adjustment area to the first control, respectively. This invention does not limit the types of the first and second fingers.
[0137] In one example, a sustained touch operation is triggered by a finger of the left hand, and a slide operation is triggered by a finger of the right hand. The user holds their left index finger still within the viewpoint adjustment area and moves their right hand fingers from the viewpoint adjustment area to the first control, thereby activating the viewpoint adjustment function of the first control. During this process, the slide operation from the viewpoint adjustment area to the first control is detected by the terminal device, and a sustained touch operation in the viewpoint adjustment area is detected throughout the duration of the slide operation. Therefore, after detecting that the slide operation has reached the first control, the terminal device displays the first control as the first roulette. For example, the terminal device switches the gray first control to a yellow first roulette.
[0138] Setting slide and sustained touch operations to be performed with different fingers helps improve the likelihood of synchronizing and maintaining slide and sustained touch operations, which helps in successfully activating the skill control viewpoint adjustment function in a single operation and reduces the negative impact on the user in the game caused by failing to activate the skill control viewpoint adjustment function due to operational errors.
[0139] Next, we will introduce the switching conditions through several examples.
[0140] In some embodiments, the switching condition includes the detection of the disappearance of a sustained touch operation within the viewpoint adjustment area.
[0141] If a sustained touch operation is detected in the viewpoint adjustment area, as shown in Figure 13, step 230 may be implemented as a substep 232 in which, if the disappearance of the sustained touch operation in the viewpoint adjustment area is detected, the activation direction of the virtual character's directional skill is adjusted in response to a second trigger operation in the first control.
[0142] In some embodiments, the first trigger operation occurs in sync with a sustained touch operation within the viewpoint adjustment area, and when the sustained touch operation within the viewpoint adjustment area ceases, the function of the first control switches to adjusting the activation direction of a directional skill. In other words, the viewpoint adjustment function of the first control is continuously activated by a sustained touch operation within the viewpoint adjustment area. When the sustained touch operation within the viewpoint adjustment area ceases, the viewpoint adjustment function of the first control also ceases.
[0143] Optionally, the disappearance of a sustained touch operation within the viewpoint adjustment area refers to the disappearance of the contact point corresponding to the sustained touch operation, that is, the disappearance of the contact point corresponding to the sustained touch operation being detected by the terminal device.
[0144] In some embodiments, when a sustained touch operation within the viewpoint adjustment area is lost, the terminal device switches the first control, which is displayed as a first roulette, to be displayed as a second roulette. This step includes canceling the display of the first roulette and displaying the second roulette in the display area of the first roulette, or retaining the display of the first roulette and displaying the second roulette in the display area of the first roulette. In other words, the second roulette overlaps the first roulette.
[0145] For example, assuming that a sustained touch operation within the viewpoint adjustment area is a long press operation with the left hand within the viewpoint adjustment area, the terminal device switches the display from the first roulette to the second roulette in response to the end of the long press operation.
[0146] In summary, the method provided in this embodiment determines the timing of skill control function switching based on whether or not sustained touch input within the viewpoint adjustment area has disappeared, thereby allowing the user to control the timing of function switching. This eliminates the need for the user to adjust the viewpoint direction of the virtual character and the activation direction of the virtual character's directional skills separately, allowing the user to continuously activate the virtual character's directional skills on the game interface, which to some extent is advantageous in improving the user's operational experience.
[0147] In some embodiments, after step 210, the aiming method in the virtual environment further includes step 217 (not shown), which displays an auxiliary display element, the auxiliary display element being for indicating the relative orientation between the target of a directional skill and the virtual character.
[0148] In some embodiments, auxiliary display elements are used to help the user correctly adjust the viewpoint direction of the virtual character. For example, the user refers to the auxiliary display elements and adjusts the viewpoint direction of the virtual character by operating a first trigger in a first control so that the target of a directional skill is within the virtual character's field of view.
[0149] Optionally, the target of a directional skill may include at least one of the following: an enemy virtual character, an ally character, a virtual item in the virtual environment, or a virtual object in the virtual environment. The target of a directional skill can be understood as the target on which the directional skill's effect occurs.
[0150] In some embodiments, the target of a directional skill is related to the skill effect of the directional skill. For example, if the directional skill is a hook chain skill, the target of the directional skill is an enemy virtual character. For example, if the directional skill is a support skill, the target of the directional skill is an ally virtual character. For instance, the support skill might lead an ally character out of a dangerous area in the game (for example, an area that damages an ally character's health or other game attributes). For example, if the directional skill is a pick-up skill, the target of the directional skill is a virtual item or virtual object. For example, if the directional skill hits a first virtual item, the total number of first virtual items held by the virtual character increases by one, and the first virtual item disappears from the virtual environment.
[0151] In some embodiments, auxiliary display elements are shown in the game interface after the target of activation appears in the virtual character's perception area.
[0152] Next, we will introduce the role of auxiliary display elements using the example of a directional skill targeting an enemy virtual character. The role of auxiliary display elements is basically the same when the target of a directional skill is different. For specifics, please refer to the following example, but we will not repeat the explanation.
[0153] If the target of a directional skill is optionally an enemy virtual character, the auxiliary display element is also called the enemy display element. For example, the virtual environment may have a hiding area (e.g., bushes or buildings) that can conceal the enemy virtual character, and when the enemy virtual character moves within the hiding area, it emits sound. The enemy display element is used to display the sound source. In this case, the enemy display element is also called voiceprint information, sound element, or enemy voiceprint, and it represents the relative direction between the sound source generated by the movement of the enemy virtual character and the virtual character controlled by the first user, indicating the relative direction of the enemy virtual character within the hiding area.
[0154] In some embodiments, the enemy virtual character refers to a virtual character other than virtual character 1 controlled by the first user in the virtual environment. Optionally, this other virtual character is controlled by another user other than the first user. For example, the enemy virtual character is virtual character 2 controlled by the second user. The enemy display element refers to a display element for representing the enemy virtual character, such as an acoustic element.
[0155] For example, as shown in Figure 14, the game interface 10 displays an enemy voiceprint 16. In response to a first trigger operation in the first control, the terminal device adjusts the virtual character's viewpoint so that the virtual character's viewpoint gradually aligns with the enemy voiceprint 16. After determining that the virtual character's viewpoint aligns with the enemy voiceprint 16, the user triggers a switching condition through user operation (for example, canceling a sustained touch operation within the viewpoint adjustment area). The terminal device determines that the switching condition is now met and switches the first roulette to display the second roulette.
[0156] In some embodiments, the viewpoint direction of the virtual character is adjusted in response to a first drag operation on the first roulette so that the virtual character's viewpoint is directed toward the enemy display element. Optionally, the game interface displays a viewpoint center marker, which represents the virtual character's viewpoint direction. Exemplarily, the virtual character's field of view is a sector-shaped region with the viewpoint direction as its axis, and the viewpoint center marker is used to indicate the orientation of the virtual character's viewpoint direction in the virtual environment.
[0157] If an enemy display element overlaps with the viewpoint center marker, the user can determine that the virtual character's viewpoint is facing the enemy display element. In this case, since the enemy virtual character is positioned in the center of the virtual character's viewpoint, it is advantageous for directional skills to hit the enemy virtual character.
[0158] Figure 15 shows a flowchart of the aiming method in the virtual environment provided in the embodiment of the present invention. This example assumes the method is performed by the terminal device 110 shown in Figure 1. The method mainly includes the following steps:
[0159] Step 210 displays the virtual environment, which contains virtual characters.
[0160] In step 215, in response to the third trigger operation on the first control, the first control is displayed as the first roulette.
[0161] In this embodiment, the first control has multiple display modes during the game. The display mode of the first control differs depending on the function of the first control. When the terminal device receives a third trigger operation on the first control, the terminal device switches the original display mode of the first control to the display mode of the first roulette. The original display mode of the first control and the display mode of the first roulette differ in at least one aspect, such as color, shape, or size.
[0162] Optionally, the third trigger operation is implemented as a slide operation from the viewpoint adjustment area to the first control. That is, when the terminal device receives a slide operation from the viewpoint adjustment area to the first control, the terminal device activates the viewpoint adjustment function of the first control. To reduce the ineffective activation of the viewpoint adjustment function of the first control due to errors, the terminal device will, for example, display the first control as the first roulette if it detects both the third trigger operation and a sustained touch operation in the viewpoint adjustment area. If only the third trigger operation is detected, or if only a sustained touch operation in the viewpoint adjustment area is detected, the terminal device will not display the first control as the first roulette.
[0163] In step 220, the viewpoint direction of the virtual character is adjusted in response to the first trigger operation in the first control.
[0164] Optionally, the first trigger operation is a slide operation on the first control. Exemplarily, the first and third trigger operations belong to a sequence of operations. For example, if the third trigger operation is a slide operation from the viewpoint adjustment area to the first control, the slide operation is performed with a finger, and after the contact point corresponding to the slide operation reaches the first control, the finger is not lifted from the terminal device screen, and the subsequent finger operation belongs to the first trigger operation.
[0165] In step 225, if the switching conditions are met, the first control, which is displayed as the first roulette, is switched to be displayed as the second roulette.
[0166] Optionally, the switching condition is the disappearance of sustained touch operations within the viewpoint adjustment area. Before the switching condition is met, the function of the first control is to adjust the viewpoint direction of the virtual character, and after the switching condition is met, the function of the first control is to adjust the activation direction of directional skills. To help the user determine whether the function of the first control has been switched, the terminal device switches the display from the first roulette to the second roulette when the switching condition is met, improving the visibility of the function conversion process.
[0167] In step 230, if the switching condition is met, the activation direction of the virtual character's directional skill is adjusted in response to the second trigger operation in the first control, and the switching condition is for triggering the switching of the function of the first control.
[0168] The execution order of steps 225 and 230 does not matter. Step 225 may be executed before step 230, or after step 230. Alternatively, steps 225 and 230 may be executed synchronously.
[0169] In step 240, in response to an operation to activate a directional skill, the virtual character is controlled to activate the directional skill in the direction of activation.
[0170] For a detailed description of this embodiment, please refer to the above-mentioned embodiment; the explanation will not be repeated here.
[0171] In some embodiments, the switching condition is related to a sustained touch operation within the viewpoint adjustment area, and as shown in Figure 16, step 215 may be implemented as substep 215-a1, which displays the first control as the first roulette in response to a sustained touch operation in the viewpoint adjustment area and a slide operation from the viewpoint adjustment area to the first control being monitored.
[0172] In this case, step 230 may be implemented as substep 232, which adjusts the activation direction of the virtual character's directional skill in response to a second trigger operation in the first control when the disappearance of a sustained touch operation in the viewpoint adjustment area is detected.
[0173] In some embodiments, the viewpoint adjustment area is a fixed area within the game interface. To minimize overlap with the sensitive areas of other controls, the viewpoint adjustment area is located in the central area of the game interface.
[0174] Optionally, the viewpoint adjustment area may not have a display marker in the game interface. The user determines the position of the viewpoint adjustment area based on their gaming experience. Optionally, the viewpoint adjustment area may have a display marker in the game interface. For example, a highlight trace may be displayed at the edge of the viewpoint adjustment area.
[0175] In some embodiments, before the game starts, the terminal device determines the position and display size of the viewpoint adjustment area in the game interface in response to an area indication operation. Optionally, the terminal device displays the area display interface. After the game starts, the area display interface is used to display the layout of each control in the game interface and the positions of other game display elements in the game interface (e.g., store logo, chat box, virtual character attribute bar). In response to an operation to leave the viewpoint adjustment area, the terminal device determines the position of the viewpoint adjustment area in the game interface, and in response to an operation to confirm the layout of the viewpoint adjustment area, saves the position of the viewpoint adjustment area in the game interface if the viewpoint adjustment area does not overlap with other controls.
[0176] For a detailed explanation of each of the steps described above, please refer to the examples above. The explanations will not be repeated here.
[0177] In summary, the method provided in the embodiment of the present invention displays the first control as a first roulette in response to the detection of a sustained touch operation in the viewpoint adjustment area and a slide operation from the viewpoint adjustment area to the first control. This allows the terminal device to trigger an operation to adjust the viewpoint direction of the virtual character in response to the monitoring of a sustained touch operation in the viewpoint adjustment area. This configuration combines the operation to adjust the viewpoint direction of the virtual character and the operation to adjust the activation direction of a directional skill into a single complete and continuous operation, which helps to improve the activation efficiency of directional skills.
[0178] Figure 17 shows a flowchart of the aiming method in a virtual environment provided in an embodiment of the present invention. This example assumes the method is performed by the terminal device 110 shown in Figure 1. The method further includes the following steps.
[0179] In step 420, the targeting item is displayed in response to the operation of the third trigger on the first control.
[0180] In some embodiments, the aiming item is used to indicate the orientation of a virtual character and / or the direction in which a virtual character's directional skill is activated. Optionally, aiming items are also called aiming markers, crossair, aiming indicators, etc. Exemplarily, an aiming item is a marker displayed in the game interface.
[0181] The targeting item changes in accordance with the rotation of the first or second roulette wheel. For example, when the first roulette wheel rotates clockwise, the targeting item changes clockwise, indicating that the orientation of the virtual character moves clockwise.
[0182] Optionally, the aiming item can be used to indicate the aiming direction of the virtual character. Optionally, the aiming item can be used to indicate the activation direction of the virtual character's directional skills.
[0183] In some embodiments, when a targeting item is used to indicate the orientation of a virtual character and the direction in which a directional skill of the virtual character is activated, the targeting item includes a first targeting sub-item for indicating the orientation of the virtual character and a second targeting sub-item for indicating the direction in which a directional skill of the virtual character is activated.
[0184] In some embodiments, the aiming item is displayed in any area of the game interface that does not affect the game display elements, which include at least one of a virtual character, a virtual item, or a control. For example, the aiming item is displayed in a blank area of the game interface, or in an area of the game interface that does not affect the response of other controls.
[0185] In some embodiments, the aiming item is displayed in a fixed area of the game interface. Exemplarily, as shown in Figure 18, the aiming item 18 is displayed above the virtual character 11.
[0186] In some embodiments, the display position of the targeting item is fixed and does not change. In some embodiments, the display position of the targeting item is adjusted according to the movement position of the virtual character.
[0187] Steps 215 and 420 described above are performed simultaneously. For example, in response to the operation of the third trigger on the first control, the first control is displayed as the first roulette, and the targeting item is displayed.
[0188] In summary, the method provided in the embodiment of the present invention, by displaying a targeting item, can help the user more accurately aim at the target of a directional skill when adjusting the viewpoint direction of a virtual character and / or when adjusting the activation direction of a directional skill of a virtual character.
[0189] Figure 19 shows a flowchart of the aiming method in a virtual environment provided in an embodiment of the present invention. This example assumes the method is performed by the terminal device 110 shown in Figure 1. The method further includes the following steps.
[0190] Step 520 displays the second control.
[0191] In some implementations, a second control is displayed in the game interface. This second control is used to cancel the activation of directional skills.
[0192] Optionally, before activating a directional skill of the virtual character in the target direction, the terminal device displays a second control on the game interface. In other words, before the terminal device accepts the operation to activate a directional skill, the second control is displayed on the game interface. For example, in the process of preparing to activate a directional skill, the user uses the second control to complete the preparation process for activating the directional skill (including adjusting the virtual character's viewpoint direction and adjusting the activation direction of the directional skill).
[0193] After optionally activating a directional skill, the terminal device displays a cancellation control on the game interface. In other words, step 520 may occur before or after step 240. For example, after activating a directional skill in a virtual environment, the user may terminate the activation process of the directional skill early using the second control.
[0194] In some embodiments, the display position of a second control in the game interface does not overlap with other game display elements in the game interface, and the display of the second control does not obstruct other game display elements, or does not obstruct other game display elements at all. Here, the game display elements include at least one of a virtual character, a virtual item, or a control. For example, the second control is displayed in a blank area of the game interface, or in an area that does not overlap with other controls in the game interface.
[0195] In some embodiments, the second control is displayed in a fixed area of the game interface. For example, the second control is displayed in the same fixed area as the first control. A fixed area refers to an area in the game interface with a stable position, fixed form, and fixed size. The fixed area is pre-configured.
[0196] Optionally, in the game interface, the display position of the second control is adjacent to the display position of the first control. For example, the distance between the center position of the first control and the center position of the second control is less than or equal to x pixels (where x is a positive integer). For example, x = 30. In other words, the second control is displayed around the first control, making it easy for the user to perform a timely trigger operation of the second control when they need to cancel the activation of a directional skill. Exemplarily, as shown in Figure 20, the directional skill control 12 is displayed on the right side of the game interface 10, and the activation cancellation control 19 is displayed on the left side of the game interface 10, at a position corresponding to the directional skill control 12.
[0197] In some embodiments, the display position of the second control is fixed and does not change. In some embodiments, the display position of the second control may be adjusted randomly.
[0198] Optionally, to reduce the obstruction of other game display elements by the second control, the size of the second control is less than or equal to the size of the first control. This reduces the space occupied to display the second control. Optionally, the shape of the second control may include, but is not limited to, other shapes such as squares and circles. Optionally, to visualize the functional relationship between the first and second controls, the color of the second control may match the color of the first control. This allows the user to quickly find the second control from the game interface based on the color of the first control.
[0199] In step 540, in response to a trigger operation in the second control, the virtual character is controlled to cancel the activation of a directional skill.
[0200] In some embodiments, the trigger operation in the second control includes at least one of the following: single click, double click, left / right slide, up / down slide, long press, hover, face recognition, and voice recognition. The trigger operation in the second control includes, but is not limited to, the types mentioned above. This application is not limited herein.
[0201] Optionally controlling a virtual character to cancel the activation of a directional skill includes at least one of the following: 1. canceling the activation of a directional skill before it has been activated, or 2. canceling the persistent effect of a directional skill after it has been activated. For example, if a directional skill has a duration of 5 seconds, and the user cancels the activation of the directional skill 2 seconds after it has been activated, the terminal device immediately resets the duration of the directional skill to zero and cancels the display of the directional skill's activation effect.
[0202] In some embodiments, if step 520 is performed before step 240, the timing of step 540 is either before or after step 240. In one example, before activating a directional skill, the terminal device displays a second control on the game interface. Before activating a directional skill, the terminal device responds to a trigger operation on the cancel control by controlling the virtual character to cancel the activation of the directional skill. In another example, before activating a directional skill, the terminal device displays a second control on the game interface. After activating a directional skill, the terminal device responds to a trigger operation on the second control by controlling the virtual character to cancel the activation of the directional skill.
[0203] In summary, the method provided in this embodiment supports the user canceling the activation of a directional skill using a second control. Because the target of a directional skill has the ability to move during gameplay, even if a directional skill targets the target at a certain time, if the target moves at that time, the directional skill will not hit the target. In this case, canceling the activation of a directional skill using a second control helps to withdraw the directional skill in a timely manner, shortens the cooldown time of the directional skill, and improves the flexibility of directional skill activation.
[0204] In the embodiments of this application, steps 215, 215a, 215-a1, 225, 420, 520, and 540 are optional. In different embodiments, one or more of these steps may be omitted or replaced.
[0205] Steps 210, 220, 230, and 240 can be carried out as independent embodiments. Steps 210, 215, 230, and 240 can be carried out as independent embodiments. Steps 210, 220, 232, and 240 can be carried out as independent embodiments. Steps 210, 225, 230, and 240 can be carried out as independent embodiments. Steps 210, 215, 220, 230, and 240 can be carried out as independent embodiments. Steps 210, 215, 220, 232, and 240 can be carried out as independent embodiments. Steps 210, 215-a1, 220, 230, and 240 can be carried out as independent embodiments. Steps 210, 215-a1, and 232 can be carried out as independent embodiments. Step 420 can be carried out as an independent embodiment. Steps 520 and 540 can be carried out as independent embodiments. It should be understood that, based on the understanding of those skilled in the art, the various embodiments of the above methods can be combined in pairs or in multiples to form more embodiments. This is not explained in this application.
[0206] In some embodiments, an application program that supports activating directional skills of a virtual character within a virtual environment has predefined operation modes for aiming within the virtual environment. Optionally, these operation modes are: • Normal mode and, • A preliminary mode called the viewpoint rotation mode (hereinafter abbreviated as the preliminary mode) combines the operation of adjusting the viewpoint direction of the virtual character and the operation of adjusting the activation direction of the virtual character's directional skills into one complete and continuous operation. • A viewpoint-related mode that adjusts the viewpoint direction of the virtual character, This includes a skill-related mode, which adjusts the activation direction of a virtual character's directional skills.
[0207] In some embodiments, as shown in Figure 21, the above method includes the following steps in the four operating modes described above.
[0208] Step 21 involves entering a game match.
[0209] In some embodiments, the first user opens a game program and enters the normal mode of a game match. The game match includes a virtual character 1 controlled by the first user and other virtual characters controlled by other users.
[0210] In step 22, press the game interface with both your left and right hands simultaneously.
[0211] In some embodiments, monitoring is performed to determine whether the mode switching condition for switching the operation mode from normal mode to viewpoint rotation mode is met. Optionally, monitoring is performed to determine whether the target area is being pressed.
[0212] In some embodiments, the game interface monitors whether the left target area is pressed and whether the right target area is pressed. If both the left and right target areas are detected as pressed, the operation mode is switched from normal mode to viewpoint rotation mode.
[0213] Step 23 determines whether the viewpoint adjustment area is pressed or not.
[0214] In some embodiments, if the viewpoint adjustment area is not being pressed simultaneously by both hands, the operation mode is switched back from viewpoint rotation mode to normal mode.
[0215] In some embodiments, if the viewpoint adjustment area is pressed simultaneously by both hands, the following steps are then performed.
[0216] In step 24, the right hand moves from the viewpoint adjustment area to the directional skill control.
[0217] In some embodiments, when the right hand moves from the viewpoint adjustment area to the directional skill control, the operation mode switches from viewpoint rotation mode to viewpoint-related mode.
[0218] Step 25 triggers the display of the first roulette wheel.
[0219] In some embodiments, when the right hand moves from the viewpoint adjustment area to the directional skill control, the operation mode is switched from viewpoint rotation mode to viewpoint-related mode, and the display of the first roulette is triggered.
[0220] In step 26, the user determines whether the virtual character's viewpoint is facing the enemy display element or not.
[0221] In some embodiments, if the virtual character's viewpoint is not facing the enemy display element, the first roulette is used to continue adjusting the virtual character's viewpoint until it is adjusted to face the enemy display element, or the adjustment of the virtual character's viewpoint is abandoned and the operation mode is switched from viewpoint-related mode to normal mode.
[0222] In some embodiments, if the virtual character's viewpoint is facing the enemy display element, the following steps are then performed.
[0223] In step 27, release your left hand and keep pressing the directional skill control with your right hand.
[0224] In some embodiments, releasing the left hand and holding down the directional skill control with the right hand switches the operation mode from viewpoint-related mode to skill-related mode.
[0225] Step 28 triggers the display of the second roulette wheel.
[0226] In some embodiments, releasing the left hand while holding down the directional skill control with the right hand switches the operation mode from viewpoint-related mode to skill-related mode and triggers the display of the second roulette.
[0227] In step 29, the user determines whether the direction in which the virtual character's directional skill is activated is facing the enemy display element.
[0228] In some embodiments, if the activation direction of a virtual character's directional skill is not facing an enemy display element, the second roulette is used to continue adjusting the activation direction of the virtual character's directional skill until it is adjusted to face an enemy display element, or the adjustment of the activation direction of the virtual character's directional skill is abandoned, and the operation mode is switched from skill-related mode to normal mode.
[0229] In some embodiments, a virtual character's directional skill is activated if its activation direction is facing an enemy display element. Optionally, the virtual character's directional skill includes at least one of the following: a aiming skill, a catching skill, or a hook chain skill.
[0230] The following are embodiments of the apparatus of the present application that can be used to carry out embodiments of the method of the present application. For details not shown in the embodiments of the apparatus of the present application, please refer to the embodiments of the method of the present application.
[0231] Figure 22 shows a block diagram of a aiming device in a virtual environment provided in one exemplary embodiment of the present invention. The device includes at least a display module 2210, an adjustment module 2220, and an activation module 2230.
[0232] The display module 2210 displays a virtual environment, which includes virtual characters.
[0233] The adjustment module 2220 adjusts the viewpoint direction of the virtual character in response to a first trigger operation in the first control.
[0234] The adjustment module 2220 further adjusts the activation direction of the virtual character's directional skill in response to a second trigger operation in the first control when a switching condition is met, and the switching condition is for triggering a switch in the function of the first control.
[0235] The activation module 2230, in response to an operation to activate the directional skill, controls the virtual character to activate the directional skill in the activation direction.
[0236] In some embodiments, the display module 2210 further switches the first control, which is displayed as a first roulette, to be displayed as a second roulette when a switching condition is met, and the first roulette and the second roulette have different display modes.
[0237] In some embodiments, the display format includes at least one of color, size, and shape.
[0238] In some embodiments, the apparatus further includes a monitoring module 2240 that displays the first control as the first roulette in response to a sliding operation from the viewpoint adjustment area to the first control.
[0239] In some embodiments, the device further includes a monitoring module 2240 that displays the first control as the first roulette in response to monitoring of sustained touch operations in the viewpoint adjustment area and sliding operations from the viewpoint adjustment area to the first control.
[0240] In some embodiments, the sustained touch operation is triggered by a first finger, and the slide operation is triggered by a second finger, wherein the first and second fingers are two different fingers.
[0241] In some embodiments, the display module 2210 further displays a targeting item in response to a third trigger operation in the first control, the targeting item being for indicating the targeting position of the virtual character.
[0242] In some embodiments, the switching condition includes the detection of the disappearance of a sustained touch operation within the viewpoint adjustment area.
[0243] In some embodiments, the display module 2210 further displays auxiliary display elements, which indicate the relative orientation between the activation target of the directional skill and the virtual character.
[0244] In the above embodiment, the device is described using only the division of the above-described functional modules as an example of how to realize its functions. However, in actual application, the above functions may be assigned to different functional modules as needed, that is, the internal configuration of the device may be divided into different functional modules to perform all or some of the functions described above. Furthermore, the device provided in the above embodiment belongs to the same concept as the embodiment of the method, and details of its specific implementation process should be referred to the embodiment of the method. Further explanation is omitted here.
[0245] Figure 23 shows a block diagram of the computer equipment 2300 provided in one embodiment of the present invention.
[0246] Typically, the computer device 2300 comprises a processor 2301 and memory 2302.
[0247] The processor 2301 may include one or more processing cores, for example, a 4-core processor, an 8-core processor, etc. The processor 2301 may be implemented in the form of at least one hardware component from among a Digital Signal Processor (DSP), a Field-Programmable Gate Array (FPGA), and a Programmable Logic Array (PLA). The processor 2301 may include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state and is also called a Central Processing Unit (CPU). The coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2301 may incorporate a Graphics Processing Unit (GPU). The GPU is responsible for rendering and drawing content to be displayed on a display. In some embodiments, the processor 2301 may include an Artificial Intelligence (AI) processor for processing machine learning-related computational operations.
[0248] The memory 2302 may include one or more computer-readable storage media. The computer-readable storage media may be non-temporary. The memory 2302 may include high-speed random-access memory and non-volatile memory, such as one or more disk storage devices or flash memory storage devices.
[0249] In some embodiments, a non-temporary computer-readable storage medium in memory 2302 stores at least one computer instruction. When executed by processor 2301, this at least one computer instruction enables a targeting method in a virtual environment provided in embodiments of the method of the present invention.
[0250] In some embodiments, the computer device 2300 optionally further includes an input interface 2303 and an output interface 2304. The processor 2301, the memory 2302, the input interface 2303, and the output interface 2304 may be connected via a bus or signal lines. Each peripheral device may be connected to the input interface 2303 and the output interface 2304 via a bus, signal lines, or circuit board. The input interface 2303 and the output interface 2304 may be used to connect at least one input / output (I / O) peripheral device to the processor 2301 and the memory 2302.
[0251] In some embodiments, the processor 2301, memory 2302, input interface 2303, and output interface 2304 are integrated on the same chip or circuit board. In some other embodiments, one or two of the processor 2301, memory 2302, input interface 2303, and output interface 2304 may be implemented on separate chips or circuit boards. The embodiments of this application are not limited thereto. As will be understood by those skilled in the art, the configurations shown above are not limiting to the computer device 2300, and the computer device 2300 may include more or fewer components than shown, or may be a combination of some components, or may employ different arrangements of components.
[0252] In exemplary embodiments, a computer-readable storage medium storing at least one computer instruction is further provided, which, when executed by a processor, enables the targeting method in the virtual environment described above. Optionally, the computer-readable storage medium may be read-only memory (ROM), random access memory (RAM), compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage devices.
[0253] In exemplary embodiments, a computer program product including computer instructions is further provided, the computer instructions being stored in a computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to realize the targeting method in the virtual environment described above.
[0254] It should be understood that "plural" as used herein refers to two or more. "And / or" describes the relationship between related objects and indicates that there are three possible relationships. For example, A and / or B can represent three cases: A existing alone, A and B existing simultaneously, or B existing alone. The letter " / " generally indicates that the preceding and succeeding related objects are in an "or" relationship.
[0255] As those skilled in the art will understand, all or part of the steps for realizing the above embodiment may be performed by hardware or by instructing the relevant hardware via a program. The program may be stored on a computer-readable storage medium. The storage medium referred to above may be read-only memory, a magnetic disk, or an optical disk, etc.
Claims
1. A targeting method in a virtual environment, which is performed by a terminal device, A step of displaying a virtual environment, wherein the virtual environment includes a virtual character, A step of adjusting the viewpoint direction of the virtual character in response to a first trigger operation in the first control, Steps include: adjusting the activation direction of the virtual character's directional skill in response to a second trigger operation in the first control when a switching condition is met, wherein the switching condition is for triggering a switch in the function of the first control; The process includes the step of controlling the virtual character to activate the directional skill in the activation direction in response to an operation to activate the directional skill, A targeting method in a virtual environment.
2. If the switching condition is met, the process further includes the step of switching the first control, which is displayed as a first roulette, to be displayed as a second roulette, wherein the first roulette and the second roulette have different display modes. A targeting method in a virtual environment according to claim 1.
3. The aforementioned display format includes at least one of the following: color, size, and shape. A targeting method in a virtual environment according to claim 2.
4. Before the step of adjusting the viewpoint direction of the virtual character in response to a first trigger operation in the first control, The further step includes displaying the first control as a first roulette in response to a third trigger operation in the first control, A targeting method in a virtual environment according to claim 1.
5. The step of displaying the first control as a first roulette in response to a third trigger operation in the first control is: The process includes the step of displaying the first control as a first roulette in response to a sliding operation from the viewpoint adjustment area to the first control, A targeting method in a virtual environment according to claim 4.
6. The step of displaying the first control as a first roulette in response to a sliding operation from the viewpoint adjustment area to the first control is, The step includes displaying the first control as a first roulette in response to monitoring a sustained touch operation in the viewpoint adjustment area and a sliding operation from the viewpoint adjustment area to the first control, A targeting method in a virtual environment according to claim 5.
7. The sustained touch operation is triggered by a first finger, and the slide operation is triggered by a second finger, and the first and second fingers are two different fingers. A targeting method in a virtual environment according to claim 6.
8. The process further includes the step of displaying a targeting item in response to a third trigger operation in the first control, wherein the targeting item is for indicating the targeting position of the virtual character. A targeting method in a virtual environment according to claim 4.
9. The aforementioned switching condition includes the detection of the disappearance of a sustained touch operation within the viewpoint adjustment area. A targeting method in a virtual environment according to claim 1.
10. The steps include displaying the second control, The process further includes the step of controlling the virtual character in response to a trigger operation in the second control to cancel the activation of the directional skill, A targeting method in a virtual environment according to claim 1.
11. A further step of displaying an auxiliary display element, wherein the auxiliary display element is for indicating the relative orientation between the activation target of the directional skill and the virtual character. A targeting method in a virtual environment according to claim 1.
12. A targeting device in a virtual environment, A display module for displaying a virtual environment, wherein the virtual environment includes virtual characters, An adjustment module that, in response to a first trigger operation in a first control, adjusts the viewpoint direction of the virtual character, and, if a switching condition is met, adjusts the activation direction of the virtual character's directional skill in response to a second trigger operation in the first control, wherein the switching condition is for triggering a switch in the function of the first control; Includes an activation module that, in response to an operation to activate the directional skill, controls the virtual character to activate the directional skill in the activation direction, A targeting device in a virtual environment.
13. A terminal device comprising memory and a processor, wherein the memory stores at least one computer instruction, and when the computer instruction is loaded and executed by the processor, it realizes the targeting method in a virtual environment described in any one of claims 1 to 11.
14. A computer program that causes a computer to execute a targeting method in a virtual environment as described in any one of claims 1 to 11.