Method, device, and computer program for controlling virtual objects

JP7645338B2Active Publication Date: 2025-03-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2023186596
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2020-06-06
Filing Date
2023-10-31
Publication Date
2025-03-13
Estimated Expiration
2041-05-21

AI Technical Summary

Benefits of technology

【0015】 本願に係る技術的解決手段によれば、あるスキルをトリガーする必要がある場合、端末はスキルの解放すべき範囲及び解放すべき範囲内のターゲット仮想オブジェクトを決定し、被制御仮想オブジェクト及びターゲット仮想オブジェクトの位置に応じて、該スキルの解放指示図形を表示することができる。被制御仮想オブジェクト及びターゲット仮想オブジェクトのうちのいずれか1つの仮想オブジェクトの位置が変化した場合、端末は仮想オブジェクトの位置変化に応じて、該スキルの解放指示図形の表示をリアルタイムに調整することができる。このようにして、ユーザが該スキルをトリガーした後、端末は仮想オブジェクトの位置の変化に応じて、スキルの解放指示図形の指向方向を自動的に調整できることを確保でき、それにより解放指示図形を終始ターゲット仮想オブジェクトの位置に関連付けることができ、つまり、スキルを解放する時、端末はターゲット仮想オブジェクトを自動的に照準でき、ユーザはターゲット仮想オブジェクトを手動で照準する必要がなく、ヒューマンコンピュータインタラクションの効率を向上させる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007645338000001
    Figure 0007645338000001
  • Figure 0007645338000002
    Figure 0007645338000002
  • Figure 0007645338000003
    Figure 0007645338000003
Patent Text Reader

Abstract

To provide a control method of a virtual object, a device, an instrument, and a storage medium.SOLUTION: In the case where a certain skill needs to be triggered, a terminal can determine a range to be released of the skill and a target virtual object in the range to be released, and display a release instruction graphic of the skill according to the positions of a controlled virtual object and the target virtual object. In the case where the position of any one virtual object of the controlled virtual object and the target virtual object changes, the terminal can adjust the display of the release instruction graphic in real time according to the change in the position of the virtual object. In this way, after the skill is triggered by a user, the terminal can automatically adjust the orientation direction of the release instruction graphic according to the change in the position of the virtual object, thereby allowing the release instruction graphic to be associated with the position of the target virtual object all the time.SELECTED DRAWING: Figure 3
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] This application claims priority to a Chinese patent application filed with the China Patent Office on June 6, 2020, bearing application number 202010507622.9 and entitled "Virtual object control method, device, apparatus and storage medium," the entire contents of which are incorporated herein by reference.

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

[0003] With the development of multimedia technology and the diversification of terminal functions, the types of games that can be played on terminals are increasing. Among them, multiplayer online battle arena games (MOBA) are popular games, in which a terminal can display a virtual scene on an interface and display virtual objects in the virtual scene. During the game, a user can control a controlled virtual object through a terminal to compete against a target virtual object in a different camp controlled by another user or a server.

[0004] Currently, in MOBA games, a user can control a virtual object to activate a virtual skill by clicking a skill key (also called a skill button) in a game interface. In the related technology, when a user clicks a skill key, a terminal determines a direction of releasing the virtual skill based on the distance between the controlled virtual object and a target virtual object.

[0005] However, since the positions of the controlled virtual object and the target virtual object do not change, when a user releases a virtual skill in the release direction determined by the above technical solution, it is difficult for the user to hit the target virtual object. As a result, the user is often forced to manually adjust the release direction of the virtual skill, which makes the efficiency of human-computer interaction low. Summary of the Invention [Problem to be solved by the invention]

[0006] The embodiments of the present application provide a method, device, apparatus, and storage medium for controlling a virtual object that can reduce user operations and improve the efficiency of human-computer interaction. [Means for solving the problem]

[0007] The technical solutions are as follows: The embodiment of the present application is determining a range of a skill to be released in response to a trigger operation of the skill in the virtual scene; In response to a target virtual object of the controlled virtual object being present within the range to be released, a step of displaying a release instruction graphic of the skill based on positions of the controlled virtual object and the target virtual object in the virtual scene, the release instruction graphic being for indicating a release direction of the skill in the virtual scene; In response to a change in the position of any one of the controlled virtual object and the target virtual object, adjusting the pointing direction of the release instruction figure according to the change in the position of the virtual object, The controlled virtual object is a virtual object controlled by a current terminal, and the target virtual object is a virtual object in a camp different from the controlled virtual object.

[0008] The embodiment of the present application is A release range determination module configured to determine a range to be released of a skill in response to a trigger operation on the skill in the virtual scene; A display module configured to display a release instruction graphic of the skill based on positions of the controlled virtual object and the target virtual object in the virtual scene in response to the presence of a target virtual object of the controlled virtual object within the range to be released, the release instruction graphic being for indicating a release direction of the skill in the virtual scene; and an adjustment module configured to adjust a pointing direction of the release instruction figure in response to a change in a position of any one of the controlled virtual object and the target virtual object, according to the change in the position of the virtual object; The controlled virtual object is a virtual object controlled by a current terminal, and the target virtual object is a virtual object in a different camp from the controlled virtual object.

[0009] The embodiment of the present application is determining a range of a skill to be released in response to a trigger operation of the skill in the virtual scene; In response to a target virtual object being present within the range to be released, setting the target virtual object as a release target of the skill; in response to the target virtual object moving out of the range to be released, creating a reference virtual object at a target position within the range to be released, and updating the reference virtual object as a release target of the skill.

[0010] In this aspect, in the case of a skill that requires a clear release target to be released, when the determined release target moves out of the range to be released, a reference virtual object is created to provide an aiming assistance function, thereby realizing the release of the skill and simulating a true interaction scene. Even if the target virtual object that is the release target moves, a skill that itself has a certain range of influence can inflict a certain amount of damage on the escaped target virtual object based on the range of influence of the skill. This eliminates the need to frequently and repeatedly manually adjust the skill release, greatly improving the efficiency of human-computer interaction.

[0011] The embodiment of the present application is A determination module configured to determine a range of a skill to be released in response to a trigger operation on the skill in the virtual scene; a release target determination module configured to set the target virtual object as a release target of the skill in response to a target virtual object being present within the range to be released; and a release target update module configured to create a reference virtual object at a target position within the to-be-released range in response to the target virtual object moving out of the to-be-released range and update the reference virtual object as a release target of the skill.

[0012] An embodiment of the present application further provides a computing device comprising one or more processors and one or more memories, wherein at least one instruction is stored in the one or more memories, and the instruction is loaded and executed by the one or more processors to realize processing performed by the method for controlling a virtual object.

[0013] An embodiment of the present application further provides a computer-readable storage medium having stored thereon at least one instruction that, when loaded and executed by a processor, causes processing to be performed by the method for controlling a virtual object.

[0014] An embodiment of the present application further provides a computer program product having stored thereon one or more instructions for completing the virtual object control method when executed by a processor of a terminal. Effect of the Invention

[0015] According to the technical solution of the present application, when a skill needs to be triggered, the terminal can determine the range of the skill to be released and the target virtual object within the range to be released, and display the release instruction graphic of the skill according to the positions of the controlled virtual object and the target virtual object. If the position of any one of the controlled virtual object and the target virtual object changes, the terminal can adjust the display of the release instruction graphic of the skill in real time according to the change in the position of the virtual object. In this way, it can be ensured that after the user triggers the skill, the terminal can automatically adjust the pointing direction of the release instruction graphic of the skill according to the change in the position of the virtual object, so that the release instruction graphic can be always associated with the position of the target virtual object, that is, when the skill is released, the terminal can automatically aim at the target virtual object, and the user does not need to aim at the target virtual object manually, which improves the efficiency of human-computer interaction. [Brief description of the drawings]

[0016] In order to more clearly describe the technical solutions of the embodiments of the present application, the drawings necessary for describing the embodiments will be briefly described below. It will be apparent that the drawings described below are only some embodiments of the present application, and those skilled in the art can devise other drawings based on these drawings without creative efforts.

[0017] [Figure 1] FIG. 1 is a schematic diagram of an environment in which a virtual object control method according to an embodiment of the present application is implemented. [Diagram 2] FIG. 2 is a schematic diagram of an interface of a MOBA game according to an embodiment of the present application. [Diagram 3] 1 is a flowchart of a method for controlling a virtual object according to an embodiment of the present application. [Figure 4] 1 is a flowchart of a method for controlling a virtual object according to an embodiment of the present application. [Diagram 5] FIG. 2 is a schematic diagram of a skill key according to an embodiment of the present application. [Figure 6] FIG. 2 is a schematic diagram of an interface according to an embodiment of the present application. [Figure 7] FIG. 2 is a schematic diagram of an interface according to an embodiment of the present application. [Figure 8] FIG. 2 is a schematic diagram of an interface according to an embodiment of the present application. [Figure 9] FIG. 2 is a schematic diagram of an interface according to an embodiment of the present application. [Figure 10] FIG. 2 is a background logic diagram of a method for controlling a virtual object according to an embodiment of the present application. [Figure 11] FIG. 2 is a schematic diagram illustrating the configuration of a virtual object control device according to an embodiment of the present application. [Figure 12] FIG. 2 is a schematic diagram illustrating the configuration of a terminal according to an embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0018] In order to make the objectives, technical solutions and advantages of the present application clearer, the following describes the embodiments of the present application in more detail with reference to the drawings.

[0019] In this application, the terms "first", "second", etc. are used to distinguish between identical or similar items that have substantially the same action and function, and it is understood that there is no logical or chronological dependency between "first", "second", and "nth", and they are not intended to limit the quantity or order of execution.

[0020] As used herein, the term "at least one" means one or more, and "plurality" means two or more, for example, a plurality of reference face images is two or more reference face images.

[0021] First, a brief explanation of terms used in the embodiments of the present application will be given.

[0022] Virtual scene: a virtual scene displayed (or provided) when an application program is executed on a terminal. The virtual scene may be a world that simulates the real world, a semi-simulated semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual scene may be any one of a two-dimensional virtual scene, a two-and-a-half-dimensional virtual scene, and a three-dimensional virtual scene. In some embodiments, the virtual scene may further be used for a virtual world battle between at least two virtual objects, in which at least two virtual objects have available virtual resources. In some embodiments, the virtual world includes symmetrical lower left and upper right corner regions, and virtual objects belonging to two opposing camps each occupy one of the regions, and the goal of victory is to destroy a target building / base / outpost / nexus deep in the opponent's territory.

[0023] Virtual object: refers to a movable object in a virtual world. The movable object may be at least one of a virtual person, a virtual animal, and a cartoon character. In some embodiments, when the virtual world is a three-dimensional virtual world, the virtual object may be a three-dimensional solid model, and each virtual object has its shape and volume in the three-dimensional virtual world and occupies a part of the space of the three-dimensional virtual world. In some embodiments, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object wears different skins to realize different external images. In some implementations, the virtual object may be realized by a 2.5D or 2D model, but this is not limited in the embodiments of the present application.

[0024] Multiplayer Online Battle Arena: In a virtual world, different virtual teams belonging to at least two opposing camps occupy their respective territories and compete to achieve specific victory conditions. The victory conditions include, but are not limited to, at least one of the following: occupying a base or destroying the base of the opposing camp, killing a virtual object of the opposing camp, ensuring one's own survival within a specified scene and period, seizing a specific resource, and exceeding the opponent's score within a specified period. The tactical competition may be conducted in units of rounds, and the maps of the tactical competition in each round may be the same or different. Each virtual team includes one or more virtual objects, for example, one, two, three, or five.

[0025] MOBA game: A game that provides multiple bases in a virtual world, and users belonging to different camps compete in the virtual world, controlling virtual objects to occupy bases or destroy the bases of the opposing camp. For example, a MOBA game may divide users into two opposing camps, distribute virtual objects controlled by the users in the virtual world, and have them compete with each other, with the victory condition being to destroy or occupy all of the enemy's bases. MOBA games are based on rounds, and the duration of one round of a MOBA game is from the start of the game to the achievement of the victory condition.

[0026] Directional skill: A skill that is released based on the user's aim. In other words, directional skills do not have the function of locking the object being attacked, and can only release the skill based on the direction operated by the user. The release instruction figure guides the user's operation and, through visualization, guides the user to select the direction of skill release by touch operation. Furthermore, after the user's skill release operation is detected, the skill is released along the direction of the release instruction figure, and it cannot be guaranteed that directional skills will hit the object being attacked.

[0027] Lock skill: a skill that is released based on the position of a virtual object, and generally, if there is no attacked object within its range of action, the lock skill cannot be triggered. On the other hand, if there is an attacked object within the range of action of the lock skill, after the user triggers the lock skill, the terminal will not display the release instruction figure, and will directly hit the attacked object, so that the user can release the lock skill to ensure that the skill hits the enemy.

[0028] FIG. 1 is a schematic diagram of an implementation environment of a virtual object control method according to an embodiment of the present application. As shown in FIG. 1, the implementation environment includes a first terminal 110, a second terminal 120, and a server 140. As shown in FIG.

[0029] The first terminal 110 may be a device such as a smartphone, a tablet computer, a smart TV, a desktop computer, and a portable computer. A client supporting display of a virtual scene is installed and executed on the first terminal 110, and the client may be a multiplayer online battle program. When the first terminal executes the client, a user interface of the client is displayed on the screen of the first terminal 110. The client may be any one of a military simulation program, a MOBA game, a battle royale shooting game, and a strategy game (Strategy Game, SLG). In the present embodiment, the client is an MOBA game as an example. The first terminal 110 is a terminal used by a first user, and the first user uses the first terminal 110 to control a first virtual object located in a virtual scene to be active, and the first virtual object may be called a controlled virtual object of the first user. The activity of the first virtual object includes at least one of, but is not limited to, adjusting a body posture, crawling, walking, running, cycling, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the first virtual object is a first virtual person, such as a simulated human character or a cartoon human character.

[0030] A client supporting a virtual scene is installed and executed on the second terminal 120, and the client may be a multiplayer online battle program. When the second terminal 120 executes the client, a user interface of the client is displayed on the screen of the second terminal 120. The client may be any one of a military simulation program, a MOBA game, a battle royale shooting game, and a SLG game, and in this embodiment, the client is an MOBA game as an example. The second terminal 120 is a terminal used by a second user, and the second user uses the second terminal 120 to control a second virtual object located in the virtual scene to be active, and the second virtual object may be called a controlled virtual object of the second user. Exemplarily, the second virtual object is a second virtual person, for example, a simulation person character or an animation person character.

[0031] In some embodiments, the first virtual object and the second virtual object are located in the same virtual scene. In some embodiments, the first virtual object and the second virtual object may belong to the same faction, team, organization, and may have a friendship relationship or temporary communication permissions. In some embodiments, the first virtual object and the second virtual object may belong to different factions, teams, organizations, or may have an enemy relationship.

[0032] In some embodiments, the client installed on the first terminal 110 and the second terminal 120 may be the same, or the clients installed on the two terminals may be the same type of client on different operating system platforms (Android or IOS). The first terminal 110 may generally be one of a plurality of terminals, and the second terminal 120 may generally be another of a plurality of terminals, and in this embodiment, only the first terminal 110 and the second terminal 120 are described as examples. The device types of the first terminal 110 and the second terminal 120 are the same or different.

[0033] In some embodiments, the server 140 may be an independent physical server, a server cluster or a distributed system of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, Content Delivery Network (CDN), and big data and artificial intelligence platforms. The server 140 may provide background services to clients displaying virtual scenes. The first terminal 110 and the second terminal 120 may be connected to the server 140 via a wireless network or a wired network, which is not a limitation of the present application.

[0034] In order to more clearly describe the technical solution of the present application, firstly, a MOBA type game is taken as an example to describe the interface of the MOBA type game.

[0035] As shown in FIG. 2, reference numeral 200 denotes a game interface in which a controlled virtual object 201 is displayed, and a user can control the action of the virtual object 201 in a virtual scene by using a joystick 202, a skill key 203, and an attack key 204.

[0036] With respect to the joystick 202, a user may touch the joystick 202 to control the movement of a controlled virtual object in a virtual scene, and in some cases, a user may touch the joystick 202 to control the direction of movement of an auxiliary virtual object of the controlled virtual object, which may be a virtual object summoned by the controlled virtual object via a virtual skill.

[0037] With respect to the skill keys 203, a user may click on different skill keys 203 to release different skills, and in some cases, a user may drag the skill key 203 to control the direction of the skill release.

[0038] Regarding the attack key 204, the user may control the virtual object to perform a "normal attack" by clicking the attack key 204, and the user may set different "normal attack" methods for different virtual objects, for example, the user may set "preferential attack on the closest unit" as the "normal attack" method for a first type of virtual object, and the user may set "preferential attack on the unit with the lowest hit points" as the "normal attack" method for a second type of virtual object. When the user clicks the attack key 204, the terminal may control the controlled virtual object to perform a different "normal attack" method according to the "normal attack" method set by the user.

[0039] 3 is a flowchart of a method for controlling a virtual object according to an embodiment of the present application. The method may be performed by a terminal device, such as the first terminal 110 and the second terminal 120 shown in FIG 1. As shown in FIG 3, the method includes steps 301 to 303.

[0040] 301, In response to a trigger operation on a skill in a virtual scene, the terminal determines a range of the skill to be released.

[0041] For example, in the case of a skill that launches a flying object, the range to be released may be a range consisting of a set of maximum distances that the flying object can fly. In the case of a displacement skill, the range to be released may be a range consisting of a set of maximum distances that a virtual object can move.

[0042] 302. In response to a target virtual object of the controlled virtual object being present within a range to be released, the terminal displays a skill release instruction graphic based on positions of the controlled virtual object and the target virtual object in the virtual scene, the release instruction graphic being for indicating a direction in which the skill is released in the virtual scene.

[0043] In this case, the controlled virtual object is a virtual object controlled by the current terminal, and the target virtual object is a virtual object in a different camp from the controlled virtual object. The skill release instruction graphic can be used to clearly indicate to the user the release direction and effect range of the skill after the skill is released, and the user can predict the release effect of the skill through the release instruction graphic.

[0044] 303, in response to a change in the position of any one of the controlled virtual object and the target virtual object, the terminal adjusts the pointing direction of the release instruction figure according to the change in the position of the virtual object.

[0045] Here, the controlled virtual object is a virtual object controlled by the current terminal, and the target virtual object is a virtual object in a different camp from the controlled virtual object.

[0046] According to the technical solution of the present application, when a skill needs to be triggered, the terminal can determine the range of the skill to be released and the target virtual object within the range to be released, and display the release instruction graphic of the skill according to the positions of the controlled virtual object and the target virtual object. If the position of any one of the controlled virtual object and the target virtual object changes, the terminal can adjust the display of the release instruction graphic of the skill in real time according to the change in the position of the virtual object. In this way, it can be ensured that after the user triggers the skill, the terminal can automatically adjust the pointing direction of the release instruction graphic of the skill according to the change in the position of the virtual object, so that the release instruction graphic can be always associated with the position of the target virtual object, that is, when the skill is released, the terminal can automatically aim at the target virtual object, and the user does not need to aim at the target virtual object manually, which improves the efficiency of human-computer interaction.

[0047] 4 is a flowchart of a method for controlling a virtual object according to an embodiment of the present application. The method may be performed by a terminal device, such as the first terminal 110 and the second terminal 120 shown in FIG 1. As shown in FIG 4, the method includes steps 401 to 404.

[0048] 401, in response to a trigger operation on a skill in a virtual scene, determines a range in which the skill should be released.

[0049] Here, the range of the skill to be released can be explained by referring to the explanation of step 301 above, and detailed explanation will be omitted here. In addition, the skill according to the embodiment of the present application is a directional skill, not a locking skill.

[0050] In some embodiments, in response to a touch operation on the first region of the skill key, the terminal may trigger the skill and determine a range in which the skill should be released. Here, the skill key includes a first region and a second region, and the first region and the second region correspond to different skill release direction determination methods. The skill release direction determination method may include automatic determination and manual determination, where the automatic determination is that the terminal automatically determines the skill release direction after triggering the skill, and the manual determination is that the user needs to manually adjust the skill release direction after triggering the skill. In some embodiments, the first region corresponds to automatic determination and the second region corresponds to manual determination, and in such a case, the first region may also be called a "dead zone", the skill release direction determination method corresponding to the first region may also be called a "quick cast", and the skill release direction determination method corresponding to the second region may also be called an "active aim cast". In such an implementation, the user can select a skill release direction determination method by touching different positions on the skill key, improving the efficiency of human-computer interaction.

[0051] For example, as shown in FIG. 5, 501 is a skill key, 5011 is the first region of the skill key 501, and 5012 is the second region of the skill key 501. The skill key 501 may be a circular key with a radius of R, and the first region 5011 may be a concentric circle with a radius of r of the skill key 501, where r < R, and the second region 5012 is an annular region excluding the first region 5011 in the skill key 501. The terminal detects the position where the user touches the screen, and determines whether the user touches the first region 5011 or the second region 5012 of the skill key 501 according to the distance between the position where the user touches the screen and the center position of the skill key 501. In response to the distance between the position where the user touches the skill key 501 and the center position of the skill key 501 being within the range of (0, r), the terminal determines that the user touches the first region 5011 of the skill key 501, and in response to the distance between the position where the user touches the skill key 501 and the center position of the skill key 501 being within the range of (r, R), the terminal may determine that the user touches the second region 5012 of the skill key 501. In response to being detected by the terminal that the user touches the first region 5011 of the skill key 501, the terminal may obtain the skill parameters of the skill corresponding to the skill key 501, and the maximum release distance of the skill may be included in the skill parameters. The terminal may determine the range to be released by the skill with the first position in the virtual scene of the controlled virtual object as the center and the maximum release distance of the skill as the radius.

[0052] Of course, the description of the shape of the above skill key is given for easy understanding, and in other possible embodiments, the skill key may have a different shape, and the embodiments of the present application do not limit this.

[0053] In addition, in response to a drag operation on the second region of the target skill key, the terminal may display a skill release instruction graphic based on the position indicated by the drag operation. In response to a change in the position indicated by the drag operation, the terminal may adjust the display of the skill release instruction graphic according to the change in the position indicated by the drag operation. Here, the skill release instruction graphic may be used to clearly indicate to the user the release direction and action range of the skill after the skill is released, and the user may predict the release effect of the skill from the release instruction graphic, and in MOBA-type games, the skill release instruction graphic may be called a skill indicator. As shown in FIG. 6, after the user touches a skill key 601, the terminal may display a release instruction graphic indicated by 602.

[0054] For example, the terminal may display a skill release instruction figure in the virtual scene based on the correspondence between the screen coordinates of the position indicated by the drag operation and the virtual scene coordinates. In response to a change in the screen coordinates of the position indicated by the drag operation, the terminal may determine in real time the display end point of the skill release instruction figure based on the correspondence between the screen coordinates and the virtual scene coordinates, and adjust the display of the skill release instruction figure in response to the change in the display end point.

[0055] In some embodiments, in response to a click operation on the skill key, the terminal may trigger the skill and determine a range in which the skill should be released. For example, the terminal may detect a position where the user touches the screen, and determine whether the user touches the skill key according to a distance between the position where the user touches the screen and the center position of the skill key. In response to the distance between the position where the user touches the screen and the center position of the skill key satisfying a target distance condition, the terminal starts timing when determining that the user has touched the skill key. In response to the user's touch operation ending, the terminal may determine a duration from the start of touching the skill key by the user to the end of touching the skill key. In response to the duration being smaller than a time threshold, the terminal may obtain skill parameters of the skill corresponding to the skill key, and the skill parameters may include a maximum release distance of the skill. The terminal may determine a range in which the skill should be released according to a first position in the virtual scene of the controlled virtual object and a maximum release distance of the skill, and such an embodiment may correspond to the above-mentioned "quick cast" skill release direction determination method. On the other hand, the user may touch the skill key for a long time to realize the "active aim cast" skill release direction determination method, that is, when the terminal determines that the time the user touches the skill key is greater than a time threshold, the terminal may determine the "active aim cast" as the skill release direction determination method. In such an implementation, the user can select the skill release direction determination method by changing the click mode, which improves the efficiency of human-computer interaction.

[0056] 402. In response to a target virtual object of the controlled virtual object being present within a range to be released, the terminal displays a skill release instruction graphic based on positions of the controlled virtual object and the target virtual object in the virtual scene, the release instruction graphic being for indicating a direction in which the skill is released in the virtual scene.

[0057] Here, the controlled virtual object is a virtual object controlled by the current terminal, and the target virtual object is a virtual object in a different camp from the controlled virtual object. The release instruction figure of the skill may be a figure pointing from the position of the controlled virtual object to the position of the target virtual object, and is used to inform the user of the release direction of the skill in the virtual scene.

[0058] In some embodiments, the terminal may determine a display start point of the release instruction figure of the skill according to a first position of the controlled virtual object in the virtual scene. The terminal may determine a display end point of the release instruction figure of the skill according to a second position of the target virtual object in the virtual scene. The terminal may display the release instruction figure of the skill based on the display start point and the display end point. For example, as shown in FIG. 7, the terminal may obtain a first position 701 of the controlled virtual object in the virtual scene and a second position 702 of the target virtual object in the virtual scene from the server, and display a release instruction figure 703 of the skill with the first position as the display start point and the second position as the display end point. By observing the release instruction figure, the user may intuitively find a release guide for releasing the skill, and the user may release the skill according to the release guide, thereby improving the hit rate of the skill and increasing the efficiency of human-computer interaction.

[0059] In some embodiments, in response to at least two target virtual objects of the controlled virtual object being present within the range to be released, the terminal may determine a first virtual object from the at least two target virtual objects based on object information of the at least two target virtual objects, where the object information includes, but is not limited to, a distance between the virtual object and the controlled virtual object and a health value of the virtual object, and the first virtual object is a virtual object whose object information satisfies a target condition, and the virtual object satisfying the target condition may be, among the at least two target virtual objects, a virtual object with a shortest distance between the virtual object and the controlled virtual object, or a virtual object with the smallest health value of the virtual object among the at least two target virtual objects, or of course, other conditions, which are not limited in the embodiments of the present application.

[0060] Taking a MOBA game as an example, if a user controls a "hero" to release a kill A, and hostile "hero" A and "hero" B exist within the range where skill A should be released, and the virtual object that satisfies the target condition is the virtual object that has the shortest distance between the virtual object and the controlled virtual object among at least two target virtual objects, the terminal may obtain the distance between "hero" A and "hero" B and the "hero" controlled by the user. If the distance between "hero" A and the "hero" controlled by the user is 5 meters, and the distance between "hero" B and the "hero" controlled by the user is 8 meters, the terminal may determine "hero" A as the first virtual object. The terminal may set the position of "hero" A in the game scene as the display end point of the skill indicator, set the position of the "hero" controlled by the user in the game scene as the display start point of the skill indicator, and display the skill indicator based on the display start point and the display end point.

[0061] Of course, if the virtual object that satisfies the target condition is the virtual object with the smallest health value among at least two target virtual objects, the terminal may obtain the hit points of "hero" A and "hero" B. If the hit points of "hero" A are 456 and the hit points of "hero" B are 654, the terminal may determine "hero" B as the first virtual object. The terminal may set the position of "hero" B in the game scene as the display end point of the skill indicator, set the position of the "hero" controlled by the user in the game scene as the display start point of the skill indicator, and display the skill indicator based on the display start point and the display end point.

[0062] In addition, the terminal may display a release instruction graphic depending on the state of the target virtual object, and may include the following steps 1 to 3.

[0063] 1. In response to a target virtual object of the controlled virtual object being present within a range to be released, the terminal may determine a state of the target virtual object, and in response to the target virtual object being in a target state, the terminal may display a skill release instruction graphic based on the positions of the controlled virtual object and the target virtual object in the virtual scene.

[0064] The terminal may not execute the step of displaying a skill release instruction graphic in response to the target virtual object being in another state, and the terminal may determine the state of the target virtual object in real time, and in response to the target virtual object switching from the other state to the target state, the terminal may execute the step of displaying the skill release instruction graphic.

[0065] In such an implementation, the terminal can determine whether to display a release instruction figure according to the state of the target virtual object, thereby avoiding a situation where the user releases a skill in a hurry without obtaining the corresponding effect, improving the hit rate of the skill, thereby improving the efficiency of human-computer interaction, and improving the user's game experience.

[0066] Taking a MOBA type game as an example, the state of the "hero" may include a selectable state and a non-selectable state, and the non-selectable state may include the death of the "hero", the loss of the "hero"'s field of vision, for example, the "hero" entering a "bush" or becoming invisible, the "hero" leaving the range in which the skill should be released, and the "hero" using an invincible skill or invincible tool, and the like, and in a MOBA type game, the target state may be a selectable state. If an enemy "hero" is present within the range in which the skill should be released, the terminal may obtain state information of the enemy "hero" from the server, and the state information is for indicating the state of the enemy "hero". In response to the state of the enemy "hero" being selectable, the terminal may set the position of the enemy "hero" in the game scene as the display end point of the skill indicator, set the position of the "hero" controlled by the user in the game scene as the display start point of the skill indicator, and display the skill indicator based on the display start point and the display end point.

[0067] 2. The terminal may determine the state of the target virtual object in real time, and in response to the target virtual object switching from the target state to another state, determine a third position in the virtual scene of the target virtual object before the state switching. A skill release instruction graphic is displayed based on the first position and the third position in the virtual scene of the controlled virtual object.

[0068] In such an implementation, even if the state of the target virtual object changes, the terminal can display the skill release instruction figure according to the position of the target virtual object before the state change, thereby avoiding a situation in which the state change of the target virtual object causes a display error of the skill release instruction figure and improving the hit rate of the skill, thereby improving the efficiency of human-computer interaction and improving the user's gaming experience.

[0069] Taking a MOBA game as an example, the other state may correspond to the non-selectable state. In response to the enemy "hero" switching from a selectable state to a non-selectable state, for example, the enemy "hero" switching from a selectable state to a state where it is out of view, the terminal may obtain from the server a third position in the game scene of the enemy "hero" before it was out of view. The terminal may set the third position as the display end point of the skill indicator, set the position of the "hero" controlled by the user in the game scene as the display start point of the skill indicator, and display the skill indicator based on the display start point and the display end point. As shown in FIG. 8, 801 is the "hero" controlled by the user, 802 is the skill indicator, and 803 is the third position. The terminal may further set one invisible reference virtual object at the third position, and display a skill release instruction figure based on the positions of the reference virtual object and the controlled virtual object in the virtual scene.

[0070] 3. In response to the target virtual object switching from another state to the target state within the target period, the terminal may display a skill release instruction graphic based on the positions of the controlled virtual object and the target virtual object in the virtual scene.

[0071] Taking a MOBA game as an example, in response to the enemy "hero" switching from a selectable state to a non-selectable state, for example, the enemy "hero" switching from a selectable state to a state where it is out of view, the terminal may add one target cache state to the enemy "hero" through the server, and the duration of the target cache state may be a target period. In response to the enemy "hero" switching from a non-selectable state to a selectable state within the duration of the target state, for example, the enemy "hero" switching from a state where it is out of view to a selectable state, the terminal may set the position of the enemy "hero" in the game scene as the display end point of the skill indicator, set the position of the "hero" controlled by the user in the game scene as the display start point of the skill indicator, and display the skill indicator based on the display start point and the display end point, as shown in FIG. 9, 901 is the "hero" controlled by the user, 902 is the skill indicator, and 903 is the enemy "hero".

[0072] In response to the target virtual object of the controlled virtual object not being present within the range to be released, the terminal may display a skill release instruction graphic in accordance with a graphic display form corresponding to the skill, and the graphic display form may be determined according to the type of skill, or of course, may be determined according to other factors, and this is not limited to the embodiment of the present application.

[0073] 403, in response to a change in the position of any one of the controlled virtual object and the target virtual object, the pointing direction of the release instruction figure is adjusted according to the change in the position of the virtual object.

[0074] In some embodiments, in response to a change in a first position in the virtual scene of the controlled virtual object, the terminal adjusts a display start point of the release instruction figure of the skill in response to the change in the first position. In response to a change in a second position in the virtual scene of the target virtual object, the terminal adjusts a display end point of the release instruction figure of the skill in response to the change in the second position. In such an implementation, the terminal can adjust the pointing direction of the release instruction figure in real time in response to the positions of the controlled virtual object and the target virtual object, so that the release instruction figure points from the controlled virtual object to the target virtual object all the time, improving the hit rate of the skill released by the user, thereby improving the efficiency of human-computer interaction and the user's game experience.

[0075] Taking a MOBA-type game as an example, during the game, the user controls the "hero" to continue "blocking" to avoid the skill attacks of the enemy "hero", thereby improving the success rate of skill attacks from the "hero" controlled by the user to the enemy "hero", and the terminal can adjust the display end point and display start point of the skill indicator in real time according to the changes in the positions of the enemy "hero" and the "hero" controlled by the user, ensuring that the skill indicator always points from the "hero" controlled by the user to the enemy "hero", thereby improving the success rate of skill attacks from the "hero" controlled by the user to the enemy "hero".

[0076] In some embodiments, after step 403, the terminal may further perform step 404.

[0077] 404. In response to a release operation on the skill, the terminal releases the skill based on the release direction indicated by the skill release indication figure.

[0078] In some embodiments, when the trigger for the skill is realized by a touch operation in which the user touches the first region of the skill key, the release operation of the skill may be realized by a touch operation in which the user stops touching the first region of the skill key, for example, by an operation of lifting the user's finger. In response to the user stopping touching the first region of the skill key, the terminal may release the skill based on the release direction indicated by the skill release instruction figure.

[0079] In some embodiments, when the trigger to the skill is realized by the user clicking the skill key, the release operation of the skill may be realized by the user clicking the skill key again. In response to the user clicking the skill key again within the target time interval, the terminal may release the skill based on the release direction indicated by the skill release instruction figure. In such an implementation, the user needs to click the skill key twice to control the skill release by the controlled virtual object, and avoids a situation where the skill is released early due to an erroneous click, resulting in a decrease in the hit rate of the skill. In other words, this implementation can improve the hit rate of the skill, thereby improving the efficiency of human-computer interaction and the user's game experience.

[0080] As shown in FIG. 10, FIG. 10 exemplarily provides a processing logic for a terminal to perform the above steps 401 to 404, where the processing logic performs updating on a frame-by-frame basis, and includes skill key pressing, frame-by-frame updating, and skill key dragging.

[0081] Regarding pressing a skill key, when a player presses a skill key, the terminal calls an enemy search interface with the skill information, the current position of the virtual object controlled by the player, and the current screen information as parameters, and obtains one target virtual object. If the target virtual object does not exist, the terminal displays a release instruction figure according to the skill information. If the target virtual object exists, the terminal indicates that the skill key is currently pressed by assigning a value of True to the IsTap field, and requires logic related to frame updates. Then, the identifier of the target virtual object is assigned to TapTarget. When the two steps are completed, it indicates that the data is prepared, and since the target virtual object currently acquired by enemy search is necessarily a virtual object in the target state, there is no need to determine whether the target virtual object is in the target state, and the terminal directly uses the position of the target virtual object to assign values ​​to FocusPoint and TapTargetPosition, and then the terminal adopts general logic for skills such as release instruction figures, and can display the orientation or position of the release instruction figure according to the position of FocusPoint.

[0082] Regarding the update every frame, if the player presses the skill key but does not drag it or drags it but does not go beyond the dead zone, the terminal needs to perform logic processing during the update every frame. The reason is that when the player is not operating, the state of the target virtual object itself changes from time to time, for example, the target actively uses the Golden Body skill and enters a non-selectable state such as entering a grass field. Therefore, the terminal first detects a field called IsTap to determine whether to process the skill, and if IsTap is True, it indicates that a target virtual object exists. In this case, it is necessary to determine the state of the target virtual object, for example, the target virtual object may be made non-selectable (UnSelectable) but must not be made invisible (Invisible). Of course, the state determination of the target virtual object is also used in the logic of the skill's enemy search, and if the target virtual object is in the target state, the terminal updates TapTargetPosition and assigns a value to FocusPoint with the current position of the target virtual object. When the target virtual object is in another state, the terminal directly assigns the value of TapTargetPosition to FocusPoint, where the position of TapTargetPosition is the position of the target virtual object when it was in the target state last time, thereby giving memory to the direction of skill release, and the expectation of skill release will not be lost because the target virtual object is in another state, which helps the player hit the enemy.

[0083] For skill key dragging, this mechanism is applicable to direction-type and position-type skills. When the skill key is dragged, the terminal calculates the FocusPoint according to the position where the player drags on the screen. The player drags on the screen, which indicates that the player wants to get a more accurate skill release direction, so the terminal sets IsTap to False and TapTarget to null, and displays the release instruction figure according to the position where the player drags on the screen.

[0084] According to the technical solution of the present application, when a skill needs to be triggered, the terminal can determine the range of the skill to be released and the target virtual object within the range to be released, and display the release instruction graphic of the skill according to the positions of the controlled virtual object and the target virtual object. If the position of any one of the controlled virtual object and the target virtual object changes, the terminal can adjust the display of the release instruction graphic of the skill in real time according to the change in the position of the virtual object. In this way, it can be ensured that after the user triggers the skill, the terminal can automatically adjust the pointing direction of the release instruction graphic of the skill according to the change in the position of the virtual object, so that the release instruction graphic can be always associated with the position of the target virtual object, that is, when the skill is released, the terminal can automatically aim at the target virtual object, and the user does not need to aim at the target virtual object manually, which improves the efficiency of human-computer interaction.

[0085] The embodiment of the present application further provides another virtual object control method, which determines a skill release target by the following steps 1 to 3 and step 4.

[0086] 1. In response to a trigger operation on a skill in a virtual scene, the terminal determines the range in which the skill should be released.

[0087] For the embodiment of this step, refer to step 401, and a detailed description thereof will be omitted here.

[0088] 2. In response to the presence of a target virtual object within the range to be released, the terminal sets the target virtual object as a release target of the skill.

[0089] The above-mentioned skills cannot be released without a release target. Therefore, in the case of such skills, after a target virtual object is determined, the target virtual object is set as the release target of the skill. For example, the target virtual object may be a virtual object of a different camp from the virtual object controlled by the user of the terminal. When it is detected that the skill release operation or the skill satisfies the release condition (for example, the trigger time exceeds a predetermined time), the skill may be released on the target virtual object.

[0090] In some embodiments, the terminal may display a skill release instruction graphic according to the positions of the controlled virtual object and the target virtual object in the virtual scene, and the release instruction graphic points to the target virtual object. The embodiment of the application may further provide a function of displaying the release instruction graphic, which guides the user to perform a skill release operation, for example, to operate in the direction indicated by the release instruction graphic to accurately release the skill, thereby realizing an attack on the target virtual object, and improving the efficiency of human-computer interaction. Taking a MOBA game as an example, when a user controls a "hero" to release skill A, if there is a hostile "hero" A within the range to be released by skill A, the terminal may display a skill indicator according to the position of the "hero" controlled by the user and the position of the hostile "hero" A, and the skill indicator points to the hostile "hero" A.

[0091] 3. In response to the target virtual object moving out of the range to be released, the terminal creates a reference virtual object at a target position within the range to be released, and updates the reference virtual object as a release target of the skill.

[0092] Here, the target position is the position in the virtual scene of the target virtual object before it moves out of the range to be released, and the position is within the range to be released, for example, the position may be an edge position of the range to be released.

[0093] It should be noted that the reference virtual object created above is not a virtual object of either camp, but a dedicated virtual object for providing an aiming assistance function, and its function is to assist the user in releasing a skill when the target is gone without requiring another virtual object, and after the skill is released, the reference virtual object created at the target position may be deleted so as not to occupy memory.

[0094] In this aspect, in the case of some skills that cannot be released without a clear release target, when the determined release target moves out of the range to be released, a reference virtual object is created to provide an aiming assistance function, so as to create a non-existent situation, thereby realizing the release of the skill and simulating a true interaction scene. Even if the target virtual object that is the release target moves, a skill that itself has a certain range of influence can inflict a certain amount of damage on the escaped target virtual object through the range of influence of the skill, eliminating the need to frequently and repeatedly manually adjust the skill release, and greatly improving the efficiency of human-computer interaction.

[0095] In some embodiments, the terminal may obtain a position of the target virtual object before moving out of the range to be released, determine the position as a target position, create a reference virtual object at the target position, and update the reference virtual object as a release target of the skill. Here, the position of the target virtual object before moving out of the range to be released may be the position of the target virtual object on a screen one frame before the frame when moving out of the range to be released. The process may include a step of obtaining a time of the current screen in response to the position of the target virtual object exceeding the range to be released, and obtaining the position of the target virtual object on the screen one frame before at the time of the current screen as the target position.

[0096] In this embodiment, the reference virtual object is set to a position before the target virtual object moves out of range, thereby ensuring that the release of the skill is in close contact with the target virtual object, providing a more realistic attack effect, and the release of the skill will have the maximum damage and deterrent effect on the target virtual object, and further eliminating the need for manual adjustment by the user, improving the efficiency of human-computer interaction.

[0097] In some embodiments, the reference virtual object may be an invisible virtual object. In response to the target virtual object moving out of the range to be released, the terminal may determine a target position of the target virtual object before moving out of the range to be released, and display a release instruction figure of the skill based on the position of the controlled virtual object and the target position, where the release instruction figure points to the target position. In such an implementation, the reference virtual object set by the terminal does not impair the display of the virtual scene or cause interference with the user's operation, improving the user's game experience.

[0098] Taking a MOBA-type game as an example, when a hostile “hero” A leaves the range in which skill A should be released by the “hero” controlled by the user, the terminal may determine the target position before the hostile “hero” A leaves the range in which skill A should be released as the position for creating a subsequent reference virtual object.

[0099] In some embodiments, after the above step 3, the terminal may further perform step 4.

[0100] 4. In response to a target virtual object returning to a range in which the skill should be released when the skill is not released, update the target virtual object as a release target for the skill.

[0101] In this embodiment, when the target virtual object returns to the range to be released again, the release target is updated in a timely manner, thereby realizing the purpose of automatically switching the release target of the skill based on the movement of the target virtual object, and further eliminating the need for the user to manually adjust the skill again to change the release target, thereby improving the efficiency of human-computer interaction.

[0102] In the above process, the release target may be updated based on a change in the state of the target virtual object, etc. For example, when the target virtual object switches from a first state to a second state and the target virtual object in the second state no longer satisfies the release condition of the skill, the release target is updated to a virtual object in the first state within the range to be released so as to satisfy the release condition of the skill.

[0103] In addition, the above-mentioned virtual object control method may be combined with the features of the release instruction figure in the method shown in FIG. 4 to realize an auxiliary attack function, thereby ensuring the accuracy of the release operation and improving the efficiency of human-computer interaction.

[0104] 11 is a schematic diagram of the configuration of a virtual object control device according to an embodiment of the present application. As shown in FIG. 11, the device includes a release range determination module 1101, a display module 1102, and an adjustment module 1103.

[0105] The release range determination module 1101 is configured to determine a range to be released of a skill in response to a trigger operation on the skill in the virtual scene.

[0106] The display module 1102 is configured to, in response to a target virtual object of the controlled virtual object being present within a range to be released, display a skill release instruction graphic based on positions of the controlled virtual object and the target virtual object in the virtual scene, the release instruction graphic being for indicating a direction in which the skill is released in the virtual scene.

[0107] The adjustment module 1103 is configured to adjust the pointing direction of the release instruction figure according to the position change of the virtual object in response to a change in the position of one of the controlled virtual object and the target virtual object. The controlled virtual object is a virtual object controlled by the current terminal, and the target virtual object is a virtual object in a different camp from the controlled virtual object.

[0108] In some embodiments, the release range determination module is configured to trigger a skill and determine a range of the skill to be released in response to a touch operation on a first region of the skill key, the skill key including a first region and a second region, the first region and the second region corresponding to different skill release direction determination manners.

[0109] In some embodiments, the display module is further configured to, in response to a drag operation on the second region of the target skill key, display a skill release indication graphic based on a position indicated by the drag operation.

[0110] In some embodiments, the display module is further configured to display a skill release indication graphic in the virtual scene based on a correspondence between screen coordinates of a position indicated by the drag operation and virtual scene coordinates.

[0111] In some embodiments, the adjustment module is further configured to adjust the display of the skill release indication graphic in response to a change in the position indicated by the drag operation, in accordance with the change in the position indicated by the drag operation.

[0112] In some embodiments, the display module is configured to determine a display start point of the skill release instruction figure based on a first position in the virtual scene of the controlled virtual object, determine a display end point of the skill release instruction figure based on a second position in the virtual scene of the target virtual object, and display the skill release instruction figure based on the display start point and the display end point.

[0113] In some embodiments, the adjustment module is configured to adjust a display start point of the skill's release instruction figure based on the changed first position in response to a change in a first position of the controlled virtual object in the virtual scene, and to adjust a display end point of the skill's release instruction figure based on the changed second position in response to a change in a second position of the target virtual object in the virtual scene.

[0114] In some embodiments, the apparatus comprises: The virtual object further comprises a target state determination module configured to perform a step of displaying a skill release instruction graphic in response to the target virtual object being in the target state.

[0115] In some embodiments, the apparatus comprises: The device further comprises a position determination module configured to, in response to the target virtual object switching from the target state to the other state, determine a third position in the virtual scene of the target virtual object before the state switch.

[0116] The display module is further configured to display a skill release instruction graphic based on the first position and the third position in the virtual scene of the controlled virtual object.

[0117] In some embodiments, the display module is further configured to set an invisible reference virtual object at a third position and display a skill release instruction graphic based on the positions of the reference virtual object and the controlled virtual object in the virtual scene.

[0118] In some embodiments, the apparatus further comprises: The display module is further configured to display a skill release indication graphic based on positions of the controlled virtual object and the target virtual object in the virtual scene in response to the target virtual object switching from another state to the target state within the target time period.

[0119] In addition, when the virtual object control device according to the above embodiment controls a virtual object, only the division of each of the above functional modules is described as an example, and in actual applications, the above functions may be assigned to different functional modules to be executed as necessary, that is, the internal configuration of a computer device is divided into different functional modules to execute all or some of the functions described above. In addition, the virtual object control device according to the above embodiment belongs to the same concept as the embodiment of the virtual object control method, and the specific implementation process thereof may be referred to the embodiment of the method, and redundant description will be omitted here.

[0120] According to the technical solution of the present application, when a skill needs to be triggered, the terminal can determine the range of the skill to be released and the target virtual object within the range to be released, and display the release instruction graphic of the skill according to the positions of the controlled virtual object and the target virtual object. When the position of any one of the controlled virtual object and the target virtual object changes, the terminal can adjust the display of the release instruction graphic of the skill in real time according to the change in the position of the virtual object. In this way, it can be ensured that after the user triggers the skill, the terminal can automatically adjust the pointing direction of the release instruction graphic of the skill according to the change in the position of the virtual object, so that the release instruction graphic can be always associated with the position of the target virtual object, that is, when the skill is released, the terminal can automatically aim at the target virtual object, and the user does not need to aim at the target virtual object manually, which improves the efficiency of human-computer interaction.

[0121] The embodiment of the present application provides a computer device for performing the above method, and the computer device may be realized as a terminal. The configuration of the terminal will be described below.

[0122] 12 is a schematic diagram of a terminal according to an embodiment of the present application. The terminal 1200 may be a smartphone, a tablet computer, a notebook computer, or a desktop computer. The terminal 1200 may also be called a user device, a mobile terminal, a laptop terminal, a desktop terminal, or other names.

[0123] Typically, the terminal 1200 includes one or more processors 1201 and one or more memories 1202 .

[0124] The processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1201 may be realized by at least one of the following hardware forms: DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1201 may include a main processor and a coprocessor, where the main processor is a processor for processing data in a wake-up state, also called a CPU (Central Processing Unit), and the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1201 may integrate a GPU (Graphics Processing Unit) for rendering and drawing content that needs to be displayed on a display. In some embodiments, the processor 1201 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.

[0125] Memory 1202 may include one or more non-transitory computer readable storage media. Memory 1202 may further include high speed random access memory, and non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer readable storage media in memory 1202 is configured to store at least one instruction that, when executed by processor 1201, implements a method for controlling a virtual object in accordance with a method embodiment of the present application.

[0126] In some embodiments, the terminal 1200 optionally further comprises a peripheral interface 1203 and at least one peripheral. The processor 1201, the memory 1202, and the peripheral interface 1203 may be connected via a bus or signal lines. Each peripheral may be connected to the peripheral interface 1203 via a bus, signal lines, or a circuit board. Specifically, the peripherals include at least one of an RF circuit 1204, a display 1205, a camera component 1206, an audio circuit 1207, a positioning component 1208, and a power source 1209.

[0127] In some embodiments, the terminal 1200 further comprises one or more sensors 1210, including, but not limited to, an acceleration sensor 1211, a gyroscope sensor 1212, a pressure sensor 1213, a fingerprint sensor 1214, an optical sensor 1215, and a proximity sensor 1216.

[0128] As will be appreciated by those skilled in the art, the configuration shown in FIG. 12 is not intended to limit terminal 1200 and may include more or fewer elements than those shown, combine some elements, or employ different arrangements of elements.

[0129] An embodiment of the present application further provides a control device for a virtual object, the device comprising: A determination module configured to determine a range of a skill to be released in response to a trigger operation on the skill in the virtual scene; a release target determination module configured to set the target virtual object as a release target of the skill in response to a target virtual object being present within the range to be released; and a release target update module configured to, in response to the target virtual object moving out of the to-be-released range, create a reference virtual object at a target position within the to-be-released range and update the reference virtual object as a release target of the skill.

[0130] In some embodiments, the release target determination module further comprises: Obtain a position of the target virtual object before it moves out of the range to be released; The device is configured to determine the position as the target position and to create a reference virtual object at the target position.

[0131] In some embodiments, the release target update module is further configured to update the target virtual object as a release target for the skill in response to the target virtual object returning to the to-be-released range when the skill is not released.

[0132] In some embodiments, the reference virtual object is an invisible virtual object.

[0133] In an exemplary embodiment, a computer-readable storage medium is further provided, such as a memory including instructions that, when executed by a processor, perform the method for controlling a virtual object of the embodiment. For example, the computer-readable storage medium may be a Read-Only Memory (ROM), a Random Access Memory (RAM), a Compact Disc Read-Only Memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, and the like.

[0134] In an exemplary embodiment, a computer program product is further provided that includes one or more instructions that, when executed by a processor of the electronic device, perform the method for controlling a virtual object according to any of the above embodiments.

[0135] As can be understood by those skilled in the art, all or some of the steps of the above embodiments may be realized by hardware, or may be realized by issuing instructions to related hardware by a program, and the program may be stored in a computer-readable storage medium, and the storage medium may be a read-only memory, a magnetic disk, an optical disk, etc.

[0136] The above describes the optional embodiments of the present application, but this does not limit the present application, and any modifications, equivalent replacements, improvements, etc. made without departing from the spirit and principles of the present application are within the scope of protection of the present application. [Explanation of symbols]

[0137] 110 Terminal 1 120 Terminal 2 140 Servers 200 Game Interface 201 Virtual Objects 202 Joystick 203 Skill Key 204 Attack Key 501 Skill Key 601 Skill Key 701 1st position 702 2nd position 703 Release indication figure 1101 Release range determination module 1102 Display module 1103 Adjustment module 1200 terminals 1201 Processor 1202 Memory 1203 Peripheral Device Interface 1204 RF circuit 1205 Display 1206 Camera 1207 Audio Circuit 1208 Components 1209 Power supply 1210 Sensor 1211 Acceleration Sensor 1212 Gyroscope Sensor 1213 Pressure Sensor 1214 Fingerprint sensor 1215 Optical Sensor 1216 Proximity Sensor 5011 First area 5012 Second area

Claims

1. A method for controlling a virtual object executed by a terminal, comprising: determining a range of a skill to be released in response to touching a first region of a skill key of the skill in the virtual scene; In response to the presence of a target virtual object that is a release target of the skill of the controlled virtual object controlled by the terminal within the range to be released, displaying a release instruction figure of the skill based on positions of the controlled virtual object and the target virtual object in the virtual scene, the release instruction figure being for indicating a release direction of the skill in the virtual scene; adjusting the release instruction figure in real time to indicate the release direction toward the target virtual object in response to a change in position of one of the controlled virtual object and the target virtual object while the first region of the skill key is being touched; In response to stopping touching the first area of ​​the skill key, releasing the skill based on the release direction indicated by the release instruction graphic of the skill; A method comprising:

2. In response to the target virtual object switching from the target state to a second state that is not the target state, determining a third position in the virtual scene of the target virtual object before the state switch; Displaying a release instruction graphic of the skill based on a first position and the third position of the controlled virtual object in the virtual scene; The method of claim 1 further comprising:

3. The step of displaying a graphic indicating the release of the skill based on a first position and a third position in the virtual scene of the controlled virtual object includes: The method according to claim 2 , further comprising the step of setting an invisible reference virtual object at the third position, and displaying a release instruction graphic for the skill based on the positions of the reference virtual object and the controlled virtual object in the virtual scene.

4. The method of claim 2 , further comprising, in response to the target virtual object switching from the second state to the target state within a target period, displaying a release indication graphic of the skill based on positions of the controlled virtual object and the target virtual object in the virtual scene.

5. The step of determining a range to be released of a skill in response to a trigger operation on the skill in the virtual scene includes: Triggering the skill in response to the trigger operation and determining a range to be released of the skill; The method of claim 1 , wherein the skill key includes the first area and a second area, the first area and the second area corresponding to different skill release direction determination manners.

6. The method according to claim 5, further comprising a step of displaying, in response to a drag operation of the skill key on the second area, a graphic indicating the release of the skill based on a position indicated by the drag operation.

7. The step of displaying a graphic indicating the release of the skill based on a position indicated by the drag operation includes: The method according to claim 6, further comprising a step of displaying a graphic indicating the release of the skill in the virtual scene based on a correspondence between screen coordinates of a position indicated by the drag operation and coordinates in the virtual scene.

8. After the step of displaying a graphic indicating the release of the skill based on a position indicated by the drag operation, the method further comprises: The method according to claim 6, further comprising a step of adjusting the display of the skill release indication figure in response to a change in the position indicated by the drag operation, in accordance with the change in the position indicated by the drag operation.

9. The step of displaying a release instruction graphic of the skill based on positions of the controlled virtual object and the target virtual object in the virtual scene includes: determining a display start point of a release instruction figure of the skill based on a first position of the controlled virtual object in the virtual scene; determining a display end point of a release instruction figure of the skill based on a second position of the target virtual object in the virtual scene; displaying a release instruction graphic of the skill based on the display start point and the display end point; 2. The method of claim 1, comprising:

10. The step of adjusting the orientation direction of the release instruction figure in response to a change in the position of one of the controlled virtual object and the target virtual object in accordance with the change in the position of the virtual object, In response to a change in a first position of the controlled virtual object in the virtual scene, adjusting a display start point of a release instruction figure of the skill based on the changed first position; In response to a change in a second position of the target virtual object in the virtual scene, adjusting a display end point of a release instruction figure of the skill based on the changed second position; 2. The method of claim 1, comprising:

11. Before the step of displaying a release instruction graphic of the skill based on positions of the controlled virtual object and the target virtual object in the virtual scene, the method includes: The method of claim 1 , further comprising the step of: displaying a release indication graphic for the skill in response to the target virtual object being in a target state.

12. A method for controlling a virtual object, comprising: determining a range of a skill to be released in response to touching a first region of a skill key of the skill in the virtual scene; In response to a target virtual object being present within the range to be released, setting the target virtual object as a release target of the skill; adjusting a release instruction figure in real time to indicate a range in which the skill should be released toward the target virtual object in response to a change in position of the target virtual object while the first region of the skill key is being touched; In response to the target virtual object moving out of the range to be released, creating a reference virtual object at a target position within the range to be released and updating the reference virtual object as a release target of the skill; The method includes:

13. The step of creating a reference virtual object at a target position within the range to be released and updating the reference virtual object as a release target of the skill, Obtaining a position of the target virtual object before it moves out of the range to be released; determining the location as the target location and creating a reference virtual object at the target location.

14. 13. The method of claim 12, further comprising updating the target virtual object as a release target for the skill in response to the target virtual object returning to the to-be-released range when the skill is not released.

15. The method of claim 12 , wherein the reference virtual object is an invisible virtual object.

16. A control device for a virtual object, comprising: a release range determination module configured to determine a range to be released of a skill in response to touching a first region of a skill key of the skill in the virtual scene; A display module configured to display a release instruction graphic of the skill based on positions of the controlled virtual object and the target virtual object in the virtual scene in response to the presence of a target virtual object that is a release target of the skill of the controlled virtual object within the range to be released, the release instruction graphic being for indicating a release direction of the skill in the virtual scene; and an adjustment module configured to adjust the release instruction figure in real time to indicate the release direction toward the target virtual object in response to a change in position of one of the controlled virtual object and the target virtual object while the first region of the skill key is being touched, The controlled virtual object is a virtual object controlled by a current terminal, and the target virtual object is a virtual object in a different camp from the controlled virtual object.

17. one or more memories having at least one instruction stored thereon; one or more processors; The instructions are loaded and executed by the one or more processors, thereby realizing a process performed by the method for controlling a virtual object according to any one of claims 1 to 15.

18. A computer-readable storage medium storing at least one instruction that, when loaded and executed by a processor, causes a process to be performed by the virtual object control method according to any one of claims 1 to 15.

19. A computer program comprising at least one instruction that, when loaded and executed by a processor, causes processing to be performed by the method for controlling a virtual object described in any one of claims 1 to 15.

Citation Information

Patent Citations

  • Virtual object control method and device, storage medium and electronic equipment

    CN107450812A

  • Information processing method and device in game, mobile terminal and readable storage medium

    CN109999493A

  • Game virtual object locking method and device and electronic equipment

    CN110548286A

  • Method and apparatus for enhanced virtual camera control within 3D video games or other computer graphics presentations providing intelligent automatic 3D-assist for third person viewpoints

    US20070270215A1

  • Computer-readable storage medium having stored thereon input processing program, input processing apparatus, input processing method, and input processing system

    US20120306775A1