Method, apparatus, device, and computer program for controlling a virtual object
The method and system enhance virtual object control by marking and controlling target objects in virtual environments, addressing inaccuracies in skill application and improving efficiency and accuracy.
Patent Information
- Application Number
- JP2024066606
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-04-23
- Filing Date
- 2024-04-17
- Publication Date
- 2025-07-30
- Estimated Expiration
- 2041-03-08
AI Technical Summary
In existing virtual environment applications, users cannot accurately determine the target virtual object for skill release, leading to inefficiencies and resource waste due to mistaken skill targets.
A method and system that marks a target virtual object in a preset manner and controls it using a trigger signal on a widget, ensuring accurate and efficient skill application.
Improves the efficiency and accuracy of controlling virtual objects by allowing users to know the target object before operation, reducing operation time and enhancing man-machine interaction.
Smart Images

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Abstract
Description
Technical Field
[0001] [Cross - Reference to Related Applications] This application claims priority to a Chinese patent application with an application number of 202010328506.0, filed on April 23, 2020, and an invention title of "Method, Apparatus, Device, and Storage Medium for Controlling Virtual Objects", and all of its contents are incorporated herein by reference.
[0002] [Technical Field] Embodiments of the present application relate to the technical field of computers, and in particular, to a method, apparatus, device, and storage medium for controlling virtual objects.
Background Art
[0003] In applications based on two - dimensional or three - dimensional virtual environments, such as Multiplayer Online Battle Arena (MOBA) games, users can release skills on other virtual objects, virtual buildings, etc. by operating virtual objects in the virtual scene and compete with the goal of certain victory conditions.
[0004] In related technologies, users can quickly release skills on virtual objects by clicking on skill widgets. The virtual object may be a default virtual object determined by the server based on the client's data, or the user may actively select a virtual object by dragging the skill widget and release the skill. During skill release, the presentation layer of the application marks the virtual object on which the skill is released with a special mark and displays it on the screen of the virtual environment.
[0005] However, when adopting the method of the related art that attaches a special mark to a virtual object during skill release, the user cannot determine whether the virtual object is the one assumed by the skill release target only during the skill release, and cannot know the virtual object corresponding to the skill before the release of the skill. Therefore, the user may mistake the skill release target and waste skill resources. Summary of the Invention
[0006] Embodiments of the present application provide a method, device, device, and storage medium for controlling a virtual object, which can enable a user to know a target virtual object to be operated by means of a mark when the user is not performing an operation, and can improve the efficiency and accuracy of controlling the virtual object. The technical solution is as follows.
[0007] In one aspect, an embodiment of the present application is a method for controlling a virtual object applied to a terminal, comprising: displaying a battle interface, where the battle interface includes a first virtual object, at least one second virtual object, and a first widget, the first virtual object and the second virtual object are located in a virtual world and belong to different camps, and the first widget is used to control the first virtual object to change the target attribute value of another virtual object by using a virtual item; determining a target virtual object from at least one of the second virtual objects and marking the target virtual object in a preset manner; receiving a first trigger signal acting on the first widget; in response to the first trigger signal satisfying an automatic control condition, controlling the first virtual object to change the target attribute value of the target virtual object by using a virtual item.
[0008] In another aspect, an embodiment of the present application is a display module for displaying a battle interface, where the battle interface includes a first virtual object, at least one second virtual object, and a first widget, the first virtual object and the second virtual object are located in a virtual world and belong to different camps, and the first widget controls the first virtual object to change the target attribute value of another virtual object by using a virtual item. a first determination module for determining a target virtual object from at least one of the second virtual objects and marking the target virtual object in a preset manner. a receiving module for receiving a first trigger signal acting on the first widget. a first control module for controlling the first virtual object to change the target attribute value of the target virtual object by using a virtual item in response to the first trigger signal satisfying an automatic control condition, and providing a control device for a virtual object including the above.
[0009] In another aspect, an embodiment of the present application includes a processor and a memory in which at least part of a program is stored. When the at least part of the program is loaded and executed by the processor, a computer device for realizing the control method of the virtual object described in the above aspect is provided.
[0010] In another aspect, an embodiment of the present application stores at least part of a program, and when the at least part of the program is loaded and executed by a processor, a computer-readable storage medium for realizing the control method of the virtual object described in the above aspect is provided.
[0011] In another aspect, according to one aspect of the present application, there is provided a computer program product or a computer program including computer commands stored in a computer-readable storage medium. A processor in a terminal reads the computer commands from the computer-readable storage medium and executes them, thereby causing the terminal to execute a method for controlling a virtual object provided in any of the above-described embodiments of the above aspect.
[0012] The technical solutions provided in the embodiments of the present application bring at least the following beneficial effects.
[0013] In the embodiments of the present application, a target virtual object in a battle interface is marked in a preset manner, and when a first trigger signal satisfying an automatic control condition acting on a first widget is received, a first virtual object is controlled to change a target attribute value of the target virtual object. Also, since the target virtual object is marked before controlling the first virtual object to change the target attribute value of the target virtual object, when the user is not performing an operation, the target virtual object to be operated can be known by the mark. If the target virtual object does not match the desired object, the target virtual object can be changed by other operations. If the target virtual object matches the desired object, an operation can be quickly executed with the first widget, the efficiency and accuracy of controlling the virtual object can be improved, the need to confirm or mark the operation target during the execution of the operation can be avoided, the delay of the operation execution time can be reduced, and further the efficiency of man-machine interaction can be improved.
Brief Description of the Drawings
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DETAILED DESCRIPTION OF THE INVENTION
[0015] To make the objectives, technical solutions, and advantages of this application clearer, the following will further elaborate on the embodiments of this application with reference to the drawings.
[0016] As used in this specification, "a plurality" means two or more. "And / or" represents the correlation relationship of related objects, indicating that three types of relationships may exist. For example, A and / or B may indicate three cases: when only A exists, when A and B exist simultaneously, and when only B exists. The symbol " / " generally indicates that the related objects before and after it are in an "or" relationship.
[0017] First, the terms related to the embodiments of this application will be briefly explained.
[0018] The virtual world refers to the virtual world displayed (or provided) when an application is executed on a terminal. The virtual world may be a simulation world of the real world, a three-dimensional world combining semi-simulation and semi-fiction, or a completely fictional three-dimensional world. The virtual world may be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world. Optionally, the virtual world is also used for battles in the virtual world between at least two virtual objects, and the virtual world includes virtual resources that at least two virtual objects can use. Optionally, the virtual world includes a symmetric lower-left area and an upper-right area, and virtual objects belonging to two rival camps each occupy one area, with the victory goal being to destroy the target building / base / crystal located deep in the opponent's area.
[0019] A virtual object is an object that can move within a virtual world. The movable object may be at least one of a virtual human, a virtual animal, or an anime character. Optionally, when the virtual world is a three-dimensional virtual world, the virtual object may be a three-dimensional solid model. Each virtual object has a unique shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world. Optionally, the virtual object is a three-dimensional character created based on three-dimensional human body skeleton technology, and the virtual object can achieve various appearances by wearing various skins. In some embodiments, the virtual object may be realized as a 2.5D or 2D model, but the embodiments of the present application are not limited thereto.
[0020] A multiplayer online battle arena game is a game in which different virtual teams belonging to at least two rival camps each occupy their own map area in a virtual world and compete with the goal of certain victory conditions. The victory conditions include, but are not limited to, at least one of capturing a base or destroying the base of a rival camp, killing virtual objects within a rival camp, ensuring one's own survival within a specified scene and time, seizing a certain resource, and exceeding the opponent's score within a specified time. The battle arena can be carried out in rounds, and the map of the battle arena for each round may be the same or different. Each virtual team includes one or more virtual objects, which may be, for example, one, two, three, or five.
[0021] A virtual item refers to an item that can be used by a virtual object in a virtual environment, including virtual weapons such as pistols, rifles, sniper rifles, daggers, blades, swords, axes, ropes, etc. that can damage other virtual objects, supply items such as bullets, defensive items such as shields, armor, armored vehicles, etc., virtual items such as virtual beams and virtual shockwaves that are displayed from the hand when a virtual object releases a skill, and parts of the body of a virtual object such as hands and feet. Optionally, the virtual item in the embodiment of the present application is an item that a virtual object is default-equipped with.
[0022] A user interface (UI) widget refers to any visual widget or element displayed on the user interface of an application, such as widgets like pictures, input boxes, text boxes, buttons, labels, etc., and some of these UI widgets respond to user operations.
[0023] FIG. 1 shows a schematic diagram of an implementation environment provided in an embodiment of the present application. The implementation environment may include a first terminal 110, a server 120, and a second terminal 130.
[0024] An application 111 that supports a virtual world is installed and executed on the first terminal 110, and the application 111 may be a multiplayer online battle program. When the application 111 is executed on the first terminal, a user interface of the application 111 is displayed on the screen of the first terminal 110. The application 111 may be any one of a military simulation program, a MOBA game, a battle royale shooting game, and a simulation game (SLG). In this embodiment, an example where the application 111 is a MOBA game will be described. The first terminal 110 is a terminal used by the first user 112, and the first user 112 controls the activities of the first virtual object located in the virtual world using the first terminal 110. The first virtual object is called the master virtual object of the first user 112. The activities of the first virtual object include at least one of adjusting the body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and skill releasing, but are not limited thereto. As an example, the first virtual object is a first virtual character, for example, a simulation character or an anime character.
[0025] An application 131 that supports a virtual world is installed and executed on the second terminal 130, and the application 131 may be a multiplayer online battle program. When the application 131 is executed on the second terminal 130, a user interface of the application 131 is displayed on the screen of the second terminal 130. The client may be any one of a military simulation program, a MOBA game, a battle royale shooting game, and an SLG game. In this embodiment, an example where the application 131 is a MOBA game will be described. The second terminal 130 is a terminal used by the second user 132, and the second user 132 controls the activities of a second virtual object located in the virtual world using the second terminal 130. The second virtual object is called the master virtual character of the second user 132. As an example, the second virtual object is a second virtual character, for example, a simulation character or an anime character.
[0026] Optionally, the first virtual object and the second virtual object exist in the same virtual world. Optionally, the first virtual object and the second virtual object belong to the same faction, the same team, the same organization, and may have a friend relationship or a temporary communication right. Optionally, the first virtual object and the second virtual object may belong to different factions, different teams, different organizations, or have a rival relationship.
[0027] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on these two terminals are the same type of applications on different operating system platforms (Android or iOS). The first terminal 110 may generally refer to one of a plurality of terminals, and the second terminal 130 may generally refer to the other of a plurality of terminals. In this embodiment, only the first terminal 110 and the second terminal 130 will be described as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and include at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.
[0028] Although only two terminals are shown in FIG. 1, depending on the embodiment, there may be a plurality of other terminals that can access the server 120. Optionally, there is also one or more terminals corresponding to the developer, and an application development and editing platform for supporting the virtual world is installed on the terminal. The developer can edit and update the application on the terminal and send the updated application installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 can download the application installation package from the server 120 to update the application.
[0029] The first terminal 110, the second terminal 130, and the other terminals are connected to the server 120 via a wireless network or a wired network.
[0030] Server 120 includes at least one of a single server, a server cluster composed of multiple servers, a cloud computing platform, and a virtualization center. Server 120 is for providing background services to applications that support a three-dimensional virtual world. Optionally, Server 120 is responsible for primary computing tasks, and the terminal is responsible for secondary computing tasks, or Server 120 is responsible for secondary computing tasks, and the terminal is responsible for primary computing tasks, or Server 120 and the terminal perform collaborative computing through a distributed computing architecture.
[0031] In one exemplary example, Server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and an input / output interface (I / O interface) 125 for users. The processor 122 is for loading commands stored in Server 120 and processing data in the user account database 123 and the battle service module 124. The user account database 123 stores data of user accounts used by the first terminal 110, the second terminal 130, and other terminals, such as icons of user accounts, nicknames of user accounts, combat power indexes of user accounts, and service areas where user accounts are located. The battle service module 124 is for providing multiple battle rooms for users to conduct battles such as 1V1 battles, 3V3 battles, and 5V5 battles. The I / O interface 125 for users is for establishing communication with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network and exchanging data.
[0032] FIG. 2 shows a flowchart of a method for controlling virtual objects provided in one exemplary embodiment of the present application. In this embodiment, an example in which the method is applied to the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1, or other terminals in the implementation environment will be described. The method includes the following steps.
[0033] Step 201: Display a battle interface including a first virtual object, at least one second virtual object, and a first widget.
[0034] The first virtual object and the second virtual object are located in the virtual world and belong to different camps. The first widget is for controlling the first virtual object to change the target attribute value of other virtual objects using virtual items.
[0035] In one possible embodiment, the battle interface includes a virtual world screen and a widget layer located on the virtual world screen. The virtual world screen includes a first virtual object and at least one second virtual object. The first virtual object is a virtual object belonging to the first camp, and the second virtual object is a virtual object belonging to the second camp, and the two are in a rival relationship. For example, the second virtual object includes a virtual object within the second camp controlled by another terminal and a virtual object within the second camp controlled by the server, including soldiers controlled by the server, virtual buildings that can be attacked and destroyed, etc.
[0036] Optionally, the second virtual object further includes a virtual object belonging to a third camp controlled by the server, such as a monster in the virtual world.
[0037] As an example, the virtual world is a virtual world with an arbitrary boundary shape, and the first virtual object is located within the visible range of the battle interface. Optionally, the first virtual object is located at the visual center of the virtual world screen, that is, the center of the virtual world screen when observing the virtual world from a third-person perspective.
[0038] The viewpoint is the observation angle when the virtual character observes within the virtual world from a first-person perspective or a third-person perspective. Optionally, in the embodiments of the present application, the viewpoint is the angle when observing the virtual character through a camera model in the virtual world. Optionally, the camera model automatically follows the virtual object in the virtual world, that is, when the position of the virtual object in the virtual world changes, the camera model changes its position while always staying within the preset distance range of the virtual object in the virtual world. Optionally, during automatic following, the relative position between the camera model and the virtual object does not change. In the embodiments of the present application, the third-person perspective is taken as an example for description. Optionally, the camera model is behind the virtual object (for example, the head and shoulders of the virtual character).
[0039] In one possible embodiment, the widget layer of the battle interface includes a first widget for controlling the first virtual object to change the target attribute value of other virtual objects using virtual items. As an example, the first widget is for controlling the basic operations of the first virtual object and is also commonly referred to as a normal attack widget.
[0040] As an example, FIG. 3 shows a battle interface. The virtual world screen of the battle interface includes a first virtual object 301, a second virtual object 302, and a virtual environment such as buildings, plants, and roads within the field of view. The widget layer of the battle interface includes a first widget 303, other skill widgets 304, and a direction widget 305 for controlling the movement and direction change of the first virtual object 301. The user can trigger such widgets through operations such as clicking and dragging. Further, the widget layer further includes a map widget 306 for displaying the virtual world, a widget 307 for displaying information such as battle results and battle time, and a UI widget for implementing other functions such as game settings, voice calls, and message sending.
[0041] Step 202: Determine a target virtual object from at least one second virtual object and mark the target virtual object in a preset manner.
[0042] In one possible embodiment, the terminal searches for the second virtual object in real time, determines the second virtual object that meets the preset conditions as the target virtual object, and marks the target virtual object.
[0043] The preset conditions may be at least one of the following: the second virtual object meets the condition of being a target of a normal attack, the distance between the second virtual object and the first virtual object meets the preset distance condition (for example, the closest to the first virtual object), the attribute value of the second virtual object meets the preset attribute value condition (for example, the hit points or defense value of the second virtual object is the lowest), and the target camp to which the second virtual object belongs belongs to the preset camp. Optionally, the preset conditions may be conditions preset by the user. For example, it may be set to preferentially attack a certain type of virtual object. However, in the embodiments of the present application, the selection method of the target virtual object is not limited.
[0044] Optionally, the preset method of marking the target virtual object includes methods such as highlighting the character of the target virtual object and / or the edge of the target attribute information field, changing the color of the information possessed by the target virtual object, adding a special mark near the character of the target virtual object (for example, directly below), and displaying a light ray from the first virtual object towards the target virtual object.
[0045] As an example, FIG. 4 shows one of the methods of marking the target virtual object 401. After determining the target virtual object 401 from the second virtual object, the terminal applies a highlight effect to the outer edge of the target attribute information field 402 above the target virtual object 401 and displays a specific mark 403 directly below the target virtual object 401.
[0046] As an example, as shown in FIG. 5, the first virtual object 501, the second virtual object 502a, and the second virtual object 502b are displayed on the battle interface. The terminal determines the second virtual object 502a as the target virtual object from these two second virtual objects and marks the second virtual object 502a according to the above preset method.
[0047] Step 203: Receive a first trigger signal acting on the first widget.
[0048] In one possible embodiment, the first trigger signal is generated when the user performs a trigger operation on the first widget. For example, the user may trigger the first trigger signal by performing operations such as clicking or dragging on the first widget.
[0049] Step 204: In response to the first trigger signal satisfying the automatic control condition, control the first virtual object to change the target attribute value of the target virtual object using the virtual item.
[0050] In one possible embodiment, in order to implement different control operations for the first virtual object, control commands corresponding to different first trigger signals are preset in the terminal. Corresponding to different operations on the user's first widget, different first trigger signals are generated, and the first virtual object is controlled to execute the corresponding operation by the corresponding control command.
[0051] In one possible embodiment, automatic control conditions are preset in the terminal. When the first trigger signal generated by the touch operation on the user's first widget meets the automatic control conditions, the control command corresponding to the first trigger signal is to release skills on the pre-marked target virtual object and control the first virtual object to change the target attribute value of the target virtual object by using virtual items.
[0052] Optionally, the terminal controls the first virtual object to change the target attribute value of the target virtual object based on the first trigger signal. The target attribute value includes at least one of attribute values such as the remaining health points (or remaining hit points) of the first virtual object, the remaining power points, and the remaining mana points. For example, the first virtual object changing the target attribute value of the target virtual object by using a virtual item may be expressed as the first virtual object attacking the target virtual object by using a virtual item to reduce the remaining hit points of the target virtual object.
[0053] To summarize the above, in the embodiment of the present application, in the preset mode, the target virtual object in the battle interface is marked. When a first trigger signal that satisfies the automatic control condition acting on the first widget is received, the first virtual object is controlled to change the target attribute value of the target virtual object. Also, before controlling the first virtual object to change the target attribute value of the target virtual object, since the target virtual object is marked, when the user is not performing an operation, the target virtual object to be operated can be known by the mark. If the target virtual object does not match the desired object, the target virtual object can be changed by other operations. If the target virtual object matches the desired object, an operation can be quickly executed on the first widget, and the efficiency and accuracy of the control of the virtual object can be improved.
[0054] FIG. 6 shows a flowchart of a method for controlling a virtual object provided in another exemplary embodiment of the present application. In this embodiment, an example in which the method is applied to the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1, or other terminals in the implementation environment will be described. The method includes the following steps.
[0055] Step 601: Display a battle interface including a first virtual object, at least one second virtual object, and a first widget.
[0056] Since the embodiment of step 601 can refer to step 201 above, in the embodiment of the present application, it will not be repeated here.
[0057] Step 602: In response to the fact that the active selection virtual object is not included in at least one second virtual object, obtain the first target information of the first virtual object and the second target information of at least one second virtual object.
[0058] Optionally, the first widget has two functions: a function of automatically controlling the attack of the first virtual object and a function of actively selecting an attack target to control the attack of the first virtual object. The attack priority of the actively selected attack target is higher than that of the attack target of the automatic control operation. The actively selected virtual object is a virtual object selected by the user triggering the first widget, and the target information is for characterizing the state and position of the virtual object. As an example, the position in the target information is for indicating the position of the virtual object in the virtual world, and the state in the target information is for indicating each current attribute value of the virtual object. For example, the first target information includes at least one of the coordinates of the first virtual object in the virtual world and information that can affect combat power values such as the level of the first virtual object, combat power value, virtual item used, remaining power points, and remaining hit points. The second target information includes at least one of the coordinates of the second virtual object in the virtual world and state information such as defense value, remaining hit points, and remaining power points.
[0059] In one possible embodiment, if the user does not operate the first widget to select any second virtual object, accordingly, the actively selected virtual object is not included in the second virtual object, and the terminal needs to automatically search using the first target information and the second target information to determine the target virtual object from at least one second virtual object.
[0060] The determined target virtual object is the release target of a preset attack skill (an attack skill that can be released by triggering the first widget). Accordingly, it is necessary to ensure that the preset attack skill can act on the target virtual object and can cause expected damage to the target virtual object. Whether the above skill release effect can be achieved is related to the position information of the first virtual object and the second virtual object, remaining hit points, defense value, remaining power points, etc. Therefore, in one possible embodiment, when the terminal needs to select a target virtual object from multiple second virtual objects, it first needs to obtain the target information of the first virtual object and each second virtual object, and then select the optimal target virtual object from the multiple second virtual objects based on the target information.
[0061] Step 603: Determine a target virtual object from at least one second virtual object based on the first target information and the second target information.
[0062] Optionally, when the second target information of a certain second virtual object meets the preset conditions, the terminal determines the second virtual object as the target virtual object. If there is no second virtual object whose second target information meets the preset conditions, there is no target virtual object. As an example, the number of target virtual objects is 1.
[0063] It should be noted that in this application, only the example where the number of target virtual objects is 1 is given for illustration, but the number of target virtual objects is not limited. If there are two or more target virtual objects that meet the preset conditions, the corresponding number of target virtual objects may be two or more.
[0064] Optionally, the number of selected target virtual objects may be determined by the type of attack corresponding to the preset attack skill. For example, if the preset attack skill can only act on a single virtual object, accordingly, only a single target virtual object can be selected. If the preset attack skill can act on two or more virtual objects, accordingly, the terminal can select two or more target virtual objects that meet the preset conditions.
[0065] In one possible embodiment, the first target information includes a first position and a first range, and the second target information includes a second position. The first position is the position of the first virtual object in the virtual world, the second position is the position of the second virtual object in the virtual world, and the first range is the usage range of the virtual item.
[0066] In one possible embodiment, step 603 includes the following steps 1 to 3.
[0067] Step 1: Based on the first range, determine a second range that is larger than the first range.
[0068] Here, the second range is the range within which the terminal searches for the target virtual object. In one possible embodiment, the second range is made larger than the first range to include the second virtual object near the first virtual object in the search range. In one possible embodiment, both the first range and the second range are circular ranges, or the first virtual object is a sector area directed at a predetermined direction and a predetermined angle.
[0069] As an example, the terminal sets the radius of the second range as the radius of the first range + k. For example, when the first range is a circular area, the second range is a circular area with the same center and a radius 2m larger than the radius of the first range. For example, if the first range is an area where a circle with the first position in the virtual world as the center and a radius of 5m is located, the second range is determined as an area where a circle with the first position in the virtual world as the center and a radius of 7m is located. Alternatively, if the first range is a sector area with the first position in the virtual world as the center, a radius of 5m, an angle of 45°, and located in the front of the first virtual object, the second range is determined as a circular area with the first position in the virtual world as the center and a radius of 7m.
[0070] Optionally, the target virtual object is a skill release target for activating a preset attack skill. That is, since the target virtual object needs to be located within a predetermined skill release range, in one possible embodiment, the second range may be determined based on the skill release range of the preset attack skill. As an example, the second range may be below the skill release range. Optionally, different attack skills may correspond to different skill release ranges, and accordingly, depending on the attack skill, the set second range may also be different.
[0071] Step 2: Based on the first position and the second position, determine the second virtual object located within the second range as the candidate virtual object.
[0072] Since the target virtual object first needs to be located within the attackable range of the first virtual object, accordingly, the target virtual object needs to meet certain position conditions, that is, the second position corresponding to the target virtual object needs to be located within the second range. In one possible embodiment, the terminal determines the second virtual object located within the second range as the candidate virtual object, and then determines the target virtual object from the candidate virtual objects according to other conditions.
[0073] As an example, as shown in FIG. 7, the virtual objects in the current virtual world include a first virtual object 701, a second virtual object 702a, and a second virtual object 702b. The terminal determines a second range 704 based on the first position and the first range 703 of the first virtual object 701. Since it is detected that the second virtual object 702a is located within the second range 704, the second virtual object 702a is determined as a candidate virtual object.
[0074] Step 3: Determine a candidate virtual object that meets the selection criteria as the target virtual object. The selection criteria include at least one of the following: the distance from the first virtual object is the smallest, the target attribute value is the lowest, and it belongs to the target camp.
[0075] In one possible embodiment, the terminal determines, as the target virtual object, one that meets the selection criteria from the candidate virtual objects. The target virtual object is the currently prioritized attack target automatically determined by the terminal. If there is no candidate virtual object that meets the selection criteria, the terminal determines that there is no target virtual object at the current time.
[0076] As an example, the target camp includes a second camp and a third camp. The second camp is a camp that has a rival relationship with the first camp to which the first virtual object belongs. The third camp is a camp that includes virtual objects such as monsters controlled by the server. In one possible embodiment, if the candidate virtual objects that meet the selection criteria include candidate virtual objects belonging to the second camp and candidate virtual objects belonging to the third camp, the terminal preferentially determines the target virtual object from the candidate virtual objects belonging to the second camp. If there is no target virtual object among the candidate virtual objects belonging to the second camp, the terminal continues to determine the target virtual object from the candidate virtual objects belonging to the third camp.
[0077] The selection of the target virtual object is related to the skill release effect. Therefore, in order to ensure the skill release effect, for example, the kill efficiency by skill release is increased. The kill efficiency may be related to the remaining hit points, remaining defense value, etc. corresponding to the target virtual object. For example, if the hit points of candidate virtual object A are higher than those of candidate virtual object B, when the same skill operation is released for these two candidate virtual objects respectively, obviously the probability of killing candidate virtual object B is greater than the probability of killing virtual object A. Therefore, in order to increase the efficiency of killing the first virtual object, candidate virtual object B can be determined as the target virtual object, that is, the target virtual object with the lowest target attribute value is selected. Optionally, in addition to the remaining hit points listed above, the target attribute value may also include the remaining power points, defense value, etc. of the candidate virtual object because they also affect the usage efficiency of the target attack. Accordingly, the target attribute value may include attribute values such as the remaining hit points, remaining power points, and defense value. Optionally, the hit rate of the attack skill on the target virtual object may also be related to the distance between the target virtual object and the first virtual object. It is known that the farther the distance, the relatively lower the hit rate. Therefore, in order to further increase the hit rate of the preset attack skill, the smallest distance from the first virtual object is also one of the preset conditions for selecting the target virtual object.
[0078] Optionally, the selection conditions may further include whether the preset attack skill can act on the target virtual object, and whether there is a probability that the action of the target attack on the target virtual object is invalidated, etc.
[0079] As an example, as shown in FIG. 7, when the second virtual object 702a meets the selection conditions, the second virtual object 702a is determined as the target virtual object. When the second virtual object 702a does not meet the selection conditions, it is currently determined that there is no target virtual object.
[0080] Step 604: Mark the target virtual object in the first preset manner.
[0081] Optionally, the first preset manner includes methods such as highlighting the character of the target virtual object and / or the edge of the target attribute information field, changing the color of the information held by the target virtual object, adding a special mark near the character of the target virtual object (for example, directly below), and displaying a ray of light from the first virtual object towards the target virtual object.
[0082] Step 605: In response to the active selection virtual object being included in at least one second virtual object, determine the active selection virtual object as the target virtual object.
[0083] In one possible embodiment, the active selection virtual object is the target of attack during the next attack selected by the user through the first widget, and it may be the same as or different from the target virtual object automatically searched and determined by the terminal. Also, since the attack priority of the active selection virtual object is higher than that of the target virtual object automatically searched and determined by the terminal, when the active selection virtual object is included in the second virtual object, the terminal directly determines the active selection virtual object as the target virtual object and does not execute the process of determining the candidate virtual object.
[0084] As an example, as shown in FIG. 7, when the second virtual object 702b is the active selection virtual object, the terminal directly determines the second virtual object 702b as the target virtual object.
[0085] Step 606: Mark the target virtual object in the second preset manner.
[0086] Optionally, the second preset manner is the same as or different from the first preset manner. The marking effect in the second preset manner is more prominent than the marking effect in the first preset manner.
[0087] As an example, the second preset method is different from the first preset method and the marking method. For example, the second preset method is performed with a different mark position from the first preset method, or with a different color at the same mark position. For example, the first preset method is the highlighted display of the edge of the target attribute information field of the target virtual object, and the second preset method is the addition of a specific mark directly below the character of the target virtual object.
[0088] Step 607: Receive a first trigger signal acting on the first widget.
[0089] The embodiment of step 607 can refer to step 203 above, so in the embodiments of the present application, it will not be repeated here.
[0090] Step 608: In response to the touch end position corresponding to the first trigger signal being located in the first automatic control area, it is determined that the first trigger signal meets the automatic control condition.
[0091] In one possible embodiment, the first widget includes a first automatic control area and a first active control area without a common part. The trigger operation within the first automatic control area is for triggering a rapid attack on the target virtual object, and the trigger operation within the first active control area is for triggering the user to select the target virtual object by himself.
[0092] Optionally, the first widget is a circular widget, the first automatic control area is circular, and the active control area is an annular area surrounding the first automatic control area, or the first automatic control area is a semi-circular area on the left side of the first widget, and the active control area is a semi-circular area on the right side of the first widget. However, in the embodiments of the present application, this is not limited. As an example, FIG. 8 shows a schematic diagram of one first widget. The first widget is a circular widget, the first automatic control area 801 is a circular area with the center of the first widget as the center and a radius smaller than the radius of the first widget, and the first active control area 802 is an annular part excluding the first automatic control area 801 in the first widget.
[0093] As an example, as shown on the left side of FIG. 8, when the user clicks on the first widget with a finger in the part of the first automatic control area 801 and the touch end position 803a is located in the first automatic control area 801, the terminal determines that the first trigger signal meets the automatic control condition. That is, the user can control the first virtual object to change the target attribute value of the target virtual object by quickly clicking on the first widget.
[0094] Step 609: In response to the first trigger signal meeting the automatic control condition, control the first virtual object to change the target attribute value of the target virtual object using the virtual item.
[0095] In one possible embodiment, the terminal determines whether the first trigger signal meets the automatic control condition based on the touch end position. If the touch end position is located in the first automatic control area, it is determined that the automatic control condition is met; if the touch end position is located in the first active control area or an area outside the first widget, it is determined that the automatic control condition is not met.
[0096] As an example, as shown in FIG. 9, the first widget includes a first automatic control region 901 and a first active control region 902. When the user clicks on the first widget and the touch end position 903 is located in the first automatic control region 901, that is, when the finger is lifted at the touch end position 903 shown in the figure, the terminal determines that the first trigger signal meets the automatic control condition.
[0097] Step 610: In response to the touch end position corresponding to the first trigger signal being located in the first active control region, it is determined that the first trigger signal meets the active control condition.
[0098] In one possible embodiment, the user can actively select a target virtual object by performing a touch operation on the first widget. Accordingly, the terminal obtains the touch end position of the first trigger signal. When it is determined that the touch end position is located in the first active control region, it is determined that the first trigger signal meets the active control condition, and the target virtual object that the user needs to select is determined based on the touch end position.
[0099] Optionally, the user may drag the first widget while continuously pressing it with a finger. Based on the position of the first virtual object and the assumed target of the attack, the finger is stopped at the corresponding position of the first active control region to complete the selection of the actively selected virtual object.
[0100] As an example, as shown on the right side of FIG. 8, when the user clicks on the first widget with a finger and drags the finger so that the touch end position 803b is located in the first active control region 802, the terminal determines that the first trigger signal meets the active control condition.
[0101] As an example, as shown in FIG. 10, the first widget includes a first automatic control area 1001 and a second automatic control area 1002. When the user clicks on the first widget with a finger and drags the finger so that the touch end position 1003 is located in the second active control area 1002, the terminal determines that the first trigger signal satisfies the active control condition.
[0102] Step 611: Determine the second virtual object mapped to the touch end position as the active selection virtual object.
[0103] In one possible embodiment, the terminal determines the mapping position in the virtual world in real time based on the position of the user's finger in the second automatic control area, and determines the active selection virtual object based on the second virtual object mapped to the touch end position. To make it easier for the user to quickly determine the active selection virtual object, the terminal may mark the mapping position in the virtual world of the touch end position by a marking method such as a light ray or a fan-shaped area in the battle interface. In response to the user's touch operation, if the aim is aligned with a second virtual object in the virtual world or there is a second virtual object near the position mapped by the touch operation, determine the second virtual object as the active selection virtual object, execute step 606, and mark the active selection virtual object.
[0104] Optionally, the user selects the range of the active selection virtual object as the range of the virtual world included in the battle interface.
[0105] As an example, as shown in FIG. 10, the terminal maps the center point 1004 of the first widget to the position of the first virtual object 1005, determines the mapping position in the battle interface of the touch end position 1003, and displays a connection line between the two mapping positions in the battle interface. When the touch end position 1003 is mapped to the position of the second virtual object 1006, the second virtual object 1006 is determined as the active selection virtual object and the second virtual object 1006 is marked.
[0106] Step 612: Control the first virtual object to change the target attribute value of the active selection virtual object using the virtual item.
[0107] In one possible embodiment, when the user releases the hand at the touch end position, the terminal controls the first virtual object to change the target attribute value of the active selection virtual object using the virtual item.
[0108] Optionally, even after the operation of controlling the first virtual object to change the target attribute value of the active selection virtual object is completed, the terminal still maintains the mark of the active selection virtual object, determines the active selection virtual object as the target virtual object, and when receiving the first trigger signal that satisfies the automatic control condition next time, controls the first virtual object to change the target attribute value of the active selection virtual object.
[0109] As an example, when the active selection virtual object is located outside the range where the first virtual object uses the virtual item, the terminal controls the first virtual object to move in the direction of the active selection virtual object. When the active selection virtual object is located within the range where the first virtual object uses the virtual item, the terminal controls the first virtual object to change the target attribute value of the active selection virtual object using the virtual item.
[0110] In the embodiments of the present application, by dividing the first widget into a plurality of regions, a user can actively select virtual objects. When there is an actively selected virtual object, the actively selected virtual object is directly determined as the target virtual object and marked. When there is no actively selected virtual object, a second virtual object that meets the preset conditions is determined as the target virtual object and marked. The user can control the first virtual object to change the target attribute value of the target virtual object through a quick operation. By marking the target virtual object before the user touches the first widget, the user can grasp in advance the object to be operated on to change the target attribute value. If the target virtual object is different from the virtual object expected by the user, the user can select other virtual objects by operating to control the movement or aiming of the first virtual object, avoiding the situation where the user's operation cannot achieve the expected effect due to the difference between the target virtual object and the assumed virtual object and the need to newly adjust the operation, and improving the operation efficiency.
[0111] In one possible embodiment, in addition to the first widget, the widget layer of the battle interface further includes other widgets for controlling the first virtual object to release a target skill for the target virtual object. Refer to FIG. 11 based on FIG. 2. After the above step 202, the virtual object control method further includes the following steps.
[0112] Step 205: In response to receiving a second trigger signal acting on the second widget, control the first virtual object to release a target skill for the target virtual object.
[0113] In one possible embodiment, the battle interface further includes a second widget for controlling the first virtual object to release a target skill for other virtual objects.
[0114] As an example, as shown in FIG. 3, the battle interface includes at least one second widget 304 for controlling the first virtual object to release a target skill with respect to other virtual objects.
[0115] In one possible embodiment, the second widget includes a second automatic control area and a second active control area without a common part. Step 205 includes the following steps 1 and 2.
[0116] Step 1: In response to the touch end position corresponding to the second trigger signal being located in the second automatic control area, obtain the skill release rule of the target skill.
[0117] Since the skills of the first virtual object are diverse, and some skills, for example, skills where the user gives special effects to virtual objects of the same camp, or skills where the user needs to actively aim at the second virtual object, are not suitable for the target virtual object, in one possible embodiment, when the touch end position corresponding to the second trigger signal is located in the second automatic control area, the terminal first obtains the skill release rule of the target skill. The skill release rule includes the type of skill release target, the skill release range, the operations required for the skill, and the like.
[0118] As an example, as shown in FIG. 12, the second widget 1200 includes a second automatic control area 1201 and a second active control area 1202. When the touch end position 1203 corresponding to the second trigger signal is located in the second automatic control area 1201, the terminal obtains the skill release rule of Skill 3.
[0119] Step 2: In response to the target virtual object satisfying the skill release rule, control the first virtual object to release the target skill with respect to the target virtual object.
[0120] The target virtual object is either a target virtual object automatically searched and determined by the terminal or an active selection virtual object selected by the user by triggering a first widget.
[0121] Optionally, in order to improve the skill release efficiency, the terminal may select a target virtual object based on a skill release rule.
[0122] As an example, as shown in FIG. 12, when the target virtual object 1205 satisfies the skill release rule of Skill 3, the terminal controls the first virtual object 1204 to release Skill 3 for the target virtual object 1205. When the target virtual object 1205 is located outside the release range of Skill 3, the terminal controls the first virtual object 1204 to move in the direction of the target virtual object 1205. When the target virtual object 1205 is located within the release range of Skill 3, the terminal controls the first virtual object 1204 to release Skill 3.
[0123] Step 206: In response to the target attribute value of the target virtual object reaching the threshold value of the attribute value, newly determine the target virtual object from at least one second virtual object.
[0124] The fact that the target attribute value of the target virtual object reaches the threshold value of the attribute value includes at least one of the fact that the remaining hit points of the target virtual object reach the threshold value of the hit points (for example, when the threshold value of the hit points is 0, when the remaining hit points of the target virtual object become 0, it satisfies the fact that the target attribute value reaches the threshold value of the attribute value), and the fact that the position of the target virtual object is outside the range displayed on the battle interface.
[0125] In one possible embodiment, taking the case where the target attribute value is the remaining hit points as an example, when the remaining hit points corresponding to the target virtual object become 0, it indicates that the target virtual object has been killed and can no longer be used as the target virtual object. The terminal needs to newly obtain the target information corresponding to the first virtual object and the remaining second virtual objects, and determine the target virtual object from the second virtual objects based on the target information.
[0126] In the embodiments of the present application, by dividing the second widget into a second active control area and a second automatic control area, the user can control the first virtual object to release the target skill for the target virtual object through a quick operation, simplify the operation steps of some skills, and shorten the user's operation duration.
[0127] In one possible embodiment, the MOBA game includes a presentation layer and a logic layer. FIG. 13 shows a flowchart of a method for controlling a virtual object provided in another exemplary embodiment of the present application. In this embodiment, an example where the method is applied to the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1, or other terminals in the implementation environment will be described. The method includes the following steps.
[0128] Step 1301: The presentation layer obtains the end position of the touch operation.
[0129] When the user touches the first widget or the second widget, the presentation layer obtains the touch operation in real time. When it detects that the user has lifted the hand, it obtains the end position of the touch operation.
[0130] Step 1302: The presentation layer determines whether the target virtual object meets the skill release rule.
[0131] The presentation layer acquires the target skills corresponding to the touch operations, and the target skills include the basic skills corresponding to the first widget and the special skills corresponding to the second widget. Based on the type of the target skills and the skill release rules, it is determined whether the target virtual object meets the skill release rules. If the target virtual object meets the skill release rules, step 1303 is continuously executed.
[0132] Step 1303: If the target virtual object meets the skill release rules, the presentation layer sends the skill release information to the logic layer.
[0133] After the presentation layer determines that the target virtual object meets the skill release rules, in order to avoid the delay of the screen or the misjudgment of the presentation layer due to the user's improper behavior, further judgment by the logic layer is also necessary.
[0134] Step 1304: The logic layer determines whether the target virtual object meets the skill release rules.
[0135] Step 1305: The logic layer sends the judgment result to the presentation layer.
[0136] If the logic layer sends a judgment result to the presentation layer that the target virtual object does not meet the skill release rules, the subsequent steps are not executed, and as a result displayed on the battle interface, there is no response even if the user triggers the widget, and the target skills are not released.
[0137] Step 1306: If the judgment result of the logic layer is to permit skill release, the presentation layer sends a skill release request to the server.
[0138] Step 1307: The server forwards the skill release request.
[0139] The server receives a skill release request sent from the presentation layer of the terminal, obtains the target terminal based on the skill release information in the skill release request, and transfers the skill release request to the logic layer of the target terminal. The target terminal is all the terminals participating in the current battle.
[0140] Step 1308: The logic layer performs skill release calculation processing.
[0141] When the logic layer receives the skill release request transferred from the server, it determines an operation to execute the skill release, performs skill release calculation processing, and obtains skill release results such as the target attribute value after the skill release of the target virtual object.
[0142] Step 1309: The logic layer sends a skill release command.
[0143] After the calculation is completed, the logic layer sends a skill release command to the presentation layer.
[0144] Step 1310: The presentation layer performs skill release presentation.
[0145] The presentation layer renders the skill release effect in the battle interface according to the skill release command of the logic layer.
[0146] FIG. 14 is a block diagram of the structure of a control device for a virtual object provided in one exemplary embodiment of the present application. The device may be provided in the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1, or other terminals in the implementation environment. The device is A display module 1401 for displaying a battle interface, wherein the battle interface includes a first virtual object, at least one second virtual object, and a first widget. The first virtual object and the second virtual object are located in a virtual world and belong to different camps. The first widget controls the first virtual object to change the target attribute value of another virtual object by using a virtual item. Display module 1401 A first determination module 1402 for determining a target virtual object from at least one of the second virtual objects and marking the target virtual object in a preset manner A receiving module 1403 for receiving a first trigger signal acting on the first widget A first control module 1404 for controlling the first virtual object to change the target attribute value of the target virtual object by using a virtual item in response to the first trigger signal satisfying an automatic control condition. It includes
[0147] Optionally, the first determination module 1402 A first acquisition unit for acquiring first target information of the first virtual object and second target information of at least one of the second virtual objects in response to the fact that no active selection virtual object is included in at least one of the second virtual objects. The active selection virtual object is a virtual object selected by the first widget, and the target information is for characterizing the state and position of the virtual object. The first acquisition unit A first determination unit for determining the target virtual object from at least one of the second virtual objects based on the first target information and the second target information A first marking unit for marking the target virtual object in a first preset manner. It includes
[0148] Optionally, the first target information includes a first position that is the position of the first virtual object in the virtual world and a first range that is the usage range of the virtual item, and the second target information includes a second position that is the position of the second virtual object in the virtual world.
[0149] The first determination unit further determines a second range that is larger than the first range based on the first range, determines the second virtual object located within the second range as a candidate virtual object based on the first position and the second position, and is for determining the candidate virtual object that meets the selection condition as the target virtual object. The selection condition includes at least one of the following: the distance from the first virtual object is the smallest, the target attribute value is the lowest, and it belongs to the target camp.
[0150] Optionally, the first determination module 1402 includes a second determination unit for determining the active selection virtual object as the target virtual object in response to the active selection virtual object being included in at least one of the second virtual objects, and a second marking unit for marking the target virtual object in a second preset manner.
[0151] Optionally, the first widget includes a first automatic control area and a first active control area that have no common part.
[0152] The device further includes a second determination module for determining that the first trigger signal meets the automatic control condition in response to the touch end position corresponding to the first trigger signal being located in the first automatic control area.
[0153] Optionally, the device A third determination module for determining that the first trigger signal satisfies the active control condition in response to the touch end position corresponding to the first trigger signal being located in the first active control region; A fourth determination module for determining the second virtual object mapped to the touch end position as the active selection virtual object; A second control module for controlling the first virtual object to change the target attribute value of the active selection virtual object using the virtual item.
[0154] Optionally, the combat interface further includes a second widget for controlling the first virtual object to release a target skill on other virtual objects.
[0155] The apparatus Further includes a third control module for controlling the first virtual object to release the target skill on the target virtual object in response to receiving a second trigger signal acting on the second widget.
[0156] Optionally, the second widget includes a second automatic control region and a second active control region with no common part.
[0157] The third control module A second acquisition unit for acquiring the skill release rule of the target skill in response to the touch end position corresponding to the second trigger signal being located in the second automatic control region; A control unit for controlling the first virtual object to release the target skill on the target virtual object in response to the target virtual object satisfying the skill release rule.
[0158] Optionally, the apparatus A fifth determination module is further included for newly determining the target virtual object from at least one of the second virtual objects in response to the target attribute value of the target virtual object reaching an attribute value threshold.
[0159] Optionally, the target attribute value of the target virtual object reaching the attribute value threshold includes the remaining hit points of the target virtual object reaching a hit point threshold, and the position of the target virtual object being outside the range displayed on the combat interface.
[0160] In summary, the virtual object control device provided in the embodiment of the present application marks the target virtual object on the combat interface in a preset manner, and when receiving a first trigger signal that satisfies the automatic control condition acting on the first widget, controls the first virtual object to change the target attribute value of the target virtual object. Also, because the target virtual object is marked before controlling the first virtual object to change the target attribute value of the target virtual object, when the user is not performing an operation, the target virtual object to be the operation target can be known by the mark. If the target virtual object does not match the desired object, the target virtual object can be changed by other operations. If the target virtual object matches the desired object, an operation can be quickly executed with the first widget, which can improve the efficiency and accuracy of the control of the virtual object, avoid the need to confirm or mark the operation target during the execution of the operation, reduce the delay of the operation execution time, and further improve the efficiency of the man-machine interaction.
[0161] FIG. 15 shows a block diagram of the structure of a terminal provided in an embodiment of the present application. Generally, the terminal 1500 includes a processor 1501 and a memory 1502.
[0162] Processor 1501 may include one or more processing cores, and may be, for example, a 4-core processor, an 8-core processor, etc. Processor 1501 may be implemented in the form of at least one of digital signal processing (DSP), field programmable gate array (FPGA), and programmable logic array (PLA). Processor 1501 may include a main processor and a coprocessor. The main processor is a processor for processing data in the wake-up 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, processor 1501 may incorporate a graphics processing unit (GPU) for rendering and drawing the content that needs to be displayed on the display screen. In some embodiments, processor 1501 may further include an artificial intelligence (AI) processor for processing arithmetic operations related to machine learning.
[0163] Memory 1502 may include one or more computer-readable storage media. The computer-readable storage media may be non-transitory. Memory 1502 may further include high-speed random access memory, and non-volatile memory such as one or more magnetic disk storage devices, flash memory storage devices, etc. In some embodiments, the non-transitory computer-readable storage media in Memory 1502 is for storing at least one command, at least a part of a program, a code set or a command set. The at least one command, at least a part of the program, the code set or the command set is for realizing a virtual object control method provided in an embodiment of the method according to the present application when executed by Processor 1501.
[0164] In some embodiments, terminal 1500 optionally further includes a peripheral device interface 1503 and at least one peripheral device. Processor 1501, Memory 1502, and peripheral device interface 1503 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1503 via a bus, signal lines, or a circuit board. Specifically, the peripheral device may include at least one of communication interface 1504, display screen 1505, audio circuit 1506, camera component 1507, positioning component 1508, and power supply 1509.
[0165] Those skilled in the art can understand that the structure shown in FIG. 15 does not limit terminal 1500, and it may include more or fewer components than shown, or some components may be combined, or different component arrangements may be adopted.
[0166] FIG. 16 shows a schematic diagram of the structure of a server provided in an embodiment of the present application. Specifically, The server 1600 includes a central processing unit (CPU) 1601, a system memory 1604 including a random access memory (RAM) 1602 and a read only memory (ROM) 1603, and a system bus 1605 connecting the system memory 1604 and the central processing unit 1601. The server 1600 further includes a basic input / output (I / O) system 1606 that assists in information transmission among devices within the computer, and a mass storage device 1607 for storing an operating system 1613, applications 1614, and other program modules 1615.
[0167] The basic input / output system 1606 includes a display 1608 for displaying information and an input device 1609 for a user to input information, such as a mouse and a keyboard. Both the display 1608 and the input device 1609 are connected to the central processing unit 1601 via an input / output controller 1610 connected to the system bus 1605. The basic input / output system 1606 may further include an input / output controller 1610 for receiving and processing inputs from a plurality of other devices, such as a keyboard, a mouse, or an electronic stylus. Similarly, the input / output controller 1610 also provides outputs to a display screen, a printer, or other types of output devices.
[0168] The mass storage device 1607 is connected to the central processing unit 1601 via a mass storage controller (not shown) connected to the system bus 1605. The mass storage device 1607 and the associated computer-readable medium provide non-volatile storage for the server 1600. That is, the mass storage device 1607 may include a computer-readable medium (not shown), such as a hard disk or a compact disc read-only memory (CD-ROM) drive.
[0169] Without loss of generality, the computer-readable medium may include a computer storage medium and a communication medium. The computer storage medium includes any volatile / non-volatile medium, removable / non-removable medium implemented by any method or technology for storing information such as computer-readable commands, data structures, program modules, or other data. The computer storage medium includes RAM, ROM, erasable programmable read-only memory (EPROM), flash memory or other solid-state storage technologies, CD-ROM, digital video disc (DVD) or other optical storage devices, magnetic tape cartridges, magnetic tape, disk storage or other magnetic storage devices. Of course, it is known to those skilled in the art that the computer storage medium is not limited to the above types. The above system memory 1604 and the mass storage device 1607 may be collectively referred to as memory.
[0170] According to each embodiment of the present application, the server 1600 may be connected to a remote computer on the network via a network such as the Internet and executed. That is, the server 1600 may be connected to the network 1612 via the network interface unit 1611 connected to the system bus 1605, or may be connected to another type of network or remote computer system (not shown) by the network interface unit 1611.
[0171] The memory further includes at least one command, at least a part of a program, a code set or a command set. The at least one command, at least a part of the program, the code set or the command set is stored in the memory and is configured to implement the above method for controlling virtual objects when executed by one or more processors.
[0172] In an exemplary embodiment, a computer device is further provided. The computer device may be a terminal or a server. The computer device includes a processor and a memory storing at least one command, at least a part of a program, a code set or a command set. When the at least one command, the at least a part of the program, the code set or the command set is loaded and executed by the processor, the control method of the virtual object described above is realized.
[0173] An embodiment of the present application further provides a computer-readable storage medium storing at least one command, wherein when the at least one command is loaded and executed by the processor, the control method of the virtual object described in each of the above embodiments is realized.
[0174] An embodiment of the present application further provides a computer program product or a computer program including computer commands stored in a computer-readable storage medium. The processor in the computer device reads and executes the computer commands from the computer-readable storage medium, so as to cause the computer device to execute the control method of the virtual object provided in any of the above embodiments of the above manner.
[0175] A person skilled in the art would recognize that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware, or any combination thereof. When implemented by software, these functions may be stored in a computer-readable storage medium, or transmitted as one or more commands or codes on a computer-readable storage medium. The computer-readable storage medium includes computer storage media and communication media, and the communication media includes any medium that facilitates the transmission of a computer program from one location to another. The storage medium may be any available medium accessible by a general-purpose or dedicated computer.
[0176] The above description is only an arbitrary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, and improvements made within the scope of the spirit and principles of the present application should be included within the protection scope of the present application.
Claims
1. A method for controlling virtual objects executed by a terminal, comprising: displaying a battle interface, wherein the battle interface includes a first virtual object, at least one second virtual object, and a first widget, the first virtual object and the second virtual object are located in a virtual world and belong to different camps, and the first widget is configured to control the first virtual object to change the target attribute value of other virtual objects; determining a target virtual object from at least one of the second virtual objects and marking the target virtual object; receiving a first trigger signal acting on the first widget; controlling the first virtual object by a control command to execute an operation of changing the target attribute value of the target virtual object in response to a touch end position corresponding to the first trigger signal. The method for controlling virtual objects is characterized by comprising the above steps.
2. The step of determining a target virtual object from at least one of the second virtual objects and marking the target virtual object comprises: acquiring first target information of the first virtual object and second target information of at least one of the second virtual objects in response to the absence of an active selection virtual object in at least one of the second virtual objects, wherein the active selection virtual object is a virtual object selected by the first widget, the first target information is for characterizing the state and position of the first virtual object, and the second target information is for characterizing the state and position of the second virtual object; determining the target virtual object from at least one of the second virtual objects based on the first target information and the second target information; marking the target virtual object by a first method. The method according to claim 1 is characterized by comprising the above steps.
3. The first target information includes a first position that is the position of the first virtual object in the virtual world and a first range that is the attack range of the first virtual object, and the second target information includes a second position that is the position of the second virtual object in the virtual world. Based on the first target information and the second target information, the step of determining the target virtual object from at least one of the second virtual objects includes the step of determining a second range that is larger than the first range based on the first range; the step of determining, based on the first position and the second position, a second virtual object located within the second range as a candidate virtual object; and the step of determining the candidate virtual object that satisfies the selection condition as the target virtual object, where the selection condition includes at least one of the following: the distance from the first virtual object is the smallest, the target attribute value is the lowest, and it belongs to the target faction. The method according to claim 2 is characterized in that.
4. The step of determining a target virtual object from at least one of the second virtual objects and marking the target virtual object includes the step of determining the active selection virtual object as the target virtual object in response to the active selection virtual object being included in at least one of the second virtual objects; and the step of marking the target virtual object by a second method that is the same as or different from the first method. The method according to claim 2 or 3 is characterized in that it includes this.
5. The first widget includes a first automatic control area and a first active control area that have no common part. The step of controlling the first virtual object includes the step of controlling the first virtual object by a control command to execute an operation of changing the target attribute value of the target virtual object in response to the touch end position corresponding to the first trigger signal being located in the first automatic control area. The method according to any one of claims 1 to 4 is characterized in that it includes this.
6. The step of controlling the first virtual object in response to the touch end position corresponding to the first trigger signal being located in the first active control area determining the second virtual object mapped to the touch end position as an active selection virtual object; controlling the first virtual object by a control command to execute an operation of changing the target attribute value of the active selection virtual object, the method according to claim 5, further comprising the above.
7. The battle interface further includes a second widget for controlling the first virtual object to release a target skill on other virtual objects. After determining a target virtual object from at least one of the second virtual objects and marking the target virtual object, further comprising controlling the first virtual object to release the target skill on the target virtual object in response to receiving a second trigger signal acting on the second widget, the method according to any one of claims 1 to 6, characterized by the above.
8. The second widget includes a second automatic control area and a second active control area without a common part. In response to receiving a second trigger signal acting on the second widget, the step of controlling the first virtual object to release the target skill on the target virtual object includes: obtaining a skill release rule of the target skill in response to the touch end position corresponding to the second trigger signal being located in the second automatic control area; controlling the first virtual object to release the target skill on the target virtual object in response to the target virtual object satisfying the skill release rule, the method according to claim 7, characterized by the above.
9. further comprising newly determining the target virtual object from at least one of the second virtual objects in response to the target attribute value of the target virtual object reaching an attribute value threshold. the method according to any one of claims 1 to 8, characterized by the above.
10. The fact that the target attribute value of the target virtual object has reached the threshold value of the attribute value includes that the remaining hit points of the target virtual object have reached the threshold value of the hit points, and that the position of the target virtual object is outside the range displayed on the battle interface. The method according to claim 9, characterized in that it includes the above.
11. A display module for displaying a battle interface, wherein the battle interface includes a first virtual object, at least one second virtual object, and a first widget. The first virtual object and the second virtual object are located in a virtual world and belong to different camps. The first widget is a display module for controlling the first virtual object to change the target attribute value of other virtual objects. A first determination module for determining a target virtual object from at least one of the second virtual objects and marking the target virtual object. A receiving module for receiving a first trigger signal acting on the first widget. A first control module for controlling the first virtual object by a control command to execute an operation of changing the target attribute value of the target virtual object in response to a touch end position corresponding to the first trigger signal. A control device for virtual objects, characterized in that it includes the above.
12. The first determination module is A first acquisition unit for acquiring first target information of the first virtual object and second target information of at least one of the second virtual objects in response to the fact that no active selection virtual object is included in at least one of the second virtual objects. The active selection virtual object is a virtual object selected by the first widget. The first target information is for characterizing the state and position of the first virtual object, and the second target information is for characterizing the state and position of the second virtual object. The first acquisition unit. A first determination unit for determining the target virtual object from at least one of the second virtual objects based on the first target information and the second target information. The apparatus according to claim 11, further comprising a first marking unit for marking the target virtual object by a first method.
13. The first target information includes a first position which is the position of the first virtual object in the virtual world and a first range which is the attack range of the first virtual object, and the second target information includes a second position which is the position of the second virtual object in the virtual world. The first determination unit further determines a second range larger than the first range based on the first range, determines, based on the first position and the second position, the second virtual object located within the second range as a candidate virtual object, and is for determining the candidate virtual object satisfying the selection condition as the target virtual object, wherein the selection condition includes at least one of the following: the distance from the first virtual object is the smallest, the target attribute value is the lowest, and belonging to the target faction. The apparatus according to claim 12.
14. The first determination module includes a second determination unit for determining the active selection virtual object as the target virtual object in response to the active selection virtual object being included in at least one of the second virtual objects, and a second marking unit for marking the target virtual object by a second method the same as or different from the first method. The apparatus according to claim 12 or 13.
15. The first widget includes a first automatic control area and a first active control area without a common part, and controls the first virtual object by a control command to execute an operation of changing the target attribute value of the target virtual object in response to the touch end position corresponding to the first trigger signal being located in the first automatic control area. The apparatus according to any one of claims 11 to 14.
16. In response to the touch end position corresponding to the first trigger signal being located in the first active control area, determines the second virtual object mapped to the touch end position as an active selection virtual object, and controls the first virtual object by a control command to execute an operation of changing the target attribute value of the active selection virtual object. The device according to claim 15, characterized in that...
17. The combat interface further includes a second widget for controlling the first virtual object to release a target skill with respect to other virtual objects, and further includes a third control module for controlling the first virtual object to release the target skill with respect to the target virtual object in response to receiving a second trigger signal acting on the second widget. The device according to any one of claims 11 to 16, characterized in that...
18. The second widget includes a second automatic control area and a second active control area without a common part, The third control module, in response to the touch end position corresponding to the second trigger signal being located in the second automatic control area, includes a second acquisition unit for acquiring a skill release rule of the target skill, and a control unit for controlling the first virtual object to release the target skill with respect to the target virtual object in response to the target virtual object satisfying the skill release rule. The device according to claim 17 is characterized by including the above.
19. The device according to any one of claims 11 to 18 further includes a fifth determination module for newly determining the target virtual object from at least one of the second virtual objects in response to the target attribute value of the target virtual object reaching an attribute value threshold.
20. The fact that the target attribute value of the target virtual object reaches the attribute value threshold includes the fact that the remaining hit points of the target virtual object reach a hit point threshold, and the position of the target virtual object is outside the range displayed on the combat interface. The device according to claim 19 is characterized by including the above.
21. A computer device comprising a processor and a memory storing at least part of a program, wherein the at least part of the program is loaded and executed by the processor to implement the method for controlling a virtual object according to any one of claims 1 to 10.
22. A computer program, characterized in that the computer is caused to execute a method for controlling a virtual object according to any one of claims 1 to 10.
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