Virtual object skill release method, apparatus, device, medium, and program
The method and apparatus enhance human-computer interaction efficiency in side-to-side games by using a lock indicator to automatically track and attack multiple virtual objects with virtual flying objects, addressing the inefficiencies of manual repositioning in existing technologies.
Patent Information
- Application Number
- JP2023553103
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-05-20
- Filing Date
- 2022-04-20
- Publication Date
- 2025-08-13
- Estimated Expiration
- 2042-04-20
AI Technical Summary
Existing technologies require complex operations and inefficient aiming speed when controlling virtual fighter jets to attack multiple virtual objects in side-to-side games, as users must manually reposition the jet to align with target creatures in different directions.
A method and apparatus that displays a lock indicator on a virtual environment screen to automatically track and attack multiple virtual objects using m virtual flying objects in response to a skill release operation, where m and n are integers equal to or greater than 2, allowing for simultaneous targeting and attribute value adjustment.
Improves aiming speed and reduces operational difficulty by enabling multiple virtual objects to be attacked simultaneously with automatic tracking, enhancing human-computer interaction efficiency.
Smart Images

Figure 0007723108000001 
Figure 0007723108000002 
Figure 0007723108000003
Abstract
Description
[Technical Field]
[0001] (Related Applications) This application claims priority to a Chinese patent application bearing application number 202110553091.1, filed on May 20, 2021, and entitled "Method and apparatus for skill release of virtual objects, device and medium," the entire contents of which are incorporated herein by reference.
[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method and apparatus for releasing skills of a virtual object, a device, a medium, and a program product. [Background technology]
[0003] In a side-to-side game, the user must always control multiple virtual items to attack multiple virtual objects simultaneously.
[0004] In the related technology, a user controls a virtual fighter jet to attack multiple virtual creatures, and the virtual fighter jet simultaneously fires virtual missiles along multiple fixed directions, and the virtual creatures located in the fixed directions are attacked by the virtual missiles.
[0005] In the related art, when a user controls a virtual fighter jet to attack a target virtual creature in a direction other than the current fixed direction, the user must move the virtual fighter jet to position the target virtual creature in the fixed direction of the changed virtual fighter jet. This means that the related art has the problem of complex operations, and the speed at which the user can control the virtual fighter jet to aim at the target virtual creature is slow and inefficient. Summary of the Invention [Problem to be solved by the invention]
[0006] The present application provides a method, apparatus, device, medium, and program product for skill release of a virtual object that improves the efficiency of human-computer interaction for users. [Means for solving the problem]
[0007] The present application provides the following technical solutions.
[0008] According to one aspect of the present application, displaying a virtual environment screen, wherein a first virtual object and at least one second virtual object are displayed in the virtual environment screen, the first virtual object having a first skill; In response to a first target lock operation of the first skill, displaying a lock indicator of the first skill on the virtual environment screen, the lock indicator being for locking n number of second virtual objects located within a release area of the first skill; and a step of controlling m virtual flying objects released by the first virtual object so as to automatically track the n second virtual objects in response to a first release operation of the first skill, wherein both m and n are integers equal to or greater than 2.
[0009] According to another aspect of the present application, a display module for displaying a virtual environment screen, wherein a first virtual object and at least one second virtual object are displayed on the virtual environment screen, the first virtual object having a first skill; the display module is further configured to, in response to a first target lock operation of the first skill, display a lock indicator of the first skill on the virtual environment screen, the lock indicator being configured to lock n number of second virtual objects located within a release area of the first skill; and a control module for controlling m virtual flying objects released by the first virtual object so as to automatically track the n second virtual objects in response to a first release operation of the first skill, where m and n are both integers equal to or greater than 2.
[0010] According to one aspect of the present application, there is provided a computer device including a processor and a memory, wherein the memory stores a computer program that is loaded and executed by the processor to realize the above-mentioned virtual object skill release method.
[0011] According to another aspect of the present application, there is provided a computer-readable storage medium storing a computer program that is loaded and executed by a processor to implement the above-described method for releasing a skill of a virtual object.
[0012] According to another aspect of the present application, there is provided a computer program product including computer instructions stored on a computer-readable storage medium.
[0013] A processor of a computer device reads the computer commands from the computer-readable storage medium and executes the computer commands, thereby causing the computer device to perform the virtual object skill release method according to the above aspect. [Effects of the Invention]
[0014] The beneficial effects of the technical solutions according to the embodiments of the present application include at least the following:
[0015] A lock indicator of the first skill is set on the horizontal virtual environment screen to lock the second virtual object within the range of the lock indicator, and then the m virtual flying objects simultaneously released by the first virtual object are controlled to automatically track the n second virtual objects within the range of the lock indicator.
[0016] According to the above method, the aiming speed when multiple virtual items attack multiple virtual objects simultaneously is improved, the difficulty of operation for the player is significantly reduced, and the efficiency of human-computer interaction for the user is improved. [Brief explanation of the drawings]
[0017] [Figure 1] FIG. 1 is a block diagram illustrating a configuration of a computer system according to one exemplary embodiment. [Figure 2] 1 is a flowchart illustrating a method for skill release of a virtual object according to one example embodiment. [Figure 3] FIG. 1 illustrates a horizontal virtual environment view according to one exemplary embodiment. [Figure 4] FIG. 10 illustrates a horizontal virtual environment view in accordance with another illustrative embodiment. [Figure 5] FIG. 10 illustrates a horizontal virtual environment view in accordance with another illustrative embodiment. [Figure 6] FIG. 10 illustrates a horizontal virtual environment view in accordance with another illustrative embodiment. [Figure 7] FIG. 10 illustrates a horizontal virtual environment view in accordance with another illustrative embodiment. [Figure 8] FIG. 10 illustrates a horizontal virtual environment view in accordance with another illustrative embodiment. [Figure 9] 10 is a flowchart of a method for skill release of a virtual object according to another exemplary embodiment. [Figure 10] 10 is a flowchart of a method for skill release of a virtual object according to another exemplary embodiment. [Figure 11]1 is a block diagram illustrating the configuration of a virtual object skill release device according to one exemplary embodiment of the present application; [Figure 12] FIG. 1 illustrates a configuration of a computer device according to one exemplary embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION
[0018] First, the nouns related to the embodiments of the present application will be briefly explained.
[0019] Lock indicator: for locking a virtual object located within the release area of the first skill.
[0020] Locking means performing real-time detection and real-time positioning on the virtual objects located within the release area of the first skill, and ensuring through real-time positioning that the m virtual flying objects finally released by the first virtual object reduce the attribute values of the n second virtual objects in an automatic tracking manner.
[0021] Preferably, the lock indicator is expressed in a geometric shape such as a circle, a sector, or a rectangle. Preferably, the lock indicator is displayed in an invisible manner on the horizontal virtual environment screen, i.e., the lock indicator cannot be seen by the naked eye. Preferably, the lock indicator is displayed in a visible manner on the horizontal virtual environment screen, i.e., the user can intuitively see the lock indicator. In one preferred embodiment, the lock indicator can lock a static virtual object within the release area of the first skill, i.e., the lock indicator performs detection and positioning on the static virtual object, and after locking, reduces the attribute value of the static virtual object in an automatic tracking manner. In one preferred embodiment, the lock indicator can lock a dynamic virtual object within the release area of the first skill, i.e., the lock indicator performs real-time detection and real-time positioning on the dynamic virtual object, and then reduces the attribute value of the dynamic virtual object in an automatic tracking manner.
[0022] In one embodiment, the lock indicator forms an angle with the horizontal viewing angle of the virtual environment. Preferably, the angle between the lock indicator and the horizontal viewing angle of the virtual environment is a right angle, i.e., the display plane of the lock indicator is perpendicular to the viewing angle direction. Preferably, the angle between the lock indicator and the horizontal viewing angle of the virtual environment is an acute angle. Preferably, when the lock indicator is represented as a circular area in the horizontal virtual environment screen, the circular area is perpendicular to the horizontal viewing angle direction of the virtual environment. Preferably, when the lock indicator is represented as a circular area in the horizontal virtual environment screen, the angle between the circular area and the horizontal viewing angle of the virtual environment is an acute angle. The attribute value of the virtual object may be, for example, a life value, an energy value for releasing a skill, defensive power, attack power, movement speed, etc.
[0023] Horizontal game: A game in which the movement path of a game character is controlled on a horizontal screen. In a horizontal game, the movement path of the game character is horizontal on all or most of the screen. Horizontal games can be divided into games such as horizontal clear, horizontal adventure, horizontal competition, and horizontal policy depending on the content. Horizontal games can be divided into two-dimensional (2D) horizontal games and three-dimensional (3D) horizontal games depending on the technique.
[0024] Virtual environment: A virtual environment displayed (or provided) when an application program is executed on a terminal. The virtual environment may be a simulated environment of the real world, a half-simulated and half-virtualized environment, or a fully virtualized environment. The virtual environment may be any one of a 2D virtual environment, a 2.5D virtual environment, and a 3D virtual environment, but this application is not limited thereto.
[0025] In the following embodiment, the virtual environment is a three-dimensional virtual environment.
[0026] Preferably, the virtual environment provides a competitive environment for virtual objects.
[0027] For example, in a side-by-side game, one or two virtual objects compete in a single-player battle in a virtual environment. The virtual objects achieve their goal of survival by avoiding attacks initiated by the opposing team and dangers in the virtual environment (e.g., poison gas rings, swamps, etc.). When the life value of a virtual object in the virtual environment reaches zero, its life in the virtual environment ends. The virtual object that last successfully traverses the path within the stage is declared the winner. Each client can control one or more virtual objects in the virtual environment. Preferably, the competition mode of the battle may include a single-player battle mode, a two-player group battle mode, or a multi-player team battle mode; the battle mode is not limited in this embodiment.
[0028] Illustratively, a horizontal virtual environment view is a view of the virtual environment from the horizontal screen viewing angle of the virtual character, such as in a shooting game where the virtual character is viewed from a direction perpendicular to the right side of the virtual character.
[0029] Virtual object: refers to a movable object in a virtual environment. The movable object may be a virtual person, a virtual animal, an animated character, or the like, such as a person or an animal displayed in a 3D virtual environment. Preferably, the virtual object is a 3D solid model created based on skeletal animation technology. Each virtual object has its own shape and volume in the 3D virtual environment and occupies a certain space in the 3D virtual environment.
[0030] Preferably, virtual objects can be divided into different character types according to their attribute values or skills. For example, if a target virtual object has a remote output type skill, its corresponding character type may be an archer, and if it has a support type skill, its corresponding character type may be a support. Preferably, the same virtual object can correspond to multiple character types.
[0031] Horizontal game: A game in which the movement path of a game character is controlled on a horizontal screen. In a horizontal game, the movement path of the game character is horizontal on all or most of the screen. Horizontal games can be divided into games such as horizontal clear, horizontal adventure, horizontal competition, and horizontal policy depending on the content. Horizontal games can be divided into two-dimensional (2D) horizontal games and three-dimensional (3D) horizontal games depending on the technique.
[0032] Virtual item: A virtual object is an item that can be used in a virtual environment, and includes virtual weapons that can change the attribute values of other virtual objects, supply items such as bullets, defensive items such as shields, armor, and armored vehicles, virtual items displayed in the hands of virtual objects when they release skills, such as virtual light beams and virtual shock waves, parts of the torso of virtual objects, such as hands and legs, and virtual items that can change the attribute values of other virtual objects, including long-range virtual items such as hand guns, rifles, and sniper rifles, close-range virtual items such as daggers, knives, swords, and ropes, and throwable virtual items such as flying axes, flying knives, grenades, flashbangs, and smoke bombs. In this application, virtual flying objects belong to a special category of virtual items, and a virtual flying object may be a virtual item that itself has a flying attribute, a virtual item that a virtual object throws, or a virtual item that a virtual object fires when it fires a shot.
[0033] Furthermore, all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals related to this application have been obtained with permission from the user or sufficient permission from each party, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0034] FIG. 1 is a block diagram illustrating a computer system configuration according to one exemplary embodiment of the present application.
[0035] The computer system 100 includes a first terminal 120 , a server 140 , and a second terminal 160 .
[0036] The first terminal 120 is installed with and executes an application program supporting the virtual environment. The application program may be any one of a 3D map program, a sideways shooting program, a sideways adventure program, a sideways clearing program, a sideways policy program, a virtual reality (VR) application program, and an augmented reality (AR) program. The first terminal 120 is used by a first user. The first user uses the first terminal 120 to control and operate a first virtual object located in the virtual environment, the operation including, but not limited to, at least one of adjusting body posture, walking, running, jumping, cycling, driving, aiming, picking up, using a throwable item, and attacking another virtual object. Exemplarily, the first virtual object is a first virtual character, such as a masquerade character object or an animated character object. Exemplarily, the first user controls and operates the first virtual character using UI controls on the virtual environment screen.
[0037] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.
[0038] The server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Illustratively, the server 140 includes a processor 144 and a memory 142. The memory 142 includes a receiving module 1421, a control module 1422, and a transmitting module 1423. The receiving module 1421 is for receiving a request sent by a client, such as a team creation request. The control module 1422 is for controlling the rendering of the virtual environment screen. The transmitting module 1423 is for sending a response to the client, such as sending notification information that the team creation was successful, to the client. The server 140 is for providing background services to an application program supporting the three-dimensional virtual environment. Preferably, the server 140 may be responsible for the main calculations, and the first terminal 120 and the second terminal 160 may be responsible for the secondary calculations, or the server 140 may be responsible for the secondary calculations, and the first terminal 120 and the second terminal 140 may be responsible for the main calculations, or the server 140, the first terminal 120, and the second terminal 160 may be cooperatively performing the calculations in a distributed computing architecture.
[0039] The second terminal 160 is installed with and executes an application program supporting the virtual environment. The application program may be any one of a 3D map program, a side-shooting program, a side-adventure program, a side-clearing program, a side-policy program, a virtual reality application program, and an augmented reality program. The second terminal 160 is used by a second user. The second user uses the second terminal 160 to control and operate a second virtual object located in the virtual environment, including, but not limited to, at least one of adjusting body posture, walking, running, jumping, cycling, driving, aiming, picking up, using a throwable item, and attacking another virtual object. Exemplarily, the second virtual object is a second virtual person, such as a simulacrum or a cartoon character object.
[0040] Preferably, the first virtual object and the second virtual object may exist in the same virtual environment. Preferably, the first virtual object and the second virtual object may belong to the same team, organization, camp, or have a friend relationship or temporary communication permissions. Preferably, the first virtual object and the second virtual object may belong to different camps, teams, organizations, or have an enemy relationship.
[0041] Preferably, the application programs installed on the first terminal 120 and the second terminal 160 may be the same, or the application programs installed on the two terminals may be the same type of application program on different operating system platforms (Android or IOS). The first terminal 120 may generally refer to one of multiple terminals, and the second terminal 160 may generally refer to one of multiple terminals. However, in this embodiment, only the first terminal 120 and the second terminal 160 will be described as examples. The device types of the first terminal 120 and the second terminal 160 may be the same or different, and the device types may include at least one of a smartphone, a tablet, an e-reader, an MP3 player, an MP4 player, a laptop, and a desktop computer. In the following embodiment, the terminal will be described as including a smartphone.
[0042] It should be understood by those skilled in the art that the number of terminals may be greater or less than the above. For example, the number of terminals may be only one, or may be tens or hundreds, or may be even greater. The embodiments of the present application do not limit the number and device types of terminals.
[0043] 2 shows a flowchart of a method for releasing a skill of a virtual object (also called "skill activation" or "skill casting") according to an exemplary embodiment of the present application. In this embodiment, the method is performed by the first terminal 120 (or a client in the first terminal 120) shown in FIG.
[0044] The method includes the following steps.
[0045] In step 220, a virtual environment screen is displayed, where a first virtual object and at least one second virtual object are displayed in the virtual environment screen, the first virtual object having a first skill.
[0046] The virtual environment view is at least one of a horizontal virtual environment view, a vertical virtual environment view, a three-dimensional virtual environment view, and a two-dimensional virtual environment view.
[0047] The first virtual object refers to a movable object in the virtual environment, and the movable object may be a virtual person, a virtual animal, a cartoon character, etc. The second virtual object refers to another movable object in the virtual environment. Preferably, the first virtual object and the second virtual object may exist in the same virtual environment. Preferably, the first virtual object and the second virtual object may belong to the same team, organization, or camp, or may have a friend relationship or temporary communication rights. Preferably, the first virtual object and the second virtual object may belong to different camps, teams, or organizations, or may have an enemy relationship. In this application, an example in which the first virtual object and the second virtual object have an enemy relationship will be described. In this application, the first virtual object decreases the attribute value of the second virtual object by releasing a first skill.
[0048] The first skill refers to a release ability of a first virtual object in the virtual environment. Preferably, the first skill refers to the first virtual object having an ability to release a skill. Preferably, the first skill refers to the first virtual object having an ability to release a virtual item. Preferably, the first skill refers to the ability of the first virtual object to release a virtual flying object by using a virtual item. Preferably, the first skill refers to the ability of the first virtual object to release a virtual flying object by using a skill.
[0049] In one embodiment, the first skill refers to the ability of the first virtual object to release virtual flying objects through a skill. Preferably, the skill is a basic skill of the first virtual object, where the basic skill is a skill that the first virtual object can acquire without learning (e.g., a pre-defined ability such as a general attack). Preferably, the skill is a learning skill of the first virtual object, where the learning skill is a skill that the first virtual object can acquire through learning or picking up. The present application does not limit the manner in which the skill is acquired. For example, the first virtual object releases m virtual flying objects through the release of the skill.
[0050] In one embodiment, the first skill refers to the ability of the first virtual object to release virtual flying objects using a virtual item, for example, the first virtual object releases m virtual flying objects by destroying a virtual scroll.
[0051] Preferably, the first virtual object releases m virtual flying objects at a time. Preferably, the first virtual object releases the virtual flying objects in batches, and the number of virtual flying objects released in each batch is at least two.
[0052] In one embodiment, the first skill of the first virtual object is displayed as the first virtual object simultaneously releasing m virtual flying objects to decrease the attribute value of the second virtual object in an auto-tracking manner.
[0053] The horizontal virtual environment screen is obtained by collecting the field of view acquired by the first virtual object based on the horizontal viewing angle in the virtual environment and displaying the field of view on the terminal. The virtual environment is a virtual environment that is displayed (or provided) when an application program is executed on the terminal. The virtual environment may be a simulated environment for the real world, a half-simulated and half-virtualized environment, or a completely virtualized environment.
[0054] In one embodiment, FIG. 3 illustrates a horizontal virtual environment screen of one exemplary embodiment of the present application, and generally, the horizontal virtual environment screen includes a first virtual object 301 and one second virtual object 302 of the at least one second virtual object, and the first virtual object 301 in FIG. 3 moves along a horizontal direction until it enters a stage of the horizontal virtual environment screen illustrated in FIG. 3 .
[0055] In step 240, in response to the first target lock operation of the first skill, a lock indicator of the first skill is displayed on the virtual environment screen, and the lock indicator is for locking n second virtual objects located within the release area of the first skill.
[0056] In one embodiment, the lock indicator forms an angle with the horizontal viewing angle of the virtual environment. Preferably, the angle between the lock indicator and the horizontal viewing angle of the virtual environment is a right angle, i.e., the display plane of the lock indicator is perpendicular to the viewing angle. Preferably, the angle between the lock indicator and the horizontal viewing angle of the virtual environment is an acute angle. Preferably, when the lock indicator is represented as a circular area on the horizontal virtual environment screen, the circular area is perpendicular to the horizontal viewing angle of the virtual environment. Preferably, when the lock indicator is represented as a circular area on the horizontal virtual environment screen, the angle between the circular area and the horizontal viewing angle of the virtual environment is an acute angle.
[0057] The first target lock operation is for locking n second virtual objects located within a release area of the first skill. Preferably, the first target lock operation is a touch-and-drop operation by the user on the horizontal virtual environment screen, and the terminal determines a first positioning point of a lock indicator of the first skill on the horizontal virtual environment screen and generates a lock indicator based on the first positioning point of the lock indicator. Preferably, the first target lock operation is a lock operation by the user on a peripheral component connected to the terminal, and generally, the user determines a first positioning point on the horizontal virtual environment screen using a peripheral handle connected to the terminal and generates a lock indicator based on the first positioning point of the lock indicator.
[0058] The release area of the first skill refers to the area of action of the first skill on the virtual environment screen. Preferably, the release area of the first skill is displayed as one enclosed geometric figure, and the enclosed geometric figure surrounds n second virtual objects. Preferably, the release area of the first skill is displayed as several enclosed geometric figures, and each of the enclosed geometric figures surrounds several second virtual objects among the n second virtual objects.
[0059] Schematically, referring to FIG. 4, FIG. 4 is a diagram illustrating a horizontal virtual environment screen of one exemplary embodiment of the present application. The horizontal virtual environment screen includes a first virtual object 301 and one second virtual object 302 among at least one second virtual object. Three locked second virtual objects 402 are included in a lock indicator 401 in FIG. 4, where the locked second virtual object 402 exhibits a locked expression feature, and the skeletal center of the locked second virtual object 402 exhibits a circle. Note that the second virtual object may be a three-dimensional solid model created based on skeletal animation technology. Each of the second virtual objects has its own shape and volume in the three-dimensional virtual environment and occupies a portion of space in the three-dimensional virtual environment.
[0060] Preferably, when the virtual environment screen is a three-dimensional virtual environment screen, the three-dimensional virtual environment screen is collected from the three-dimensional virtual environment by a camera model, and a plane on which the release area of the first skill is located forms an angle with a plane on which the three-dimensional virtual environment screen is located. The release area of the first skill in the three-dimensional virtual environment screen is determined based on the area of the lock indicator of the first skill in the three-dimensional virtual environment screen.
[0061] In step 260, in response to a first release operation of the first skill, the first virtual object is controlled to release m virtual flying objects to automatically track n second virtual objects.
[0062] Here, m and n are both integers of 2 or more.
[0063] Preferably, the m virtual flying objects adjust the attribute values of the n second virtual objects, and the adjustment method includes decreasing and increasing the attribute values. The attribute values include, but are not limited to, at least one of the second virtual object's life value, energy value for releasing a skill, defensive power, offensive power, and movement speed. Illustratively, in response to a first release operation of the first skill, the first virtual object controls the m virtual flying objects to simultaneously release and decrease the attribute values of the n second virtual objects in an automatic tracking manner. Alternatively, in response to a first release operation of the first skill, the first virtual object controls the m virtual flying objects to simultaneously release and increase the attribute values of the n second virtual objects in an automatic tracking manner.
[0064] Preferably, the m virtual flying objects are simultaneously released by the first virtual object, or the m virtual flying objects are sequentially released by the first virtual object. Illustratively, the m virtual flying objects represent m virtual flying swords, and the first virtual object releases one virtual flying sword every 0.3 seconds.
[0065] The virtual flying object is a virtual item in a first skill released by a virtual object in a virtual environment, and includes a supply item such as a bullet that can change the attribute value of a second virtual object, a virtual flying shield, a virtual beam, a virtual shock wave, etc. Illustratively, the virtual flying object is a virtual item displayed in the hand of the first virtual object when the first virtual object releases a skill, and includes virtual items such as a virtual flying dagger, virtual flying knife, virtual flying sword, virtual flying axe, and throwable virtual items such as a grenade, flashbang, and smoke bomb.
[0066] Preferably, the m virtual flying objects are displayed with similar representation characteristics, for example, the m virtual flying objects are displayed as m similar virtual flying swords. Preferably, the m virtual flying objects are displayed with completely different representation characteristics, for example, the m virtual flying objects are displayed as m different virtual flying swords. Preferably, the m virtual flying objects are displayed with partially similar representation characteristics, for example, the m virtual flying objects are displayed as m / 2 first virtual flying swords and m / 2 second virtual flying swords.
[0067] Preferably, the m virtual flying objects have the ability to automatically track the n second virtual objects, that is, after the first virtual object releases the m virtual flying objects, the user does not need to operate the m virtual flying objects again, and the m virtual flying objects automatically track the n second virtual objects.
[0068] In one embodiment, controlling m virtual flying objects released by a first virtual object to automatically track n second virtual objects in response to a first release operation of a first skill includes at least two of the following methods:
[0069] First, when m is equal to or greater than n, each of the m virtual flying objects simultaneously released by the first virtual object is controlled to automatically track one of the n second virtual objects.
[0070] Here, each of the n second virtual objects corresponds to at least one virtual flying object among the m virtual flying objects.
[0071] In one preferred embodiment, when m is equal to or greater than n and i is equal to or less than n and greater than 0, the i-th virtual flying object among the m virtual flying objects is controlled to automatically track the i-th virtual object among the n second virtual objects. When m is equal to or greater than n and i is greater than n and less than or equal to m, the i+1-th virtual flying object among the m virtual flying objects is controlled to automatically track the in-th virtual object among the n second virtual objects.
[0072] When m virtual flying objects adjust the attribute values of n second virtual objects, preferably, when m is greater than or equal to n, each of the m virtual flying objects simultaneously released by the first virtual object is controlled to decrease the attribute value of one of the n second virtual objects in an automatic tracking manner.
[0073] In one preferred embodiment, when m is equal to or greater than n and i is equal to or less than n but greater than 0, the i-th virtual flying object among the m virtual flying objects is controlled to decrease the attribute value of the i-th virtual object among the n second virtual objects in an auto-tracking manner. When m is equal to or greater than n and i is greater than n but less than m, the i+1-th virtual flying object among the m virtual flying objects is controlled to decrease the attribute value of the in-th virtual object among the n second virtual objects in an auto-tracking manner.
[0074] That is, first, the m virtual flying objects traverse the n second virtual objects until they reach the last virtual object, and then the (n+1)th virtual flying object traverses from the beginning until the traversal of the m virtual flying objects is complete, where in the current embodiment, each virtual object among the n virtual objects corresponds to at least one virtual flying object among the m virtual flying objects.
[0075] Second, when m is smaller than n, the m virtual flying objects released by the first virtual object are controlled to automatically track the m second virtual objects among the n second virtual objects.
[0076] Here, the m second virtual objects correspond one-to-one to the m virtual flying vehicles.
[0077] That is, the m virtual flying objects are sequentially allocated to the m second virtual objects among the n virtual objects until the allocation of the m virtual flying objects is completed. Note that in the current embodiment, the m second virtual objects correspond one-to-one to the m virtual flying objects.
[0078] When m virtual flying objects adjust the attribute values of n second virtual objects, for example, if m is less than n, the m virtual flying objects simultaneously released by the first virtual object are controlled to decrease the attribute values of m second virtual objects among the n second virtual objects in an automatic tracking manner.
[0079] For example, FIG. 5 is a diagram showing a horizontal virtual environment screen of one exemplary embodiment of the present application, in which five virtual flying objects reduce the attribute values of three second virtual objects in an automatic tracking manner. The horizontal virtual environment screen in FIG. 5 includes a first virtual object 301 and one second virtual object 302 among the at least one second virtual object. The five virtual flying objects 501 reduce the attribute values of three locked second virtual objects 402 in an automatic tracking manner, in an allocation manner as follows: from left to right, as shown in FIG. 5 , two virtual flying objects 501 are allocated to the first locked second virtual object 402, two virtual flying objects 501 are allocated to the second locked second virtual object 402, and one virtual flying object 501 is allocated to the third locked second virtual object 402.
[0080] As described above, by setting a lock indicator of the first skill on the horizontal virtual environment screen, the second virtual objects within the range of the lock indicator are locked, and then the m virtual flying objects simultaneously released by the first virtual object are controlled to automatically track the attribute values of the n second virtual objects within the range of the lock indicator. When m is equal to or greater than n, each of the n second virtual objects corresponds to at least one of the m virtual flying objects. When m is less than n, the m second virtual objects among the n second virtual objects correspond one-to-one to the m virtual flying objects.
[0081] According to the above method, the aiming speed when multiple virtual items attack multiple virtual objects simultaneously is improved, the difficulty of operation for the player is significantly reduced, and the efficiency of human-computer interaction for the user is improved.
[0082] To achieve target lock and skill release for a single second virtual object, the embodiment shown in FIG. 2 further includes step 270 and step 280, and in this embodiment, the method is described by way of example as being executed by the first terminal 120 (or a client in the first terminal 120) shown in FIG. 1.
[0083] In step 270, in response to a second target locking operation of the first skill, a target virtual object of the at least one second virtual object is locked in the virtual environment screen.
[0084] The second target lock operation is for the first skill to lock a second virtual object within a release area of the first skill. Preferably, the second target lock operation is a user's touch operation on the horizontal virtual environment screen, and the terminal determines a second positioning point of the first skill on the horizontal virtual environment screen and determines a target virtual object on which the first skill will act based on the second positioning point. Preferably, the second target lock operation is a user's lock operation on a peripheral component connected to the terminal, and generally, the user determines a second positioning point on the horizontal virtual environment screen using a peripheral handle connected to the terminal, and the terminal determines a target virtual object on which the first skill will act based on the second positioning point.
[0085] The target virtual object is a virtual object selected by the user from the at least one second virtual object in the horizontal virtual environment view, and the target virtual object is an object of action on which the user releases the first skill.
[0086] In one embodiment, in response to detecting a touch drop operation on the horizontal virtual environment screen, a second positioning point of the first skill is determined, and the second positioning point is for locking a target virtual object of at least one second virtual object on the horizontal virtual environment screen.
[0087] In step 280, in response to a second release operation of the first skill, the m virtual flying objects simultaneously released by the first virtual object are controlled to automatically track the target virtual object.
[0088] The second release operation is an operation for releasing the first skill.
[0089] The attribute value includes, but is not limited to, at least one of the second virtual object's life value, energy value for releasing a skill, defensive power, offensive power, and movement speed.
[0090] When m virtual flying objects adjust the attribute values of n second virtual objects, illustratively, in response to a second release operation of the first skill, the first virtual object controls m virtual flying objects simultaneously released to decrease the attribute values of the target virtual object in an automatic tracking manner.
[0091] In one embodiment, in response to detecting a touch-and-release operation on the horizontal virtual environment screen, m virtual flying objects simultaneously released by a first virtual object are controlled to decrease attribute values of a target virtual object in an auto-tracking manner.
[0092] 6 is a diagram illustrating a horizontal virtual environment screen of one exemplary embodiment of the present application, in which five virtual flying objects reduce a target virtual object in an automatic tracking manner. The horizontal virtual environment screen in FIG. 6 includes a first virtual object 301 and one second virtual object 302 among at least one second virtual object, and the five virtual flying objects 501 reduce the attribute value of the locked target virtual object 602 in an automatic tracking manner, and the distribution manner is such that all five virtual flying objects 501 are distributed to the locked target virtual object 602, as shown in FIG. 6 .
[0093] In one embodiment, the virtual environment screen further includes at least two types of candidate lock indicators for the first skill, each having a different shape. The candidate lock indicators are determined in response to a selection operation on the target lock indicator in the candidate lock indicator. The shape of the candidate lock indicator may be at least one of a circle, a rectangle, a regular hexagon, a regular pentagon, and an ellipse. The present application does not particularly limit the shape of the candidate lock indicator. For example, as shown in FIG. 7 , a candidate lock indicator 701 for the first skill is displayed in the upper right corner of the virtual environment screen, and the shape of the candidate lock indicator 701 includes a circle, a rectangle, and a regular hexagon. Clicking on the circle within the candidate lock indicator 701 changes the release area of the first skill to a circle. Clicking on the rectangle within the candidate lock indicator 701 changes the release area of the first skill to a rectangle.
[0094] Preferably, the rotation angle of the target lock indicator can be set by the user.
[0095] In one embodiment, in response to detecting a touch-down operation on the virtual environment screen, a first positioning point of a lock indicator of the first skill on the horizontal virtual environment screen is determined, and a lock indicator is displayed on the virtual environment screen based on the first positioning point of the lock indicator. In response to detecting a slide operation on the virtual environment screen, a target second virtual object among the n second virtual objects is determined based on a slide end point of the slide operation. In response to detecting a touch-up operation on the virtual environment screen, m virtual flying objects released by the first virtual object are controlled to automatically track the n second virtual objects that are similar in type to the target second virtual object. For example, as shown in FIG. 8 , when a touch-down operation on the virtual environment screen is detected, a first positioning point 801 of a lock indicator of the first skill on the horizontal virtual environment screen is determined, and a circular lock indicator is displayed with the first positioning point 801 as its center. When a slide operation on the virtual environment screen is detected, a slide end point 802 of the slide operation is obtained. When the slide end point 802 is directed toward the target second virtual object 803, the m virtual flying objects released by the first virtual object are controlled to automatically track the n second virtual objects that are similar in type to the target second virtual object 803.
[0096] As described above, the terminal locks on the target virtual object and allocates the virtual flying object through the second target locking operation and the second release operation, and the user can quickly lock on the target virtual object by directly touching the target virtual object, thereby improving the efficiency with which the user locks on the target virtual object and enhancing the user's human-computer interaction experience.
[0097] To further realize target lock and skill release for n virtual objects in the skill release area, FIG. 9 is a flowchart of a virtual object ability release method in one exemplary embodiment of the present application, and in this embodiment, the method is described by taking as an example that the method is executed by the first terminal 120 (or a client in the first terminal 120) shown in FIG. 1 .
[0098] The method includes the following steps.
[0099] In step 910, a virtual environment screen is displayed, where a first virtual object and at least one second virtual object are displayed in the virtual environment screen, the first virtual object having a first skill.
[0100] The first skill refers to a skill released by a first virtual object in the virtual environment. In one embodiment, the first skill of the first virtual object is displayed as the first virtual object simultaneously releasing m virtual flying objects to reduce the attribute value of the second virtual object in an automatic tracking manner.
[0101] A landscape virtual environment screen is a user screen that displays a virtual environment on a terminal. The virtual environment is the virtual environment that is displayed (or presented) when an application program is executed on the terminal. The virtual environment may be a simulated environment for the real world, a half simulated and half virtualized environment, or a fully virtualized environment.
[0102] In step 920, in response to detecting a touch drop operation on the virtual environment screen, a first positioning point of a lock indicator of the first skill on the virtual environment screen is determined, and the lock indicator is for locking n second virtual objects located within the release area of the first skill.
[0103] In one embodiment, the terminal performs potential detection on the screen, and in response to the terminal detecting a potential change on the screen caused by a user's touch drop operation, i.e., the terminal detecting a touch drop operation on the landscape virtual environment screen, the terminal determines a first positioning point of the lock indicator of the first skill on the virtual environment screen, where the first positioning point is for positioning the lock indicator of the first skill.
[0104] In one embodiment, the first positioning point is located within the lock indicator, i.e., the first positioning point is located within or on the edge of the enclosed geometric shape of the lock indicator; generally, with reference to FIG. 4, the lock indicator is an enclosed circle and the first positioning point is the center of the circle.
[0105] In one embodiment, the first positioning point is located outside the lock indicator, i.e., the first positioning point is located outside the enclosed geometric shape of the lock indicator, and the terminal can determine the position of the lock indicator by the position of the first positioning point based on a mapping relationship between the predetermined position of the first positioning point and the position of the lock indicator.
[0106] In step 930, a lock indicator is displayed on the virtual environment screen based on the first positioning point of the lock indicator.
[0107] Preferably, the lock indicator is circular, and is displayed on the landscape virtual environment screen with the first positioning point as the center of the lock indicator. Preferably, the lock indicator is elliptical, and is displayed on the landscape virtual environment screen with the first positioning point as a special position point of the lock indicator. Preferably, the lock indicator is square, and is displayed on the landscape virtual environment screen with the first positioning point as the center of the lock indicator. Preferably, the lock indicator is sector-shaped, and the first positioning point is a special position point of the lock indicator. Preferably, the lock indicator is rectangular, and the first positioning point is an apex of the lock indicator. In the present application, the relationship between the first positioning point and the lock indicator is not limited, and it is sufficient that a correspondence relationship exists between the first positioning point and the lock indicator.
[0108] Schematically, referring to FIG. 4, the lock indicator is a closed circle, the first positioning point is the center of the circle, and the lock indicator 401 locks three second virtual objects 302.
[0109] In one embodiment, the lock indicator is circular, and the lock indicator is displayed on the horizontal virtual environment screen in response to the first positioning point being the center of the lock indicator and the preset radius being the radius of the lock indicator.
[0110] Preferably, the preset radius is the radius of the lock indicator preset by the application program, i.e., the user cannot change the radius of the lock indicator. Preferably, the preset radius is the radius of the lock indicator preset by the user in the client, i.e., the user can change the radius of the lock indicator.
[0111] In step 940, in response to detecting a touch-slide operation on the virtual environment screen, the position of the lock indicator is controlled to change.
[0112] In one preferred embodiment, after the terminal displays the lock indicator, when the terminal detects a touch-slide operation on the landscape-oriented virtual environment screen, the terminal controls the lock indicator to change its position. For example, in response to the terminal detecting a leftward slide operation on the landscape-oriented virtual environment screen, the terminal controls the lock indicator to move leftward in accordance with the leftward slide operation.
[0113] It should be noted that the terminal may execute step 950 after executing step 940, or may execute step 950 directly without executing step 940, but this is not limited to this in the present application.
[0114] In step 950, in response to detecting a touch-and-release operation on the virtual environment screen, the m virtual flying objects released by the first virtual object are controlled to automatically track the n second virtual objects.
[0115] Here, m and n are both integers of 2 or more.
[0116] When m virtual flying objects adjust the attribute values of n second virtual objects, for example, in response to detecting a touch-and-release operation on the horizontal virtual environment screen, the first virtual object controls m virtual flying objects simultaneously released to decrease the attribute values of the n second virtual objects in an automatic tracking manner.
[0117] In one embodiment, in response to detecting a touch-and-release operation on the horizontal virtual environment screen, the terminal controls m virtual flying objects simultaneously released by the first virtual object to decrease attribute values of n second virtual objects in an auto-tracking manner.
[0118] In one embodiment, the radius of the lock indicator is changed in response to a change in touch pressure at the first positioning point.
[0119] Specifically, the terminal detects the user's touch pressure on the first positioning point and changes the radius of the lock indicator based on the change in pressure. Generally, when an increase in the user's touch pressure on the first positioning point is detected, the terminal increases the radius of the lock indicator until the radius reaches a preset maximum radius. Generally, when a decrease in the user's touch pressure on the first positioning point is detected, the terminal decreases the radius of the lock indicator until the radius reaches a preset minimum radius.
[0120] As described above, by setting a lock indicator of a first skill on the virtual environment screen, the second virtual object within the range of the lock indicator is locked, and then the m virtual flying objects released by the first virtual object are controlled to automatically track the n second virtual objects within the range of the lock indicator, where the lock indicator is represented as a closed geometric figure set based on a first positioning point on the horizontal virtual environment screen.
[0121] In the above method, the terminal determines the position of the lock indicator using the first positioning point, and further generates a range of the lock indicator, thereby simplifying the manner of generating the lock indicator, and the range of the lock indicator obtained thereby includes the second virtual object that the user intends to attack.
[0122] According to the above method, the aiming speed when multiple virtual items attack multiple virtual objects simultaneously is improved, the difficulty of operation for the player is significantly reduced, and the efficiency of human-computer interaction for the user is improved.
[0123] FIG. 10 is a flowchart of a method for skill release of a virtual object in one exemplary embodiment of the present application, and in this embodiment, the method is described by taking as an example that the method is executed by the first terminal 120 (or a client in the first terminal 120) shown in FIG.
[0124] The method includes the following steps.
[0125] In step 1001, a touch operation is performed on the horizontal virtual environment screen.
[0126] In response to a user performing a touch operation on the horizontal virtual environment screen, the terminal generates a touch point on the horizontal virtual environment screen.
[0127] In step 1002, it is determined whether or not there is an enemy within a radius set based on the touch point.
[0128] The terminal determines whether an enemy exists within the radius set based on the touch point, and if an enemy exists within the radius, executes step 1004, and if an enemy does not exist within the radius, executes step 1003.
[0129] In step 1003, it is determined whether or not an enemy is being pressed by the touch point.
[0130] The terminal determines whether the user is pressing an enemy with the touch point, and if the user is pressing an enemy with the touch point, executes step 1005, and if the user is not pressing an enemy with the touch point, executes step 1001.
[0131] In step 1004, all enemies within range are locked.
[0132] The terminal generates a lock range based on the touch point and the set radius, and locks onto all enemies within the lock range.
[0133] In step 1005, the current enemy is directly locked.
[0134] The terminal directly locks onto the current enemy based on the determination that the user is pressing the enemy with the touch point.
[0135] In step 1006, it is determined whether the first virtual object is carrying a weapon.
[0136] The terminal determines whether or not a first virtual object in the horizontal virtual environment screen is holding a weapon, and if the first virtual object is holding a weapon, executes step 1007, and if the first virtual object is not holding a weapon, executes step 1008.
[0137] In step 1007, all weapons are fired at the locked enemies in an even distribution.
[0138] In response to the first virtual object having weapons, the terminal fires all of the weapons held by the first virtual object at the locked enemy in an evenly distributed manner.
[0139] The average allocation algorithm traverses enemies, allocates weapons to each enemy in turn, and when it reaches the end, it starts again from the beginning until weapon allocation is complete. As a result, if the number of weapons is less than the number of enemies, some enemies may not be targeted by the weapons and may not be shot. On the other hand, if the number of weapons is more than the number of enemies, multiple weapons may be allocated to multiple enemies.
[0140] In step 1008, the weapon firing is cancelled.
[0141] In response to the first virtual object not having the weapon, the terminal cancels firing the weapon.
[0142] FIG. 11 is a block diagram showing the configuration of a virtual object skill release device according to an exemplary embodiment of the present application, which includes a display module 111 and a control module 112 .
[0143] The display module 111 is for displaying a virtual environment screen, where a first virtual object and at least one second virtual object are displayed on the virtual environment screen, and the first virtual object has a first skill.
[0144] The display module 111 is further for displaying a lock indicator of the first skill on the virtual environment screen in response to a first target lock operation of the first skill, and the lock indicator is for locking n number of second virtual objects located within the release area of the first skill.
[0145] The control module 112 is for controlling the m virtual flying objects released by the first virtual object to automatically track the n second virtual objects in response to a first release operation of the first skill, where m and n are both integers greater than or equal to 2.
[0146] In one preferred embodiment, the control module 112 is further configured to control, when m is greater than or equal to n, each of the m virtual flying objects simultaneously released by the first virtual object to automatically track one second virtual object among the n second virtual objects, wherein each of the n second virtual objects corresponds to at least one virtual flying object among the m virtual flying objects.
[0147] In one preferred embodiment, the control module 112 is further configured to control the i-th virtual air vehicle of the m virtual air vehicles to automatically track the i-th virtual object of the n second virtual objects when m is greater than or equal to n and i is less than or equal to n and greater than 0.
[0148] In one preferred embodiment, the control module 112 is further configured to control the i+1-th virtual flying object of the m virtual flying objects to automatically track the in-th virtual object of the n second virtual objects when m is greater than or equal to n and i is greater than n and less than or equal to m.
[0149] In one preferred embodiment, the control module 112 is further for controlling the m virtual flying vehicles released by the first virtual object to automatically track m second virtual objects among the n second virtual objects, when m is less than n, where the m second virtual objects have a one-to-one correspondence with the m virtual flying vehicles.
[0150] In one preferred embodiment, the display module 111 is further configured to lock a target virtual object among the at least one second virtual object on the virtual environment screen in response to a second target lock operation of the first skill.
[0151] In one preferred embodiment, the control module 112 is further for controlling the m virtual flying objects simultaneously released by the first virtual object to automatically track the target virtual object in response to a second release operation of the first skill.
[0152] In one preferred embodiment, the display module 111 is further configured to determine a second positioning point of the first skill in response to detecting a touch drop operation on the virtual environment screen, the second positioning point being configured to lock a target virtual object of the at least one second virtual object on the horizontal virtual environment screen.
[0153] In one preferred embodiment, the control module 112 is further for controlling the m virtual flying objects simultaneously released by the first virtual object to automatically track the target virtual object in response to detecting a touch-and-release operation on the virtual environment screen.
[0154] In one preferred embodiment, the display module 111 is further configured to determine a first positioning point of the lock indicator of the first skill on the virtual environment screen in response to detecting a touch drop operation on the virtual environment screen.
[0155] In one preferred embodiment, the display module 111 is further for displaying a lock indicator on the virtual environment screen based on the first positioning point of the lock indicator.
[0156] In one preferred embodiment, the control module 112 is further for controlling the m virtual flying objects simultaneously released by the first virtual object to automatically track the n second virtual objects in response to detecting a touch-and-release operation on the virtual environment screen.
[0157] In one preferred embodiment, the lock indicator is circular.
[0158] In one preferred embodiment, the display module 111 is further for displaying a lock indicator on the virtual environment screen, with the first positioning point as the center of the lock indicator.
[0159] In one preferred embodiment, the display module 111 is further for displaying a lock indicator on the virtual environment screen, with the first positioning point as the center of the lock indicator and the preset radius as the radius of the lock indicator.
[0160] In one preferred embodiment, the display module 111 is further for varying the radius of the lock indicator in response to a change in touch pressure on the first positioning point.
[0161] In one preferred embodiment, the control module 112 is further configured to, in response to the first release operation of the first skill, control the m virtual flying objects simultaneously released by the first virtual object to decrease attribute values of the n second virtual objects in an auto-tracking manner.
[0162] In one preferred embodiment, the display module 111 is further configured to display at least two types of candidate lock indicators of the first skill, the candidate lock indicators having different shapes from each other, and the control module 112 is further configured to determine the lock indicator of the first skill in response to a selection operation on a target lock indicator among the candidate lock indicators.
[0163] In one preferred embodiment, the control module 112 is further configured to determine a second positioning point of the first skill in response to detecting a touch-down operation on the virtual environment screen, the second positioning point being for locking a target virtual object of the at least one second virtual object on the horizontal virtual environment screen. The display module 111 is further configured to display a lock indicator on the virtual environment screen based on the first positioning point of the lock indicator. The control module 112 is further configured to control the m virtual flying objects released by the first virtual object to automatically track the n second virtual objects in response to detecting a touch-up operation on the virtual environment screen.
[0164] As described above, by setting a lock indicator for a first skill on the horizontal virtual environment screen, a second virtual object within the range of the lock indicator is locked, and then m virtual flying objects simultaneously released by the first virtual object are controlled in an automatic tracking manner to decrease the attribute values of n second virtual objects within the range of the lock indicator.The above device improves the aiming speed when multiple virtual items attack multiple virtual objects simultaneously, significantly reducing the player's operation difficulty and improving the user's human-computer interaction efficiency.
[0165] 12 illustrates a configuration of a computing device 1200 according to one exemplary embodiment of the present application. The computing device 1200 may be a portable mobile terminal such as a smartphone, a tablet, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop or desktop computer, etc. The computing device 1200 may also be referred to as user equipment, a mobile terminal, a laptop terminal, a desktop terminal, or other names.
[0166] Generally, the computing device 1200 includes a processor 1201 and a memory 1202 .
[0167] The processor 1201 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 1201 may be implemented by at least one type of hardware, such as a digital signal processing (DSP), a field-programmable gate array (FPGA), or a programmable logic array (PLA). The processor 1201 may include a main processor and a coprocessor. The main processor is a processor for processing data in a wake-up state, also referred to as a central processing unit (CPU), and the coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1201 may be integrated with a graphics processing unit (GPU) for rendering and drawing content to be displayed on a display screen. In some embodiments, the processor 1201 may further include an artificial intelligence (AI) processor for performing computational operations related to machine learning.
[0168] Memory 1202 may include one or more non-transitory computer-readable storage media. Memory 1202 may further include high-speed random access memory and one or more non-volatile memory, such as magnetic disk storage devices, flash memory, etc. In some embodiments, the non-transitory computer-readable storage media of memory 1202 is for storing at least one command that, when executed by processor 1201, implements a method for accelerating extra-domain network resources provided by an embodiment of the method.
[0169] In some embodiments, preferably, the computer device 1200 may further include a peripheral interface 1203 and at least one peripheral device. The processor 1201, the memory 1202, and the peripheral interface 1203 may be connected by a bus or signal lines. Each peripheral device may be connected to the peripheral interface 1203 via the bus, signal lines, or a circuit board. Illustratively, the peripheral device may include at least one of an RF (radio frequency) circuit 1204, a display screen 1205, a camera assembly 1206, an audio circuit 1207, a positioning assembly 1208, and a power supply 1209.
[0170] In some embodiments, computing device 1200 further includes one or more sensors 1210, including, but not limited to, an acceleration sensor 1211, a gyro sensor 1212, a pressure sensor 1213, an optical sensor 1214, and a proximity sensor 1215.
[0171] Those skilled in the art will readily appreciate that the computing device 1200 is not limited to the configuration shown in FIG. 12 and may include more or fewer elements than those shown, combine some elements, or employ different arrangements of elements.
[0172] The present application further provides a computer-readable storage medium storing at least one command, at least one program, code set, or command set that, when loaded and executed by a processor, implements the method for skill release of a virtual object according to the above method embodiment.
[0173] The present application provides a computer program product or computer program comprising computer instructions stored on a computer-readable storage medium, the computer instructions being read by a processor of a computer device from the computer-readable storage medium and executed by the processor to cause the computer device to perform the method for releasing a skill of a virtual object according to the above method embodiment. [Explanation of symbols]
[0174] 100 Computer Systems 111 Display Module 112 Control Module 120 First Terminal 140 servers 142 memory 144 processors 160 Second Terminal 301 First Virtual Object 302 Second Virtual Object 401 Lock Indicator 402 Second Virtual Object 501 Virtual Aircraft 602 Target Virtual Object 701 Candidate Lock Indicator 801 First positioning point 802 Slide End 803 Second Virtual Object 1200 Computer Equipment 1201 processor 1202 memory 1203 Peripheral Device Interface 1204 (radio frequency) circuit 1205 display screen 1206 Camera Assembly 1207 Audio Circuit 1208 Positioning Assembly 1209 Power supply 1210 Sensor 1211 Acceleration Sensor 1212 Gyro Sensor 1213 Pressure Sensor 1214 Optical Sensor 1215 Proximity Sensor 1421 Receiver Module 1422 Control Module 1423 Transmit Module
Claims
1. 1. A method for skill release of a virtual object executed by a computer device, comprising: displaying a virtual environment screen, wherein a first virtual object and at least one second virtual object are displayed on the virtual environment screen, the first virtual object having a first skill; a step of displaying a lock indicator of the first skill on the virtual environment screen in response to a first target lock operation of the first skill, the lock indicator being for locking n number of second virtual objects located within a release area of the first skill; In response to a first release operation of the first skill, controlling m virtual flying objects released by the first virtual object so as to automatically track the n second virtual objects, m and n are integers of 2 or more, When m is equal to or greater than n, controlling each of the m virtual flying objects simultaneously released by the first virtual object to automatically track one second virtual object among the n second virtual objects, so that each of the n second virtual objects tracks at least one virtual flying object among the m virtual flying objects; When i is less than or equal to n and greater than 0, controlling the i-th virtual air vehicle among the m virtual air vehicles to automatically track the i-th virtual object among the n second virtual objects; when i is greater than n and less than or equal to m, controlling the (i+1)th virtual flying object of the m virtual flying objects to automatically track the (i-n)th virtual object of the n second virtual objects; Including steps Including steps and A virtual object skill release method, including:
2. the step of controlling the m virtual flying vehicles released by the first virtual object so as to automatically track the n second virtual objects includes: If m is smaller than n, controlling the m virtual flying vehicles released by the first virtual object to automatically track m second virtual objects among the n second virtual objects, where the m second virtual objects have a one-to-one correspondence with the m virtual flying vehicles. The method of claim 1 , comprising:
3. locking a target virtual object among the at least one second virtual object on the virtual environment screen in response to a second target lock operation of the first skill; In response to a second release operation of the first skill, controlling the m virtual flying objects simultaneously released by the first virtual object so as to automatically track the target virtual object; The method of claim 1 further comprising:
4. the step of locking a target virtual object of the at least one second virtual object on the virtual environment screen in response to a second target lock operation of the first skill includes: determining a second positioning point of the first skill in response to detecting a touch drop operation on the virtual environment screen, the second positioning point being for locking a target virtual object of the at least one second virtual object on a horizontal virtual environment screen; the step of controlling the m virtual flying objects simultaneously released by the first virtual object so as to automatically track the target virtual object in response to a second release operation of the first skill, in response to detecting a touch-and-release operation on the horizontal virtual environment screen, controlling the m virtual flying vehicles simultaneously released by the first virtual object to automatically track the target virtual object. The method of claim 3.
5. The step of displaying a lock indicator of the first skill on the virtual environment screen in response to a first target lock operation of the first skill includes: determining a first positioning point of the lock indicator of the first skill in a horizontal virtual environment screen in response to detecting a touch drop operation in the virtual environment screen; displaying the lock indicator on the virtual environment screen based on a first positioning point of the lock indicator; Including, the step of controlling the m virtual flying objects released by the first virtual object so as to automatically track the n second virtual objects in response to a first release operation of the first skill, in response to detecting a touch-and-release operation on the virtual environment screen, controlling the m virtual flying objects released by the first virtual object so as to automatically track the n second virtual objects. The method of claim 1.
6. The lock indicator is circular; The step of displaying the lock indicator on the virtual environment screen based on a first positioning point of the lock indicator comprises: displaying the lock indicator on the virtual environment screen with the first positioning point as the center of the lock indicator; The method of claim 5.
7. The step of displaying the lock indicator on the virtual environment screen with the first positioning point as the center of the lock indicator includes: a step of displaying the lock indicator on the virtual environment screen with the first positioning point as the center of the lock indicator and a preset radius as the radius of the lock indicator, The method of claim 6.
8. 8. The method of claim 7, further comprising the step of varying a radius of the lock indicator in response to a change in touch pressure at the first positioning point.
9. 2. The method of claim 1, further comprising: in response to the first release operation of the first skill, controlling m virtual flying objects simultaneously released by the first virtual object to decrease attribute values of the n second virtual objects in an automatic tracking manner.
10. the virtual environment screen further includes at least two candidate lock indicators for the first skill; the candidate lock indicators have different shapes; determining a lock indicator of the first skill in response to a selection operation on a target lock indicator from among the candidate lock indicators; The method of claim 1.
11. The step of displaying a lock indicator of the first skill on the virtual environment screen in response to a first target lock operation of the first skill includes: determining a first positioning point of the lock indicator of the first skill in a horizontal virtual environment screen in response to detecting a touch drop operation in the virtual environment screen; and displaying the lock indicator on the virtual environment screen based on a first positioning point of the lock indicator; the step of controlling the m virtual flying objects released by the first virtual object so as to automatically track the n second virtual objects in response to a first release operation of the first skill, determining a target second virtual object from among the n number of second virtual objects based on a slide end point of the slide operation in response to detection of the slide operation on the virtual environment screen; controlling the m virtual flying vehicles released by the first virtual object to automatically track the n second virtual objects, which are similar in type to the target second virtual object, in response to detecting a touch-and-release operation on the virtual environment screen; The method of claim 1 , comprising:
12. (i) the virtual flying object is a virtual item released by the virtual object on the virtual environment screen using a first skill, and the virtual item is one or more of a supply item, a virtual flying shield, a virtual beam, or a virtual shock wave, including a bullet that can change an attribute value of the second virtual object; or (ii) the virtual flying object is an item displayed in the hand of the first virtual object when the first virtual object releases the skill, and the virtual item is a throwable virtual item including one or more of a virtual flying dagger, a virtual flying knife, a virtual flying sword, a virtual flying axe, a grenade, a flashbang, or a smoke grenade; The method of claim 1.
13. a display module for displaying a virtual environment screen, wherein a first virtual object and at least one second virtual object are displayed on the virtual environment screen, the first virtual object having a first skill; the display module is further configured to, in response to a first target lock operation of the first skill, display a lock indicator of the first skill on the virtual environment screen, the lock indicator being configured to lock n number of second virtual objects located within a release area of the first skill; a control module for controlling m virtual flying objects released by the first virtual object to automatically track the n second virtual objects in response to a first release operation of the first skill, m and n are integers of 2 or more, a control module for controlling each of m virtual flying vehicles simultaneously released by the first virtual object to automatically track one second virtual object among the n second virtual objects when m is greater than or equal to n, and each of the n second virtual objects to track at least one virtual flying vehicle among the m virtual flying vehicles, when i is less than or equal to n and greater than 0, to control the i-th virtual flying vehicle among the m virtual flying vehicles to automatically track the i-th virtual object among the n second virtual objects, when m is greater than or equal to n and i is less than or equal to m; and A virtual object skill release device including:
14. The control module further comprises: and when m is smaller than n, controlling m virtual flying vehicles simultaneously released by the first virtual object to automatically track m second virtual objects among the n second virtual objects, wherein the m second virtual objects correspond one-to-one to the m virtual flying vehicles.
14. The apparatus of claim 13.
15. (i) the virtual flying object is a virtual item released by the virtual object on the virtual environment screen using a first skill, and the virtual item is one or more of a supply item, a virtual flying shield, a virtual beam, or a virtual shock wave, including a bullet that can change an attribute value of the second virtual object; or (ii) the virtual flying object is an item displayed in the hand of the first virtual object when the first virtual object releases the skill, and the virtual item is a throwable virtual item including one or more of a virtual flying dagger, a virtual flying knife, a virtual flying sword, a virtual flying axe, a grenade, a flashbang, or a smoke grenade; 14. The apparatus of claim 13.
16. a processor and a memory, The memory stores a computer program that, when loaded and executed by the processor, realizes the virtual object skill release method according to any one of claims 1 to 11. Computer equipment.
17. A computer-readable storage medium storing a computer program that, when loaded and executed by a processor, realizes the method for releasing a skill of a virtual object according to any one of claims 1 to 11.
18. A computer program product which, when executed by a processor, implements the method for releasing a skill of a virtual object according to any one of claims 1 to 11.
Citation Information
Patent Citations
Prop control method and device, storage medium and electronic equipment
CN111659118A
Program, information storage medium, and game machine
JP2010017395A
Program, information storage medium and game device
JP2010252932A