Method, apparatus, and device for controlling virtual objects

The method and apparatus provide stable and directionally consistent target selection for virtual objects in battle games by using a target aiming function and operation signals, addressing the inconsistency in existing real-time scene-based targeting.

JP7882819B2Inactive Publication Date: 2026-06-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2023-09-06
Publication Date
2026-06-30
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing battle game technologies lack directionality and stability in target selection for virtual objects due to real-time determination based on the current virtual scene state, leading to inconsistent target choices.

Method used

A method and apparatus that utilize a target aiming function and attribute information from operation signals to determine a stable attack target, independent of the virtual scene's current state, through a function trigger widget and operation information processing.

Benefits of technology

Ensures consistent and stable target selection for virtual objects, providing directionality and reducing the need for frequent re-targeting, thereby enhancing user experience and operational efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a control method of a virtual object, an apparatus, a device, and a storage medium.SOLUTION: A method includes the steps of: displaying a virtual match interface; acquiring a first operation signal corresponding to a functional trigger widget; receiving first trigger operation to the functional trigger widget; and determining a first virtual object from among n virtual objects as an attack target on the basis of operation information of first trigger operation in response to satisfaction of an activation condition by the first trigger operation. In a related technology, since determination of a target virtual object is performed in real time according to a situation of a virtual scene at a current point of time each time, a determined target virtual object may differ depending on the virtual scene. Contrarily, in a technical solution provided in an embodiment of the present application, an attack target can have directional properties and stability even if a virtual scene differs since the attack target is determined directly by a target aiming function of a functional trigger widget and attribute information of an operation signal.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] Cross-reference to Related Technologies This application claims the priority of a Chinese patent application with the application number 202010297051.0, filed on April 15, 2020, and the invention title of "Method, Apparatus, Device, and Storage Medium for Controlling Virtual Objects", and all of its contents are incorporated herein by reference.

[0002] Embodiments of this application relate to the technical field of computers, and particularly to methods, apparatuses, devices, and storage media for controlling virtual objects.

Background Art

[0003] A battle game is a game in which multiple user accounts compete in the same scene. Optionally, the battle game may be a Multiplayer Online Battle Arena Game (MOBA).

[0004] In related technologies, in a game battle, according to a pre-set enemy selection rule, a target virtual object is searched in real time as an attack target, and the determination of the target virtual object is made in real time according to the situation of the virtual scene at the current time each time. Therefore, depending on the virtual scene, the determined target virtual object may be different.

[0005] In the above related technologies, depending on the virtual scene, the determined target virtual object may be different, so the target selection result has no directionality and stability.

Summary of the Invention

Means for Solving the Problems

[0006] Embodiments of this application provide a method, apparatus, device, and storage medium for controlling virtual objects that can achieve a target selection result with directionality and stability. The technical solution is as follows.

[0007] In one embodiment, an embodiment of the present invention is a method for controlling a virtual object applied to a terminal, The steps include displaying a virtual battle interface that includes n virtual objects (where n is a positive integer) and a function trigger widget for triggering attack functions against the virtual objects, The steps include receiving a first trigger operation for the aforementioned function trigger widget, A method is provided comprising the step of determining a first virtual object among the n virtual objects as the attack target based on the operation information of the first trigger operation in response to the first trigger operation satisfying the activation conditions, wherein the operation information is information obtained based on an activated target targeting function, and the target targeting function is for selecting an attack target for the attack function.

[0008] In another embodiment, the present invention is: An interface display module for displaying a virtual battle interface that includes n virtual objects (where n is a positive integer) and a function trigger widget for triggering attack functions against the virtual objects, An operation receiving module for receiving a first trigger operation on the aforementioned function trigger widget, The present invention provides an attack target determination device, which includes a target determination module for determining a first virtual object among the n virtual objects as the attack target based on the operation information of the first trigger operation in response to the first trigger operation satisfying the activation conditions, wherein the operation information is information obtained based on a target aiming function, and the target aiming function is for selecting an attack target for the attack function.

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

[0010] The aforementioned computer devices include terminals and servers.

[0011] In another embodiment, an embodiment of the present invention provides a computer-readable storage medium that stores at least one command, at least a portion of a program, a code set, or a set of commands, and the at least one command, the at least a portion of a program, the code set, or the set of commands is loaded and executed by a processor to realize the method for controlling a virtual object described in the above embodiment.

[0012] In another embodiment, a computer program product or computer program is provided that includes computer commands stored on a computer-readable storage medium. A processor in a computer device reads the computer commands from the computer-readable storage medium and executes them, thereby causing the computer device to perform the virtual object control method described in any one of the above embodiments.

[0013] The technical solution provided in the embodiments of this application can have the following beneficial effects.

[0014] The present invention activates the target aiming function of a function trigger widget and determines a target virtual object from among multiple virtual objects based on the attribute information of the operation signal. In related technologies, the determination of the target virtual object is performed in real time each time based on the current state of the virtual scene, so the determined target virtual object may differ depending on the virtual scene. In contrast, the technical solution provided in the embodiment of the present invention directly determines the target using the target aiming function of the function trigger widget and the attribute information of the operation signal, so the determined target does not change even if the virtual scene is different, and furthermore, the target can have directionality and stability.

[0015] To more clearly explain the technical solution in the embodiments of the present application, the following briefly introduces the drawings necessary for describing the embodiments. The drawings in the following description represent only a few embodiments of the present application, and it will be apparent to those skilled in the art that other drawings can be obtained based on these drawings without any creative effort. [Brief explanation of the drawing]

[0016] [Figure 1] This is a schematic diagram of the implementation environment provided in one embodiment of the present application. [Figure 2] This is a schematic diagram of the structure of a terminal provided in one embodiment of the present invention. [Figure 3] This is a flowchart of a method for controlling a virtual object provided in one embodiment of the present invention. [Figure 4] A schematic diagram of one of the functional trigger widgets of this application is shown as an example. [Figure 5] A schematic diagram of one virtual battle interface of this application is provided as an example. [Figure 6] This is a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. [Figure 7] A schematic diagram of another virtual battle interface of this application is provided as an example. [Figure 8] A schematic diagram of one of the target cancellation widgets of this application is shown as an example. [Figure 9] Illustrate a schematic diagram of another virtual battle interface of the present application. [Figure 10] Illustrate a schematic diagram of another virtual battle interface of the present application. [Figure 11] Illustrate a flowchart of a method for controlling a virtual object provided in an embodiment of the present application. [Figure 12] Illustrate a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. [Figure 13] It is a block diagram of a device for determining an attack target provided in an embodiment of the present application. [Figure 14] It is a block diagram of a device for determining an attack target provided in another embodiment of the present application. [Figure 15] It is a block diagram of the structure of a terminal provided in an embodiment of the present application. [Figure 16] It is a schematic diagram of the structure of a server provided in an embodiment of the present application.

Embodiments for Carrying out the Invention

[0017] To make the object, technical solution and advantages of the present application clearer, the embodiments of the present application will be described in more detail below with reference to the drawings.

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

[0019] 1. Virtual scene A virtual scene, also known as a virtual environment, is a scene displayed (or provided) when a client of an application (e.g., a game application) is executed on a terminal. This virtual scene refers to a scene created for virtual objects to perform activities (e.g., a game competition), and may include, for example, a virtual house, a virtual island, a virtual map, etc. The virtual scene may be a simulation of the real world, a scene combining semi-simulation and semi-fiction, or a completely fictional scene. The virtual scene may be two-dimensional, 2.5-dimensional, or three-dimensional. The embodiments of this application are not limited to these dimensions.

[0020] 2. Virtual Objects A virtual object refers to a virtual character controlled by a user account within an application. For example, if the application is a game application, a virtual object refers to a game character controlled by a user account within the game application. A virtual object may be in human form, an animal, an anime character, or any other form, but is not limited to these in the embodiments of this application. A virtual object may be represented in three dimensions or in two dimensions, but is not limited to these in the embodiments of this application.

[0021] Depending on the game application, the actions that virtual objects controlled by a user account can perform may also differ. For example, in a shooting game application, a user account may control virtual objects to perform actions such as shooting, running, jumping, picking up firearms, changing firearms, and loading bullets into firearms.

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

[0023] 3. Normal attack An attack refers to a change in the attribute values ​​of another virtual object caused by a virtual object triggering a function on that virtual object within the virtual environment. For example, the attribute values ​​of a virtual object include hit points. In this case, an attack refers to a decrease in the hit points of the virtual object that triggered the function after one virtual object has triggered a function on another virtual object. A normal attack is the default attack method for virtual objects in a virtual scene; that is, a normal attack does not need to be triggered by skill settings, and does not require the consumption of additional attributes such as power points or mana points when triggered. In some embodiments, normal attacks can be triggered continuously without a cooldown time. Optionally, a virtual object may trigger a skill attack in the virtual scene that has a greater impact than a normal attack.

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

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

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

[0027] Server 20 is intended to provide background services to clients of applications (e.g., game applications) on terminal 10. For example, server 20 may be a background server for the above-mentioned application (e.g., a game application). Server 20 may be a single server, a server cluster composed of multiple servers, or a cloud computing service center.

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

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

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

[0031] The external output / input device 120 may include a display component (e.g., a display screen), an audio playback component (e.g., a speaker), an audio acquisition component (e.g., a microphone), and various buttons.

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

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

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

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

[0036] In embodiments of the present invention, the processor on the main board 110 may generate a user interface (e.g., a game interface) by executing or calling program code and data stored in memory, and may display the generated user interface (e.g., a game interface) via an external output / input device 120. While the user interface (e.g., a game interface) is being displayed, the touch system 150 may detect touch operations performed by the user during interaction with the user interface (e.g., a game interface) and respond to such touch operations.

[0037] The technical solution of this application will be introduced and explained below through several embodiments.

[0038] Figure 3 shows a flowchart of a method for controlling a virtual object provided in one embodiment of the present invention. The method will be described as an example of its application to the terminal shown in Figure 1. For example, the method is applied to a game application installed and run on the terminal. The method includes the following steps:

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

[0040] In some embodiments, the user runs a game application installed on the terminal, and the virtual battle interface described above is displayed in the game application. The virtual battle interface is for displaying an interactive game environment for controlling virtual objects that the game provides to the user. In other words, the virtual battle interface is a game battle interface displayed in the game application.

[0041] The virtual battle interface described above includes a virtual environment screen for observing the virtual environment and a widget layer located above the virtual environment screen. The virtual environment screen contains n virtual objects in the game scene, where n is a positive integer. The widget layer includes a function trigger widget. In some embodiments, the function trigger widget is for triggering normal attacks against virtual objects, and the function trigger widget is for triggering normal attacks against other virtual objects by a master virtual object, the master virtual object being the virtual object currently controlled by the terminal.

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

[0043] Optionally, the n virtual objects described above can be divided into different teams (or factions, groups, etc.). Virtual objects belonging to different teams are rivals of each other, while virtual objects belonging to the same team are teammates. For example, if 10 users participate in the same game, the 10 users may form multiple different teams. For example, each team may contain 5 users, and for one team, the virtual objects controlled by the 5 users in that team are rivals to the virtual objects controlled by the users in the other team, while the virtual objects controlled by the 5 users in that team are teammates.

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

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

[0046] In some embodiments, the first trigger operation described above includes at least one of the following operations: single-click operation, double-click operation, press operation, drag operation, slide operation, etc., but is not limited to these in the embodiments of the present application.

[0047] Step 303: In response to the activation condition being met by the first trigger operation, the first virtual object out of the n virtual objects is determined to be the attack target based on the operation information of the first trigger operation.

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

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

[0050] Optionally, the activate region and aiming region described above are two concentric circles, with the diameter of the circle corresponding to the activate region being smaller than the diameter of the circle corresponding to the aiming region. That is, the activate region is the inner circle of the concentric circles, and the aiming region is the annular region of the outer circle corresponding to the concentric circles.

[0051] As an example, a schematic diagram of a function trigger widget is shown in Figure 4. This function trigger widget may include an activate area 41 and an aiming area 42. As shown in part (a) of Figure 4, the user can activate and use the function trigger widget by touching the activate area with their finger. As shown in part (b) of Figure 4, the user can use the target aiming function of the function trigger widget by touching an area outside the activate area 41 and inside the aiming area 42 with their finger.

[0052] In this case, the step of activating the target aiming function in response to the first operation signal meeting the conditions may include the step of activating the target aiming function of the function trigger widget in response to the first operation signal moving from the activation area to the aiming area. In other words, the target aiming function is activated when the user's finger slides from the activation area to the aiming area.

[0053] When the target aiming function of the function trigger widget is activated, the system determines the first virtual object from among n virtual objects as the attack target for the normal attack, based on the operation information of the first trigger operation. The operation information of the first trigger operation is intended to indicate related information corresponding to that first trigger operation, such as the direction information of the first trigger operation.

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

[0055] In one possible embodiment, the step of determining a first virtual object among n virtual objects as the attack target based on the operation information of the first trigger operation described above is: (1) A step of displaying a target selection area on the virtual battle interface based on the direction information of the first trigger operation, (2) The step of determining a first virtual object in the target selection area as the attack target in response to the completion of the first trigger operation may also be included.

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

[0057] Subsequently, upon detecting the end of the first trigger operation, i.e., when the user's finger leaves the terminal screen, the client directly determines the first virtual object within the target selection area as the attack target.

[0058] As an example, a schematic diagram of a virtual battle interface is shown in Figure 5. In this virtual battle interface 50, the direction information of the first trigger operation is the direction of the first operation signal relative to the center point 52 of the functional trigger widget of the real-time touch point 51. Based on this direction information, the target selection area 53 described above may be displayed on the virtual battle interface 50. Subsequently, when the user's finger leaves the terminal screen, the client detects the end of the first trigger operation and determines the first virtual object 54 in the target selection area 53 as the attack target.

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

[0060] The above operation types may include single-click, double-click, press, drag, and slide operations. Depending on the operation type, the method for determining the corresponding attack target will differ. For example, if the operation type is a double-click, the virtual object closest to the target virtual object is selected and determined as the attack target. If the operation type is a press, the virtual object with the lowest hit points is selected and determined as the attack target.

[0061] In another possible embodiment, the step of determining a first virtual object among n virtual objects as an attack target based on the operation information of the first trigger operation described above may include the steps of determining the number of operations for the first trigger operation and determining a first virtual object among n virtual objects as an attack target based on the determination of the number of operations.

[0062] Here, the number of operations mentioned above refers to the number of consecutive clicks for the operation corresponding to the first trigger operation. Depending on the number of consecutive clicks, the virtual object selected as the attack target will also differ. For example, if the number of consecutive clicks is 2, the virtual object closest to the target virtual object will be selected and determined as the attack target. If the number of consecutive clicks is 3, a virtual object relatively close to the target virtual object will be selected and determined as the attack target.

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

[0064] The above press information may include press pressure values. Depending on the pressure range of the pressure value, the virtual object selected as the attack target will also differ. For example, if the pressure value is in the first pressure range, the virtual object closest to the target virtual object is selected and determined as the attack target. If the pressure value is in the second pressure range, a virtual object relatively close to the target virtual object is selected and determined as the attack target.

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

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

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

[0068] Optionally, if the target selection area contains multiple virtual objects, the client may decide to target all of these multiple virtual objects, or select one virtual object from among them to target. When selecting one virtual object from among the multiple virtual objects to target, the client may choose one of the following methods: selecting the virtual object with the lowest hit points among the multiple virtual objects; selecting the virtual object closest to the target virtual object that corresponds to the target user account among the multiple virtual objects; or randomly selecting one virtual object from among the multiple virtual objects to target. The present embodiment is not limited to the above selection method.

[0069] In one example, the target selection region described above is an arc-shaped region with the position of the target virtual object as its vertex, and the direction of the centerline of the target selection region corresponds to the direction information.

[0070] The target virtual object mentioned above is a virtual object that corresponds to (is controlled by) a target user account, and this target user account may be the user account that logged into the client mentioned above.

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

[0072] The above-described arc shape may also be a fan shape, a fan ring, or the like. In some other examples, the above-described arc shape may be other shapes, such as the shape of a sword. The embodiments of this application are not limited thereto.

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

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

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

[0076] Furthermore, if the distance between the real-time touchpoint and the center point of the function trigger widget exceeds a predetermined distance, the distance between the center point of the target selection area and the position of the target virtual object will no longer change in accordance with the distance between the real-time touchpoint and the center point of the function trigger widget.

[0077] In summary, the technical solution provided in the embodiment of the present invention activates the target aiming function of the function trigger widget and determines the target virtual object from among multiple virtual objects based on the attribute information of the operation signal. In related technologies, the determination of the target virtual object is performed in real time each time based on the current state of the virtual scene, so the target virtual object determined may differ depending on the virtual scene. In contrast, the technical solution provided in the embodiment of the present invention directly determines the target using the target aiming function of the function trigger widget and the attribute information of the operation signal, so the determined target does not change even if the virtual scene is different, and furthermore, the target can have directionality and stability.

[0078] Figure 6 shows a flowchart of a method for controlling a virtual object provided in another embodiment of the present application. The method will be described as an example of its application to the terminal shown in Figure 1. As shown in Figure 6, the method includes the following steps.

[0079] Step 601: Display the virtual battle interface.

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

[0081] The virtual battle interface described above includes a virtual environment screen and a widget layer situated above the virtual environment screen. The virtual environment screen contains n virtual objects in the game scene, where n is a positive integer. The widget layer contains a function trigger widget for triggering the normal attacks of the virtual objects.

[0082] Step 602: Determine m candidate virtual objects from n virtual objects that satisfy the selection criteria (where m is a positive integer and m ≤ n).

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

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

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

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

[0087] After determining candidate virtual objects that meet the above selection criteria, the virtual battle interface displays the identifier of the candidate virtual object to uniquely identify it.

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

[0089] As an example, a schematic diagram of another virtual battle interface is shown in Figure 7. Icons 71 of candidate virtual objects may be displayed in this virtual battle interface 50.

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

[0091] After determining and displaying the identifiers of the m candidate virtual objects mentioned above, the user may select one of the m candidate virtual objects. For example, the user may click the icon of one of the m candidate virtual objects (the second virtual object) to trigger the selection signal mentioned above.

[0092] Step 605: Determine the second virtual object as the attack target.

[0093] Accordingly, when the client obtains a selection signal corresponding to the second virtual object, it directly determines that the second virtual object to be the attack target.

[0094] In summary, the technical solution provided in the embodiment of the present invention displays the identifier of a candidate virtual object, and when a selection signal corresponding to the identifier of a virtual object among the candidate virtual objects is obtained, that virtual object is directly determined as the attack target. In related technologies, the target virtual object is determined in real time based on the current state of the virtual scene, so the target virtual object may differ depending on the virtual scene. In contrast, the technical solution provided in the embodiment of the present invention ensures accuracy in attack selection because the user directly selects the attack target by selecting the identifier of a virtual object in the virtual battle interface.

[0095] In one arbitrary embodiment provided by the embodiment of Figure 3, the method for controlling the virtual object described above may further include the following steps.

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

[0097] The above loss conditions include at least one of the following: the first virtual object is in a dead state; the first virtual object is not present in the virtual battle interface; and the distance between the first virtual object and the target virtual object, which is the virtual object corresponding to the target user account, is greater than the preset distance.

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

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

[0100] When it is detected that the above-mentioned first virtual object has met the loss condition, it is determined that the first virtual object is in a lost state.

[0101] (2) In response to the absence of any other virtual objects that can be determined to be attack targets during the target duration in which the first virtual object is in a lost state, the first virtual object is maintained as the attack target.

[0102] During the target duration in which the first virtual object is lost, the client may detect in real time whether the user has decided on another virtual object as a new attack target. If no other virtual object is decided upon as an attack target within that target duration, the first virtual object is maintained as the attack target.

[0103] In summary, the technical solution provided in this embodiment maintains the selected virtual object as the attack target if the selected virtual object is lost and the user determines a new attack target within the target duration. This reduces the cost of secondary operations required for the user to quickly determine the target again after the previously determined target has been lost.

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

[0105] In other words, after determining the attack target, the user may touch the skill release widget to trigger the generation of the trigger signal for the skill release widget. Accordingly, the client may release the skill against the determined attack target once it receives the trigger signal corresponding to the skill release widget.

[0106] Optionally, the step of releasing a skill to an attack target in response to receiving a trigger signal corresponding to the skill release widget described above may include the following steps:

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

[0108] When a client receives a trigger operation corresponding to the skill release widget described above, it may retrieve skill attribute information corresponding to that skill release widget. This skill attribute information is intended to show the basic attributes of the skill.

[0109] The skill attribute information described above may include skill release conditions. These skill release conditions are the necessary conditions to be met in order to successfully release the skill. For example, these skill release conditions may include the designated target type of the skill, the effective release range of the skill, etc., but are not limited to these in the embodiments of this application.

[0110] (2) In response to the attack target meeting the skill release conditions, release the skill to the attack target.

[0111] The client may then detect whether the determined attack target meets the skill release conditions described above. If it determines that the attack target meets the skill release conditions, the client may directly release the skill to that attack target.

[0112] Furthermore, in response to the attack target not meeting the above skill release conditions, a second virtual object from among the n virtual objects that satisfies the selection conditions and skill release conditions is determined to be the attack target.

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

[0114] In summary, the technical solution provided in this embodiment allows skill releases to have directionality and stability by prioritizing the release of skills against a determined attack target when a user uses the skill release widget.

[0115] In another optional embodiment provided by the embodiment in Figure 3, step 303 further includes the steps of: determining a first virtual object among n virtual objects as an attack target based on the operation information of a first trigger operation; receiving a cancel selection operation corresponding to the first virtual object; and canceling the decision to target the first virtual object based on the cancel selection operation.

[0116] In other words, after deciding on a first virtual object as an attack target, the decision to target that first virtual object may be canceled. The client cancels the decision to target that first virtual object after receiving a cancel selection signal corresponding to the first virtual object.

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

[0118] (1) Receive the trigger operation corresponding to the identifier of the first virtual object.

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

[0120] (2) Receives a trigger operation corresponding to the target cancellation widget.

[0121] The target cancellation widget described above is for canceling a decision that has targeted a virtual object. This target cancellation widget may be an operation widget that only has the function of canceling a decision that has targeted an object, or it may be an operation widget that has functions other than canceling a decision that has targeted an object.

[0122] For example, as shown in Figure 8, the target cancellation widget described above may be a creep key 81 or a tower key 82.

[0123] (3) Receives a second trigger operation corresponding to the function trigger widget.

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

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

[0126] In summary, the technical solution provided in this embodiment allows for the cancellation of the decision to target a virtual object after it has been determined. This improves the flexibility of setting attack targets and enhances the user experience.

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

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

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

[0130] The identifier of the first virtual object described above may be the icon of the virtual object, the hit point icon of the virtual object, or the model of the first virtual object, etc.

[0131] Optionally, the method for highlighting the identifier of the first virtual object in the virtual battle interface described above includes, but is not limited to, at least one of the following: adding a color mark to the hit point icon of the first virtual object; adding a specially shaped (e.g., bracket-shaped) identifier to the model of the first virtual object; and adding a color halo to the feet of the model of the first virtual object. In some other embodiments, the identifier of the first virtual object may be highlighted in other forms, but the embodiments of the present application are not limited thereto.

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

[0133] (2) The virtual battle interface displays an identifier for the first virtual object and an association identifier to indicate the relationship between the first virtual object and the first virtual object.

[0134] The above-mentioned related identifiers are intended to show the relationship between the identifier of the first virtual object and the first virtual object, that is, the correspondence between the identifier of the first virtual object and the first virtual object.

[0135] In one example, the association identifier described above may be a linking line connecting the identifier of the first virtual object to the first virtual object. In some other examples, the association identifier described above may be other identifiers for linking the identifier of the first virtual object to the first virtual object, but the embodiments of the present application are not limited thereto.

[0136] For example, as shown in Figure 10, the virtual battle interface 50 may display an icon for the first virtual object and a connecting line 101 for linking the first virtual object.

[0137] In summary, the technical solution provided in this embodiment allows a virtual object to be marked and displayed on the virtual battle interface after it has been determined as an attack target. This allows the user to more clearly recognize the virtual object that has been determined as an attack target.

[0138] Figure 11 illustrates a flowchart of a virtual object control method provided in one embodiment of the present invention. In this embodiment, the method will be mainly described as being applied to a client and server of a game application installed and executed on a terminal in the implementation environment shown in Figure 1. The method may include the following steps.

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

[0140] This objective setting request is intended to determine the first virtual object out of n virtual objects as the attack target.

[0141] Optionally, the above goal setting request may further include identifier information for the first virtual object.

[0142] Accordingly, the server receives the above-mentioned goal setting request.

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

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

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

[0146] In other words, the target client determines the first virtual object to be the target of a normal attack.

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

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

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

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

[0151] Step 1106: In response to receiving a cancel selection signal corresponding to the first virtual object, the target client sends a target cancellation request to the server.

[0152] This target cancellation request is intended to request the cancellation of the designation of the first virtual object as the attack target.

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

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

[0155] Figure 12 illustrates a flowchart of a method for controlling virtual objects provided in another embodiment of the present application. In this embodiment, the method is mainly described as being applied to a client and server of a game application installed and executed on a terminal in the implementation environment shown in Figure 1. The method may include the following steps.

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

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

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

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

[0160] If the attack target meets the skill release conditions, perform step 1204. If the attack target does not meet the skill release conditions, perform step 1205.

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

[0162] Step 1205: The target client determines the second virtual object out of the n virtual objects that satisfies the selection criteria and skill release criteria as the attack target.

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

[0164] Step 1207: In the target client's virtual battle interface, display a message indicating that a skill has been released against the attack target.

[0165] The following describes embodiments of the apparatus relating to the present application that can be used to carry out embodiments of the method relating to the present application. For details not described in the embodiments of the apparatus relating to the present application, please refer to the embodiments of the method relating to the present application.

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

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

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

[0169] The target determination module 1303, in response to the activation condition being met by the first trigger operation, determines the first virtual object among the n virtual objects as the attack target based on the operation information of the first trigger operation. The operation information is information obtained based on the target aiming function, which is for selecting the attack target of the attack function.

[0170] In summary, the technical solution provided in the embodiment of the present invention activates the target aiming function of the function trigger widget and determines the target virtual object from among multiple virtual objects based on the attribute information of the operation signal. In related technologies, the determination of the target virtual object is performed in real time each time based on the current state of the virtual scene, so the target virtual object determined may differ depending on the virtual scene. In contrast, the technical solution provided in the embodiment of the present invention directly determines the target using the target aiming function of the function trigger widget and the attribute information of the operation signal, so the determined target does not change even if the virtual scene is different, and furthermore, the target can have directionality and stability.

[0171] In several possible designs, the target determination module 1303 displays a target selection area on the virtual battle interface based on direction information of the first trigger operation, which is the direction of the real-time touchpoint of the first trigger operation relative to the center point of the functional trigger widget, and determines the first virtual object within the target selection area as the attack target in response to the completion of the first trigger operation.

[0172] In some possible designs, the target selection region is an arc-shaped region with the position of the target virtual object as its vertex, and the direction of the centerline of the target selection region corresponds to the direction information. Alternatively, the relative direction between the center point of the target selection region and the position of the target virtual object corresponds to the direction information, and the distance between the center point of the target selection region and the position of the target virtual object corresponds to the distance between the real-time touch point and the center point of the function trigger widget.

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

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

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

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

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

[0178] The aforementioned target determination module 1303 is further used to determine the second virtual object as the attack target.

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

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

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

[0182] The target determination module 1303 further maintains the first virtual object as the attack target in response to the absence of any other virtual objects that can be determined as attack targets during the target duration in which the first virtual object is in the lost state.

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

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

[0185] In some possible designs, the skill release module 1308, in response to receiving a trigger operation corresponding to the skill release widget, retrieves skill attribute information including skill release conditions corresponding to the skill release widget, and in response to the attack target satisfying the skill release conditions, releases the skill to the attack target.

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

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

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

[0189] The target cancellation module 1310 cancels the decision to designate the first virtual object as the attack target based on the cancellation selection signal.

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

[0191] In some possible designs, as shown in Figure 14, the device 1300 further includes a mark display module 1311.

[0192] The mark display module 1311 is for highlighting the identifier of the first virtual object on the virtual battle interface, or for displaying a related identifier on the virtual battle interface to indicate the relationship between the identifier of the first virtual object and the first virtual object.

[0193] In the above embodiment, the device provided was described using only the division of each of the above-mentioned functional modules as an example of how to realize its functions. However, in actual applications, the above functions may be achieved by assigning them to different functional modules as needed, that is, by dividing the internal structure of the device into different functional modules to achieve all or part of the above-mentioned functions. Furthermore, since the device provided in the above embodiment is based on the same concept as the method embodiment, please refer to the method embodiment in detail for its specific implementation process. It will not be repeated here.

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

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

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

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

[0198] Those skilled in the art will understand that the structure shown in Figure 15 is not limiting to terminal 1500, and may include more or fewer components than those shown, or may combine several components, or may employ a different arrangement of components.

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

[0200] The basic input / output system 1606 includes a display 1608 for displaying information and an input device 1609 for the user to input information, such as a mouse or 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 a system bus 1605. The basic input / output system 1606 may further include an input / output controller 1610 for receiving and processing input from multiple other devices, such as a keyboard, mouse, or electronic stylus. Similarly, the input / output controller 1610 also provides output to a display screen, printer, or other type of output device.

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

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

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

[0204] The memory further includes at least one command, at least some programs, a code set, or a command set, and is configured to realize the method of controlling the virtual object described above by storing the at least one command, at least some programs, a code set, or a command set in the memory and executing it by one or more processors.

[0205] In exemplary embodiments, a computer device is further provided, which may be a terminal or a server. The computer device includes a processor and memory storing at least one command, at least some programs, a code set or a command set, and the method for controlling the virtual object described above is realized by loading and executing the at least one command, at least some programs, the code set or the command set by the processor.

[0206] In exemplary embodiments, a computer-readable storage medium is provided that stores at least one command, at least some programs, a code set, or a set of commands, and when the at least one command, at least some programs, the code set, or the set of commands is executed by a processor, the computer-readable storage medium enables the control method of the virtual object described above.

[0207] In an exemplary embodiment, a computer program product is provided that, when executed by a processor, realizes the above-described method for controlling virtual objects.

[0208] In this specification, "plural" should be understood to mean two or more. "And / or" indicates a correlation between related objects, showing that three types of relationships are possible. For example, A and / or B may indicate three cases: A alone exists, A and B exist simultaneously, or B alone exists. The sign " / " generally indicates that the related objects before and after it are in an "or" relationship.

[0209] The above description is merely an exemplary embodiment of the Application and is not intended to limit it. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the Application should be included within the scope of protection. [Explanation of Symbols]

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

Claims

1. A method for controlling a virtual object executed by a terminal, The steps include displaying a virtual battle interface that includes n virtual objects (where n is a positive integer) and a function trigger widget for triggering attack functions against the virtual objects, The steps include determining m candidate virtual objects from the aforementioned n virtual objects that satisfy the selection criteria (where m is a positive integer and m ≤ n), A step of displaying m identifiers corresponding to the m candidate virtual objects, separately from the display of the m candidate virtual objects, wherein the identifiers of the candidate virtual objects are used to uniquely identify the virtual objects. The steps include receiving a selection operation for the identifier of the target virtual object among the m candidate virtual objects, A method characterized by comprising the step of determining the aforementioned target virtual object as an attack target.

2. After determining the aforementioned target virtual object as the attack target, The method according to claim 1, further comprising the step of releasing a skill to the attack target in response to receiving a trigger operation corresponding to a skill release widget.

3. The step of releasing a skill to the attack target in response to receiving a trigger operation corresponding to the skill release widget is: The steps include: In response to receiving a trigger operation corresponding to a skill release widget, obtaining skill attribute information including skill release conditions corresponding to the skill release widget; The method according to the 2, further comprising the step of releasing a skill to the attack target in response to the attack target satisfying the skill release conditions.

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

5. After determining the aforementioned target virtual object as the attack target, The steps include receiving a cancel selection operation corresponding to the aforementioned attack target, The method according to claim 1, further comprising the step of canceling the determination of the target as an attack target based on the cancellation selection operation.

6. The step of receiving a cancel selection operation corresponding to the attack target is: A step of receiving a trigger operation corresponding to the identifier of the attack target, Or, Steps to receive a trigger operation corresponding to the target cancellation widget, Or, The method according to 5, characterized in that it includes the step of receiving a trigger operation that slides out a predetermined distance from the function trigger widget.

7. After determining the aforementioned target virtual object as the attack target, The method according to claim 1, further comprising the step of highlighting the identifier of the attack target in the virtual battle interface.

8. After determining the aforementioned target virtual object as the attack target, The method according to claim 1, further comprising the step of displaying an identifier for an attack target and an associated identifier for indicating the relationship between the attack target and the identifier for an attack target on the virtual battle interface, wherein the associated identifier is for indicating the correspondence between the identifier for an attack target and the attack target.

9. The method according to 7, wherein the method for highlighting the identifier of the attack target includes at least one of the following: adding a color mark to the hit point icon of the attack target, adding a bracketed identifier to the model of the attack target, and adding a color halo at the feet of the model of the attack target.

10. The method according to 8, characterized in that the associated identifier is a connecting line linking the identifier of the attack target and the attack target.

11. The method according to claim 1, characterized in that satisfying the selection conditions means that the virtual object is alive, is within a certain range near the master virtual object controlled by the terminal, and the virtual battle interface has a field of view of the virtual object.

12. An interface display module for displaying a virtual battle interface that includes n virtual objects (where n is a positive integer) and a function trigger widget for triggering attack functions against the virtual objects, A candidate determination module for determining m candidate virtual objects (where m is a positive integer and m ≤ n) that satisfy the selection criteria from the aforementioned n virtual objects, A separate identifier display module for displaying m identifiers corresponding to the m candidate virtual objects, wherein the identifiers of the candidate virtual objects are used to uniquely identify the virtual objects, and the identifier display module is used to uniquely identify the virtual objects. An operation receiving module for receiving a selection operation on the identifier of a target virtual object among the m candidate virtual objects, An attack target determination device comprising a target determination module for determining the aforementioned target virtual object as an attack target.

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