Aiming method and apparatus in virtual environment, and device and storage medium
By using a skill control in the virtual environment to adjust the perspective direction of the virtual character and the release direction of the directional skills, the problems of low aiming accuracy and low operation efficiency caused by interrupted operation in the prior art are solved, and higher operation fluency and release efficiency are achieved.
Patent Information
- Application Number
- PCT/CN2024/097334
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-18
- Filing Date
- 2024-06-04
- Publication Date
- 2025-03-27
AI Technical Summary
In a virtual environment, users need to adjust the perspective direction of the virtual character and the release direction of the directional skills through intermittent operations, resulting in low aiming accuracy and low operation efficiency.
Through a skill control, the user can adjust the perspective direction of the virtual character through the first trigger operation, and adjust the release direction of the directional skill through the second trigger operation, and then release the directional skill.
By simplifying the operation process, this solution reduces the number of controls that need to be displayed in the game interface, reduces the chance of accidentally touching, and improves the release efficiency and operation experience of directional skills.
Smart Images

Figure CN2024097334_27032025_PF_FP_ABST
Abstract
Description
Aiming method, device, equipment and storage medium in virtual environment
[0001] This application claims priority to Chinese patent application number 202311208666.1, filed on September 18, 2023, entitled “Aiming method, device, equipment and storage medium in a virtual environment”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The present application relates to the field of computer and Internet technology, and in particular to a method, apparatus, device and storage medium for aiming in a virtual environment. Background Art
[0003] To enhance the richness of game operations, the game allows users to control virtual objects in the virtual environment to release directional skills. For example, controlling a virtual object in the virtual environment to release directional skills to kill virtual characters controlled by other gamers.
[0004] In the related technology, when preparing to release a directional skill, the viewing direction of the virtual character is adjusted through the steering control, and the release direction of the directional skill is adjusted through the skill control. After determining the release direction of the directional skill and aiming at the release target of the directional skill, the user controls the virtual character to release the directional skill into the virtual environment.
[0005] However, in this solution, the operations that the user needs to perform to improve aiming accuracy are intermittent, and the release efficiency of directional skills is low.
[0006] Summary of the Invention
[0007] The embodiments of the present application provide a method, apparatus, device, and storage medium for aiming in a virtual environment. The technical solutions provided by the embodiments of the present application are as follows:
[0008] According to one aspect of the present application, a method for aiming in a virtual environment is provided, the method being executed by a terminal device, the method comprising:
[0009] displaying a virtual environment, wherein the virtual environment includes a virtual character;
[0010] In response to a first trigger operation on a first control, adjusting the viewing direction of the virtual character;
[0011] When a switching condition is met, in response to a second trigger operation on the first control, adjusting the release direction of the directional skill of the virtual character, the switching condition being used to trigger the switching of the function of the first control;
[0012] In response to the operation of releasing the directional skill, the virtual character is controlled to release the directional skill in the releasing direction.
[0013] According to one aspect of the present application, a pointing device in a virtual environment is provided, the device comprising:
[0014] A display module, configured to display a virtual environment, wherein the virtual environment includes a virtual character;
[0015] an adjusting module, configured to adjust the viewing direction of the virtual character in response to a first triggering operation on the first control;
[0016] The adjustment module is further configured to adjust the release direction of the directional skill of the virtual character in response to a second trigger operation on the first control when a switching condition is met, wherein the switching condition is used to trigger the switching of the function of the first control;
[0017] The releasing module is used to control the virtual character to release the directional skill in the releasing direction in response to the operation of releasing the directional skill.
[0018] According to one aspect of the present application, a terminal device is provided, which includes a memory and a processor; the memory stores at least one computer instruction, and the computer instruction is loaded and executed by the processor to implement the aiming method in the virtual environment as described above.
[0019] According to one aspect of the present application, a computer-readable storage medium is provided, in which computer instructions are stored. The computer instructions are used to be executed by a processor to implement the aiming method in a virtual environment as described above.
[0020] According to one aspect of the present application, a computer program product is provided. The computer program product includes computer instructions. The computer instructions are stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the aiming method in a virtual environment as described above.
[0021] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0022] The solution provided in the embodiment of the present application adjusts the viewing direction of the virtual character in the skill control before preparing to release the directional skill, and when the switching condition is triggered, adjusts the release direction of the directional skill in the skill control, and then releases the directional skill; enabling the user to complete a coherent operation through a skill control to release the directional skill.
[0023] On the one hand, compared to using different controls to complete perspective adjustment, release direction adjustment, and skill release respectively, this solution uses one control to complete the above three operations, reducing the number of controls that need to be displayed in the game interface and reducing the display density of controls. This helps to simplify the interface layout, reduce the control display pressure of the terminal device, and reduce the chance of accidental touches.
[0024] Furthermore, by integrating multiple operations, the smoothness and efficiency of directional skill releases are improved, enabling rapid release at critical moments in the game. Furthermore, users no longer need to perform two completely unrelated operations, adjusting the avatar's viewing angle and the direction of the directional skill release, simplifying operations and improving the user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0025] FIG1 shows a block diagram of a computer system according to an embodiment of the present invention;
[0026] FIG2 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0027] FIG3 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0028] FIG4 shows a flowchart of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0029] FIG5 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0030] FIG6 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0031] FIG7 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0032] FIG8 shows a flowchart of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0033] FIG9 shows a flowchart of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0034] FIG10 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0035] FIG11 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0036] FIG12 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0037] FIG13 shows a flowchart of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0038] FIG14 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0039] FIG15 shows a flowchart of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0040] FIG16 shows a flowchart of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0041] FIG17 shows a flowchart of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0042] FIG18 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0043] FIG19 shows a flowchart of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0044] FIG20 shows an interface diagram of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0045] FIG21 shows a flowchart of a method for aiming in a virtual environment provided by one embodiment of the present application;
[0046] FIG22 shows a schematic diagram of a targeting device in a virtual environment provided by one embodiment of the present application;
[0047] FIG23 shows a structural block diagram of a terminal device provided in one embodiment of the present application. DETAILED DESCRIPTION
[0048] To make the objectives, technical solutions, and advantages of this application more apparent, embodiments of the present application will be described in further detail below with reference to the accompanying drawings. Exemplary embodiments will be described in detail herein, with examples shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numerals in different drawings represent the same or similar elements.
[0049] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. As used in this application and the appended claims, the singular forms "a," "an," "the," and "the" are intended to include the plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0050] First, a brief introduction to the terms involved in the embodiments of this application is given:
[0051] A virtual environment is a three-dimensional virtual environment displayed (or provided) when the client is running on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated and semi-imaginary environment, or a purely imaginary environment. The virtual environment can be any of two-dimensional, 2.5-dimensional, and three-dimensional, and is not limited in this embodiment. The following embodiments illustrate a three-dimensional virtual environment.
[0052] Optionally, the virtual environment is a battle environment for virtual characters. For example, in a battle royale game, at least one virtual character engages in a single battle in the virtual environment. The virtual character survives in the virtual environment by avoiding attacks launched by enemy units and dangers in the virtual environment (e.g., poison gas circles, swamps, etc.). When the virtual character's health in the virtual environment reaches zero, the virtual character's life in the virtual environment ends, and the last surviving virtual character is the winner.
[0053] Virtual objects are movable objects in a virtual environment. These movable objects can be virtual people, virtual animals, or animated characters, for example, people, animals, plants, oil drums, walls, and rocks displayed in a 3D virtual environment. Alternatively, virtual objects can be 3D models created using animation skeletal technology. Each virtual object has its own unique shape and volume within the 3D virtual environment and occupies a portion of the space within the 3D virtual environment.
[0054] FIG1 shows a block diagram of a computer system 100 according to an exemplary embodiment of the present application. The computer system 100 includes a terminal device 110 and a server 120 .
[0055] The terminal device 110 has installed and runs an application or webpage that supports releasing directional skills of a virtual character in a virtual environment. The application that supports releasing directional skills of a virtual character in a virtual environment includes at least one of a game application, an extended reality (XR) application, a virtual social application, an interactive entertainment application, and a metaverse application. In the embodiments of the present application, a game application is used as an example for illustration.
[0056] Optionally, the types of game applications include but are not limited to at least one of the following: shooting games (such as first-person shooting (FPS) games, third-person shooting games, etc.), adventure games (ATG), action games (ACT), simulation games (SLG), multiplayer online battle arena (MOBA) games, etc.
[0057] Terminal device 110 is a terminal device used by a first user, and the first user uses terminal device 110 to control a first virtual character (a virtual character controlled by the first user) to move in a virtual environment. Types of activities include, but are not limited to, at least one of adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, and using throwing props. Exemplarily, the first virtual character is a virtual person, such as a simulated human object or an anime character object. Exemplarily, the first user controls the first virtual character's movement in the virtual environment via controls displayed above the virtual environment screen.
[0058] For example, as shown in FIG2 , a game client 111 that supports releasing directional skills of a virtual character in a virtual environment is installed and run on a terminal device 110 as an example. A game interface 10 is displayed on the game client 111, and a virtual environment is displayed on the game interface 10, and the virtual environment includes a virtual character 11. The game interface 10 also displays a directional skill control 12. The directional skill control is also called a first control. The directional skill control 12 is used to trigger the virtual character 11 to release a directional skill. For example, if the directional skill is a grabbing skill, the terminal device 10 controls the virtual character 11 to release the grabbing skill in response to a trigger operation on the directional skill control 12.
[0059] In some embodiments, before releasing a directional skill, the first user needs to adjust the viewing direction of the virtual character 11 and the release direction of the directional skill of the virtual character 11 to increase the hit probability of the directional skill. If the viewing direction of the virtual character 11 and / or the release direction of the directional skill of the virtual character 11 are inaccurate, the target effect cannot be achieved by releasing the directional skill. For example, if the directional skill is released to capture an enemy virtual character in the game, the effect of capturing the enemy virtual character cannot be achieved if the viewing direction of the virtual character 11 and / or the release direction of the directional skill are not aligned with the enemy virtual character.
[0060] In an embodiment of the present application, the user can complete a series of coherent operations on the directional skill control 12 to adjust the viewing direction of the virtual character 11 and the release direction of the directional skill through only one control.
[0061] The terminal device 110 is connected to the server 120 via a wireless network or a wired network.
[0062] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Exemplarily, the server 120 includes a processor 121 and a memory 122. The processor 121 is used to respond to the needs of the terminal device 110, as well as numerical statistics, hit determination, game numerical settlement, etc. during the game. The memory 122 is used to store game data. The server 120 is used to provide background services for game programs that support the release of directional skills of virtual characters in a virtual environment. Optionally, the server 120 undertakes the main computing work and the terminal device 110 undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work and the terminal device 110 undertakes the main computing work; or, the server 120 and the terminal device 110 undertake the computing work in a collaborative manner.
[0063] Optionally, the terminal device 110 includes at least one of a smartphone, a smartwatch, an in-vehicle terminal, a wearable device, a smart TV, a tablet computer, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, and a desktop computer. The following embodiments illustrate the case where the terminal device 110 includes a smartphone.
[0064] Those skilled in the art will appreciate that the number of the terminal devices 110 may be greater or lesser. For example, there may be only one terminal device 110, or there may be dozens, hundreds, or even more terminal devices 110. The embodiment of the present application does not limit the number or type of the terminal devices 110.
[0065] In related art, adjusting the viewing angle of a virtual character in a virtual environment and adjusting the direction of the virtual character's directional skill are two independent operations. By adjusting the viewing angle of the virtual character and the direction of the directional skill, the directional skill can hit the target. In other words, to successfully release a directional skill, more than one control must be used. For example, as shown in Figure 3, the terminal device adjusts the viewing angle of the virtual character 11 in response to an adjustment operation on the viewing angle adjustment control 13; then, in response to an adjustment operation on the directional skill control 12, the terminal device adjusts the direction of the virtual character 11's directional skill. It should be understood that the adjustment operations on the viewing angle adjustment control 13 and the directional skill control 12 are two independent operations. Generally, as shown in Figure 3, the user's left hand performs the adjustment operation on the viewing angle adjustment control 13, and the right hand performs the adjustment operation on the directional skill control 12. Alternatively, the user's right hand first performs the adjustment operation on the viewing angle adjustment control 13, then exits the operation interface, and then performs the adjustment operation on the directional skill control 12 with the right hand.
[0066] In the above solution, the user needs to perform at least two independent operations to release the directional skills of the virtual character. The operation steps for releasing the directional skills are cumbersome, there are gaps between different operation steps, the operation of releasing the directional skills is not smooth, and the operation experience is poor.
[0067] To address the above issues, embodiments of the present application provide an aiming solution in a virtual environment. This solution uses a single control to adjust the virtual character's viewing angle and the direction in which a directional skill is released. This allows the user to use a single, consistent operation to release the virtual character's directional skill in the target direction, rather than requiring separate operations.
[0068] FIG4 shows a flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application. Taking the method as an example, the method is performed by the terminal device 110 shown in FIG1 . The terminal device is also called a computer device. The method includes the following steps:
[0069] Step 210: Display a virtual environment, which includes a virtual character.
[0070] In some embodiments, a terminal device displays a game interface that is used to show the user the activities of a virtual character in a virtual environment. Optionally, the game interface is used to display a virtual environment screen, and the virtual environment screen is related to the virtual character's viewing direction. Exemplarily, the virtual environment screen is a first-person perspective of the virtual character, and is observed in the virtual environment. In this case, the virtual character is not displayed in the virtual environment screen. Exemplarily, the virtual environment screen is a third-person perspective of the virtual character, and is observed in the virtual environment. In this case, the virtual character is displayed in the virtual environment screen.
[0071] In some embodiments, the virtual environment includes a virtual character, and the virtual character moves in the virtual environment under user control. Optionally, the virtual characters included in the virtual environment include, but are not limited to, at least one of the following: a virtual character controlled by a first user and a virtual character controlled by another user. Exemplarily, before the game starts, the terminal device determines the virtual character controlled by the user in the game in response to a virtual character selection operation. The virtual characters controlled by different users are the same, or different users control different virtual characters. In the embodiments of the present application, an example is given in which a virtual environment includes a virtual character 1 controlled by a first user and a virtual character 2 controlled by a second user.
[0072] In some embodiments, the image of virtual character 1 and virtual character 2 are the same. For example, the image of virtual character 1 and virtual character 2 are the same cartoon character. In some embodiments, the image of virtual character 1 and virtual character 2 are different. For example, the image of virtual character 1 is a cartoon character, and the image of virtual character 2 is an anime character.
[0073] In some embodiments, a first control is displayed in the game interface, and the first control is used to trigger the virtual character to release a directional skill. Optionally, the display form of the first control is arbitrary. Exemplarily, the display form of the first control includes but is not limited to: circular, square, and other forms. The display form of the first control is determined according to actual needs and is not limited here. In the embodiments of the present application, the first control is also referred to as a directional skill control.
[0074] In some embodiments, a directional skill is a character skill that fires in a release direction. That is, the directional skill is used to release along the release direction. Alternatively, the directional skill includes a hook skill. The hook skill is used to fire a hook in the release direction. After hitting the target, the target is hooked into the virtual character's attack range. The target includes, but is not limited to, virtual props in the virtual environment, other virtual characters (enemy virtual characters or friendly virtual characters), etc.
[0075] Exemplarily, after the virtual character controlled by the user releases the hook skill into the virtual environment, if the enemy virtual character is within the sensing range of the hook skill, it is determined that the hook skill control hits the enemy virtual character; then, the hook skill hooks the enemy virtual character in front of the virtual character controlled by the first user to shorten the distance between the virtual character controlled by the first user and the enemy virtual character.
[0076] Exemplarily, the first control is a release control for a directional skill. That is, in the solution provided in this application, the release control for the original directional skill in the game interface is reused. In one example, the terminal device switches the function of the first control to adjust both the viewing direction of the virtual character and the release direction of the directional skill in response to a function switching operation; if the terminal device does not respond to the function switching operation, the first control is only used to adjust the release direction of the directional skill. The function switching operation is used to change the function of the first control. For a detailed introduction to the function switching operation, please refer to the following embodiments.
[0077] This method improves the simplicity of directional skill release operations without adding new controls to the game interface, helping to reduce the display density of multiple controls and reduce the chance of accidental touches caused by densely arranged controls.
[0078] For example, the first control is newly added to implement the functionality provided by the solution of the present application. For example, the first control is displayed at a position in the game interface that does not overlap with other controls.
[0079] Step 220: In response to a first trigger operation on the first control, adjust the viewing direction of the virtual character.
[0080] In some embodiments, the first trigger operation is used to adjust the viewing direction of the virtual character.
[0081] Optionally, the first trigger operation includes at least one of single click, double click, left and right slide, up and down slide, long press, hover, facial recognition, and voice recognition. It is worth noting that the first trigger operation includes but is not limited to the above-mentioned ones and is not limited here.
[0082] In some embodiments, the first trigger operation is a drag operation acting on the first control, also referred to as a first drag operation. Optionally, the first trigger operation consists of a tap operation and a move operation. For example, the terminal device detects the first trigger operation including: a tap operation is detected in the sensing area of the first control, and the tap operation generates a contact point that moves within the sensing area of the first control, wherein the contact point refers to the contact position between the user's finger and the terminal device. That is, the first trigger operation refers to an operation in which the contact point moves for a period of time after the operation starts. The sensing area of the first control refers to the effective area of the first control. The terminal device associates the operation detected in the sensing area of the first control with the function of the first control to realize the release process of the directional skill controlled by the first control.
[0083] Exemplarily, a first control and a drag indicator for the first control are displayed in a game interface. In response to a first drag operation on the first control, the terminal device changes the display position of the drag indicator in the game interface. For example, if the first trigger operation is a rightward drag operation, the drag indicator moves rightward in response to the first trigger operation. Exemplarily, the drag indicator is displayed in the style of a virtual joystick.
[0084] Optionally, the first trigger operation is effective within a target area, where the target area refers to the area in which the first operation is effective. That is, the first trigger operation is effective within the target area; once the first trigger operation exceeds the target area, it becomes ineffective, and the virtual character's viewing direction does not continue to change. Exemplarily, the target area is included in the sensing area of the first control. For example, the target area is the right half of the sensing area of the first control. Exemplarily, the target area includes the sensing area of the first control.
[0085] In some embodiments, the dragging operation on the first control includes a clockwise dragging operation on the first control and a counterclockwise dragging operation on the first control, the clockwise dragging operation on the first wheel is used to adjust the viewing direction of the virtual character in a clockwise direction, and the counterclockwise dragging operation on the first wheel is used to adjust the viewing direction of the virtual character in a counterclockwise direction.
[0086] 5 , in response to a clockwise drag operation on the first wheel 14 , the viewing angle of the virtual character 11 is adjusted clockwise; in response to a counterclockwise drag operation on the first wheel 14 , the viewing angle of the virtual character 11 is adjusted counterclockwise.
[0087] In some embodiments, the first control includes a first virtual joystick for adjusting the viewing direction of the virtual character. For example, as shown in FIG5 , in response to a drag operation on the first virtual joystick 31 , the viewing direction of the virtual character 11 is adjusted.
[0088] In some embodiments, the virtual character's viewing direction is used to represent the virtual character's field of view in the virtual environment. Optionally, the virtual character's viewing direction refers to the viewing direction of a virtual camera corresponding to the virtual character. The virtual camera corresponding to the virtual character follows the virtual character as it moves in the virtual environment and captures images of the virtual environment from the virtual environment using the principles of three-dimensional imaging. In other words, adjusting the virtual character's viewing direction is equivalent to adjusting the viewing direction of the virtual camera.
[0089] For example, the virtual camera and the top of the virtual character's head (or the virtual character's shoulders) remain relatively stationary, so that the captured virtual environment image can simulate the virtual character's first-person perspective. For example, the relative position between the virtual camera and the virtual character remains unchanged, and the virtual camera rotates around its rotation center to adjust the virtual character's perspective.
[0090] For example, the virtual camera maintains a first distance from the virtual character, so that the captured virtual environment image can simulate a third-person perspective and reflect the virtual environment around the virtual character. The first distance is preset, or the first distance can be changed in response to a distance adjustment operation.
[0091] In some embodiments, the first control is used by the first user to adjust the viewing direction of the virtual character. In the embodiments of the present application, the viewing direction of the virtual character refers to a first-person perspective, which can be adjusted in any direction. In other words, the viewing direction of the virtual character supports 360-degree rotation adjustment to simulate the virtual character's pitch, left and right, and front and back perspectives in the virtual environment.
[0092] Step 230: When a switching condition is met, in response to a second trigger operation on the first control, adjust the release direction of the virtual character's directional skill, and the switching condition is used to trigger the function of the first control to switch.
[0093] In some embodiments, the function of the first control includes at least one of: adjusting the viewing direction of the virtual character, or adjusting the release direction of a directional skill. Optionally, a switching condition is used to switch the function of the first control from adjusting the viewing direction of the virtual character to adjusting the release direction of the directional skill. That is, if the triggering condition for the directional skill is not met, the first control is used to adjust the viewing direction of the virtual character; if the triggering condition for the directional skill is met, the first control is used to adjust the release direction of the directional skill.
[0094] Optionally, the switching condition is a pre-set fixed condition. Optionally, the switching condition is an adjustable condition. For example, the switching condition is a condition adjusted by the user during actual operation.
[0095] Exemplarily, the switching condition includes one of the following:
[0096] Receiving a function switching operation for the first control;
[0097] The first trigger operation stops.
[0098] For details about the function switching operation, please refer to the following examples.
[0099] In some embodiments, the switching condition is triggered by a user operation, and the user adjusts the viewing direction of the virtual character through the first trigger operation on the first control. After the user determines that the viewing direction of the virtual character is toward the enemy display element, the corresponding user operation (such as implementing a function switching operation) is performed, so that the terminal device determines the trigger switching condition after detecting the function switching operation, and the terminal device switches the function of the first control. Exemplarily, the first trigger operation stops when the contact point corresponding to the first trigger operation does not move within a period of time, or the contact point corresponding to the first trigger operation is in the target area of the first wheel, wherein the above-mentioned period of time can be preset, such as 0.5 seconds. The target area is preset, such as the target area is a circular area in the center of the first control, and the display style of the target area is different from the display style of other areas of the first control, which is convenient for the user to identify the distribution position of the target area in the first control.
[0100] Optionally, the enemy refers to virtual characters controlled by other users in the virtual environment, in addition to virtual character 1 controlled by the first user. That is, the enemy refers to other virtual characters in the virtual environment that are in a confrontation with virtual character 1 controlled by the first user, such as virtual character 2 controlled by the second user. The enemy display element is a display element used to represent the enemy, such as a sound element. For example, the sound element, also known as a voiceprint, emits sound as the enemy virtual character moves in the virtual environment. The sound element is used to indicate the relative direction between the sound source and the virtual character.
[0101] Optionally, the display position of the enemy display element is fixed. For example, one second after the enemy virtual character moves in the virtual environment, the enemy display element is used to indicate the position of the enemy virtual character before the movement. Optionally, the display position of the enemy display element changes as the position of the enemy virtual character changes. For example, the position of the enemy display element changes in real time as the enemy virtual character moves.
[0102] In some embodiments, when the user adjusts the viewing direction of the virtual character toward the display area where the enemy display element is located, the user determines that the viewing direction of the virtual character is toward the enemy display element, and then the user performs a function switching operation to switch the function of the first control. Optionally, the display area is an area of fixed size and fixed shape. For example, the display area is a fan-shaped display area based on the enemy display element.
[0103] In some embodiments, when a switching condition is met, the terminal device switches the display form of the first control. For example, when the function of the first control is to adjust the viewing direction of the virtual character, the first control is displayed as a first wheel; when the function of the first control is to adjust the release direction of a directional skill, the first control is displayed as a second wheel. The first wheel is used to adjust the viewing direction of the virtual character, and the second wheel is used to adjust the release direction of a directional skill.
[0104] Optionally, if the first trigger operation has not ended and the switching condition is met, the terminal device cancels the display of the first wheel and displays the second wheel in the display area of the first wheel. That is, if the switching condition is met, the first wheel is displayed as the second wheel. Optionally, switching the display of the first wheel to the second wheel includes: retaining the display of the first wheel and displaying the second wheel in the display area of the first wheel. The second wheel is overlaid on the first wheel.
[0105] For example, as shown in FIG6 , when the switching condition is met, the terminal device switches the display of the first wheel 14 to the second wheel 15 . For example, the display styles of the first wheel and the second wheel are different, so as to remind the user of the functional switch of the first control through the display styles. For details on the display styles of the first wheel and the second wheel, please refer to the following embodiments.
[0106] In some embodiments, the second trigger operation includes at least one of a single click, a double click, a left-right slide, an up-down slide, a long press, a hover, facial recognition, and voice recognition. It should be noted that the second drag operation includes but is not limited to the aforementioned ones and is not limited here. Optionally, the second trigger operation is implemented as a drag operation on the first control, also referred to as a second drag operation. Exemplarily, the first drag operation and the second drag operation are drag operations of the same type.
[0107] For example, the duration of the drag operation received by the first control is [0, T]. At time t, the function of the first control switches from adjusting the viewing direction of the virtual character to adjusting the release direction of the directional skill. Then, the drag operation within [0, t] belongs to the first drag operation, and the drag operation within (t, T] belongs to the second drag operation, where t is a positive number less than or equal to T. In other words, the second drag operation and the first drag operation are the same drag operation.
[0108] For example, when the first control is displayed from the first wheel to the second wheel, the second drag operation is a drag operation extending from the first wheel to the second wheel.
[0109] In some embodiments, the second drag operation includes a clockwise drag operation on the first control and a counterclockwise drag operation on the first control, the clockwise drag operation is used to adjust the release direction of the directional skill in a clockwise direction, and the counterclockwise drag operation is used to adjust the release direction of the directional skill in a counterclockwise direction.
[0110] Exemplarily, as shown in FIG7 , in response to a clockwise drag operation 15 on the first control (displayed in the form of a second wheel, please refer to the introduction below for the second wheel), the release direction of the directional skill of the virtual character 11 is adjusted clockwise; in response to a counterclockwise drag operation 15 on the first control, the release direction of the directional skill of the virtual character 11 is adjusted counterclockwise.
[0111] In some embodiments, after the function switch occurs, the first control is displayed as a second wheel, which includes a second virtual joystick for adjusting the viewing direction of the virtual character. In response to a drag operation on the second virtual joystick, the terminal device adjusts the release direction of the virtual character's directional skill, so that the user adjusts the release direction of the directional skill to the direction of the enemy virtual character through the second trigger operation.
[0112] The second trigger operation is similar to the first trigger operation. Please refer to the introduction of the first trigger operation for details, and will not be repeated here.
[0113] Step 240: In response to the operation of releasing the directional skill, the virtual character is controlled to release the directional skill in the releasing direction.
[0114] In some embodiments, the release direction of the directional skill is the direction adjusted by the second trigger operation, that is, the release direction of the directional skill refers to the direction in which the directional skill points in the virtual environment when the second trigger operation ends.
[0115] In some embodiments, the operation of releasing the directional skill control includes at least one of a single click, a double click, a left-right slide, an up-down slide, a long press, a hover, facial recognition, and voice recognition. It should be noted that the release operations of the directional skill control include but are not limited to the above-mentioned ones and are not limited here.
[0116] In some embodiments, the operation of releasing a directional skill acts on the first control. Optionally, the operation of releasing the directional skill is related to a second trigger operation. For example, the operation of releasing the directional skill is the disappearance of the second trigger operation. That is, in response to the second trigger operation on the first control, the terminal device adjusts the release direction of the directional skill, and in response to the disappearance of the second trigger operation, controls the virtual character to release the directional skill in the release direction. The disappearance of the second trigger operation is achieved by the terminal device detecting that the contact point of the second trigger operation disappears.
[0117] Of course, the operation of releasing a directional skill can also be applied to a third control in addition to the first control. Optionally, the operation of releasing a directional skill is a trigger operation on the third control. For example, in response to a click operation on the third control, the terminal device controls the virtual character to release the directional skill in the release direction.
[0118] It should be noted that the above-mentioned first trigger operation, second trigger operation, and release of the directional skill control operation are a whole continuous operation. That is, in the solution provided in this application, the release of the directional skill requires the first user to complete the above-mentioned operation continuously and uninterruptedly within a first time period. For example, the first user continuously performs the first trigger operation, the second trigger operation, and the release of the directional skill control operation with the right hand on the game interface. Since the above-mentioned three operations are all implemented on the first control, by setting multiple operation types on the first control, the operations of adjusting the viewing direction of the virtual character, adjusting the release direction of the directional skill, and releasing the directional skill can be completed in one go.
[0119] In one example, the hook skill is a hook skill. The terminal device displays a virtual environment and an enemy display element of an enemy virtual character in a game interface. In response to a first trigger operation on a first control, the terminal device adjusts the viewing direction of the virtual character. The user uses the first trigger operation to align the viewing direction of the virtual character with the enemy display element. The user then performs a function switching operation to control the function of the first control to adjust the release direction of the hook skill. The terminal device adjusts the release direction of the hook skill in response to a second trigger operation on the first control. After the user determines that the release direction of the hook skill is aligned with the enemy virtual character, an operation of releasing the hook skill is performed. In response to the operation of releasing the hook skill, the terminal device controls the virtual character to release the hook skill in the release direction.
[0120] Optionally, the terminal device displays, in the game interface, a hook corresponding to the hook skill moving in a release direction within the virtual environment. During the hook's movement, if an enemy avatar is within the hook's sensing range, the terminal device displays a display effect of the hook passively moving the enemy avatar in front of the avatar. If the enemy avatar is not within the hook's sensing range, the hook continues to move in the virtual environment in the release direction until the distance between the hook and the avatar reaches a launch threshold for the hook. Exemplarily, the launch threshold is predetermined.
[0121] To sum up, before preparing to release the directional skill control, the viewing direction of the virtual character is adjusted in the skill control, and when the switching condition is triggered, the release direction of the directional skill is adjusted in the skill control, and then the directional skill is released; this enables the user to complete a coherent operation through a skill control in order to release the directional skill.
[0122] On the one hand, compared to using different controls to complete perspective adjustment, release direction adjustment, and skill release respectively, this solution uses one control to complete the above three operations, reducing the number of controls that need to be displayed in the game interface, reducing the display density of controls, simplifying the interface display, and reducing the chance of accidental touches.
[0123] On the other hand, by integrating multiple operations, it helps to improve the operational smoothness during the release of directional skills and the efficiency of releasing directional skills, so as to support the rapid release of directional skills at critical moments of the game, assist users in winning the game, and help shorten the duration of the game.
[0124] The following describes the changes in display effects before and after the first control function is switched through several embodiments.
[0125] In some embodiments, the method further includes: when a switching condition is met, switching the first control displayed in the first wheel to be displayed in the second wheel, wherein the first wheel and the second wheel have different display styles.
[0126] In some embodiments, the first wheel and the second wheel are two different display forms of the first control. When the function of the first control changes, the terminal device switches the display between the first wheel and the second wheel. Optionally, when the function of the first control is to adjust the viewing direction of the virtual character, the display form of the first control is the first wheel; when the function of the first control is to adjust the release direction of a directional skill, the display form of the first control is the second wheel.
[0127] Exemplarily, the first wheel is the original display style of the first control, that is, after the user enters the game, the first control is displayed as the first wheel in the game interface. Exemplarily, after the first control is triggered, the terminal device switches the first control from the original display style to the first wheel.
[0128] In some embodiments, the first wheel and the second wheel are displayed at the same position in the game interface. After the switching condition is met, the terminal device displays the second wheel to replace the first wheel.
[0129] By arranging the first and second wheels to be displayed in the same position within the game interface, and displaying them in different styles, the visual changes in the first control after the function of the first control switches can remind the user to adjust the direction of a directional skill using the first control. This eliminates the need to display both the first and second controls simultaneously within the game interface, reducing the need to redesign the control layout within the game interface and helping to reduce the workload for developers implementing this solution in games.
[0130] In some embodiments, the display style includes at least one of the following: color, size, and shape.
[0131] That is, the first wheel and the second wheel are different in at least one aspect: color, size, or shape.
[0132] Color refers to the display color of the first roulette wheel (or second roulette wheel) in the game interface, size is used to represent the display area occupied by the first roulette wheel (or second roulette wheel) in the game interface, and shape is used to represent the appearance of the boundary of the first roulette wheel (or second roulette wheel).
[0133] Optionally, the shapes of the first and second roulette wheels are arbitrary. For example, the first roulette wheel is circular, square, or another shape. Optionally, the shapes of the first and second roulette wheels are identical. For example, the first and second roulette wheels are circular roulette wheels of the same size. Optionally, the shapes of the first and second roulette wheels are different. For example, the first roulette wheel is a circular roulette wheel corresponding to size 1, and the second roulette wheel is a circular roulette wheel corresponding to size 2.
[0134] Optionally, the center points of the first and second wheels are the same. For example, if the center point of the first wheel is located at a first coordinate point on the game interface, the center point of the second wheel is also located at the first coordinate point on the game interface. For example, if the center points of the first and second wheels are the same, other display aspects of the first and second wheels may be different or the same. For example, if the center points of the first and second wheels are the same, the display area of the second wheel is larger than that of the first wheel; or the display color of the first wheel is a first color, while the display color of the second wheel is a second color. If the center points of the first and second wheels are the same, other display aspects of the first and second wheels are different, so that the first user can avoid not being able to see the switch between the first and second wheels due to finger obstruction when operating on the first wheel. Optionally, the positions of the first virtual joystick on the first wheel and the second virtual joystick on the second wheel are the same.
[0135] Optionally, the center points of the first roulette wheel and the second roulette wheel are different. For example, the center point of the first roulette wheel is located at a first coordinate point on the game interface, and the center point of the second roulette wheel is located at a second coordinate point on the game interface. Optionally, the center point of the second roulette wheel is determined based on the drag position at the switching display moment, and the switching display moment is the moment when the first roulette wheel switches to display as the second roulette wheel. For example, the first user performs a drag operation on the first roulette wheel, and when moving to the target drag position, the virtual character's viewing direction is determined to be toward the enemy display element. At this time, the first roulette wheel will switch to display as the second roulette wheel, and the target drag position will be used as the center point of the second roulette wheel. Optionally, the positions of the first virtual joystick on the first roulette wheel and the second virtual joystick on the second roulette wheel are different.
[0136] In some embodiments, when the center points of the first and second wheels are different, it is possible to avoid coupling of the operation responses on the first and second wheels when the drag operation on the first wheel is a coherent operation. For example, when the center points of the first and second wheels are the same, the first user performs a drag operation on the first wheel, and when moving to the target drag position, the virtual character's viewing direction is determined to be toward the enemy display element. At this time, the first wheel will switch to the second wheel. At this time, the terminal device may mistakenly respond to the first user's finger position at the target drag position, thereby causing the virtual character's directional skill release direction to be incorrectly adjusted, and further requiring the user to spend more time to adjust.
[0137] In the embodiment of the present application, it is described as an example that the first wheel is a circular wheel filled with oblique lines and the second wheel is a circular wheel filled with cross lines.
[0138] By setting the two wheels to differ in at least one aspect, namely color, size, and shape, the user is provided with a prompt to switch functions while reducing the workload of switching between the two wheels. When switching from the first wheel to the second wheel, the terminal device only needs to change the wheel display style, without having to rearrange the control layout within the game interface, which helps reduce the display pressure on the terminal device.
[0139] The function of the first control to adjust the viewing direction of the virtual character needs to be activated. The following describes the operations required to activate the function of adjusting the viewing direction of the virtual character through several embodiments.
[0140] In some embodiments, as shown in FIG8 , before step 220 , the method further includes: step 215 : in response to a third trigger operation on the first control, displaying the first control as a first wheel.
[0141] In some embodiments, the first control is a skill control in the game, that is, the existing control in the game is reused in this solution. Optionally, before receiving the third trigger operation, the function of the first control is to adjust the release direction of the directional skill, and the third trigger operation activates the function of the first control to adjust the viewing direction of the virtual character.
[0142] In some embodiments, the third trigger operation on the first control includes at least one of: single-click, double-click, left-right sliding, up-down sliding, long press, hovering, facial recognition, and voice recognition. It should be noted that the trigger operation for the directional skill control includes but is not limited to the above-mentioned ones and is not limited here. For example, the third trigger operation on the first control is clicking the first control. For example, the third trigger operation on the first control is sliding from other areas in the game interface to the sensing area of the first control. For a detailed introduction to other areas, please refer to the embodiments below.
[0143] Optionally, displaying the first control as a first wheel refers to displaying the first control in the style of the first wheel. That is, in response to the third trigger operation on the first control, the terminal device switches the first control from an original display style to a display style of the first wheel, wherein the original display style of the first control is different from the display style of the first wheel. For example, the color of the first control is gray, and the color of the first wheel is yellow.
[0144] In some embodiments, in response to a third trigger operation on the first control, displaying the first control as a first wheel includes: in response to the trigger operation on the first control, retaining the first control, and displaying the first wheel above the first control. In other words, the first wheel is overlaid on the directional skill control.
[0145] Optionally, the first trigger operation in the above embodiment is a trigger operation on the first wheel. That is, after the terminal device responds to the third trigger operation on the first control, the first control is displayed in the style of the first wheel, and the terminal device adjusts the viewing direction of the virtual character in response to the first trigger operation on the first wheel.
[0146] In this embodiment, a third trigger operation on the first control activates the first control's function of adjusting the avatar's viewing direction. This allows the first control to switch to different functions in response to different operations. This enriches the types of functions that can be performed by the first control, facilitating the completion of all operations required to unleash directional skills using a single control, thereby limiting the number of controls required to be displayed in the game interface. While implementing new combined functions, this approach avoids introducing redundant controls into the game interface, improving the simplicity of the interface.
[0147] The following describes the implementation of the third trigger operation through several embodiments.
[0148] In some embodiments, as shown in FIG9 , step 215 is implemented as: sub-step 215 a , in response to a sliding operation from the viewing angle adjustment area to the first control, displaying the first control as a first wheel.
[0149] In some embodiments, the starting point of the sliding operation is located within the viewing angle adjustment area or at the boundary of the viewing angle adjustment area, and the end point of the sliding operation is located within the sensing area of the first control. Optionally, the sliding operation and the first triggering operation in the above embodiment are continuous operations. Exemplarily, the sliding operation and the first triggering operation share the same contact point. That is, after the contact point of the sliding operation reaches the sensing area of the first control, the position change of the contact point depends on the first triggering operation.
[0150] In some embodiments, the viewing angle adjustment area is a portion of the game interface. For example, the viewing angle adjustment area is a rectangular area within the game interface, wherein the center of the viewing angle adjustment area coincides with the center of the game interface. For example, the viewing angle adjustment area is used to adjust the viewing direction of the virtual character.
[0151] Optionally, the perspective adjustment area is any area on the game interface that does not affect game display elements. The game display elements include at least one of a virtual character, a virtual prop, and a control. For example, the perspective adjustment area is a blank area on the game interface, or an area on the game interface that does not affect the response of other controls.
[0152] In some embodiments, the perspective adjustment area is a preset fixed area. Optionally, the position of the perspective adjustment area in the game interface is determined based on the virtual character. Exemplarily, the perspective adjustment area is determined based on the virtual character's viewing direction. For example, the perspective adjustment area is a fixed-size area centered on the virtual character's viewing direction. If the game displays the virtual environment from the virtual character's first-person perspective, the perspective adjustment area is located at the center of the game interface.
[0153] Exemplarily, the perspective adjustment area is determined based on the position of the virtual character in the virtual environment. For example, the perspective adjustment area is displayed above the virtual character. When the virtual character moves in the virtual environment, the position of the virtual character in the virtual environment image changes, and the position of the perspective adjustment area in the game interface also changes to maintain the perspective adjustment area above the virtual character.
[0154] Exemplarily, as shown in FIG. 10 , in response to the third trigger operation on the first widget 12 , the terminal device displays the first wheel 14 on the first widget 12 .
[0155] Optionally, during the game, the viewing angle adjustment area is a fixed area, wherein a fixed area refers to an area of fixed shape and fixed size. For example, as shown in FIG11 , the viewing angle adjustment area is a first area 17 that changes with the position of the virtual character 11 .
[0156] In some embodiments, the position of the perspective adjustment area is fixed. In some embodiments, the position of the perspective adjustment area is randomly adjusted. Alternatively, the position of the perspective adjustment area is adjusted based on the virtual character's perspective direction. Alternatively, the position of the perspective adjustment area is adjusted based on the virtual character's movement position. For example, as shown in FIG12 , when the virtual character 11 moves from a first position to a second position, the first area 17 is moved from a first adjustment position to a second adjustment position.
[0157] In this embodiment, the first control is any skill control displayed in the game interface. For example, the virtual character controlled by the first user has two directional skills, and the game interface displays skill controls corresponding to the two directional skill controls, respectively. The first control is any one of the two skill controls. Optionally, the first control refers to the skill control to which the sliding operation is directed. For example, the game interface displays skill control 1 and skill control 2, and the sliding operation slides from the perspective adjustment area to skill control 2, then the first control is skill control 2. That is, a sliding operation outward from the perspective adjustment area is provided to activate the perspective direction adjustment function of at least one skill control.
[0158] By setting a sliding operation from the perspective adjustment area to the skill control, the perspective adjustment function of the skill control is activated (that is, adjusting the perspective direction of the virtual character), so that operations related to the release of directional skills can be concentrated on the skill control, thereby improving the release efficiency of directional skills.
[0159] In addition, setting up a sliding operation from the perspective adjustment area to the skill control helps to improve the flexibility of skill control selection. Since the end position of the sliding operation starting from the perspective adjustment area can be selected by the user, when multiple skill controls are displayed in the game interface, it supports activating the perspective adjustment function of the target skill control (that is, the first control) by sliding from the perspective adjustment area to the target skill control (that is, the first control) among the multiple skill controls. In this way, without introducing other controls, multiple skill controls have the opportunity to activate the perspective adjustment function, which helps to improve the universality of the directional skill aiming process.
[0160] The following describes the operation process of displaying the first control as the first wheel through several embodiments.
[0161] In some embodiments, sub-step 215a, in response to a sliding operation from the viewing angle adjustment area to the first control, displays the first control as a first wheel, including: the terminal device displays the first control as a first wheel in response to detecting a continuous touch operation in the viewing angle adjustment area and a sliding operation from the viewing angle adjustment area to the first control.
[0162] In some embodiments, a sustained touch operation refers to an operation in which the contact point remains for a period of time. This means that after a user's finger touches the terminal device, the finger remains on the terminal device for a period of time. Optionally, the sustained touch operation includes at least one of double-clicking, sliding left and right, sliding up and down, and long pressing. It should be noted that sustained touch operations include but are not limited to the aforementioned ones and are not limited in this application.
[0163] In some embodiments, the sustained touch operation is performed at any location within the viewing angle adjustment area. Optionally, a trigger control is provided within the viewing angle adjustment area. Exemplarily, the sensing area of the trigger control overlaps with the viewing angle adjustment area, or the sensing area of the trigger control is located within the viewing angle adjustment area. The sustained touch operation is a continuous operation on the trigger control. Optionally, detecting a sustained touch operation in the viewing angle adjustment area includes: detecting a sustained touch operation on the trigger control in the viewing angle adjustment area.
[0164] Optionally, the sensing area and the viewing angle adjustment area of the first control are adjacent to each other, that is, there is a common edge or an overlapping area between the sensing area and the viewing angle adjustment area of the first control. Optionally, there is a gap between the sensing area and the viewing angle adjustment area of the first control. That is, the sensing area and the viewing angle adjustment area of the first control are not adjacent to each other, and the sliding operation from the viewing angle detection area to the first control needs to pass through an irrelevant area in the game interface during the sliding process. The irrelevant area refers to any area in the game interface other than the sensing area and the viewing angle adjustment area of the first control.
[0165] In some embodiments, when the terminal device simultaneously detects a continuous touch operation and a sliding operation from the viewing angle adjustment area to the first control, the terminal device displays the first control as a first wheel. Optionally, the continuous touch operation takes precedence over the sliding operation from the viewing angle adjustment area to the first space, or the sliding operation from the viewing angle adjustment area to the first space takes precedence over the continuous touch operation, or the continuous touch operation and the sliding operation from the viewing angle adjustment area to the first control are performed simultaneously.
[0166] In one example, if the terminal device detects a sliding operation from the viewing angle adjustment area to the first control, and the continuous touch operation always exists during the sliding operation, then after the sliding operation reaches the first control, the terminal device displays the first control as a first wheel.
[0167] In another example, after detecting a sustained touch operation in a viewing angle adjustment area, the terminal device detects whether a sliding operation has been initiated from the viewing angle adjustment area. If a sliding operation has been initiated from the viewing angle adjustment area, the terminal device uses the skill control at the end point of the sliding operation as the first control; the contact point corresponding to the sliding operation is used as the contact point corresponding to the first trigger operation; and based on the first trigger operation, the viewing direction of the virtual character is adjusted. Optionally, during the execution of the first trigger operation, the sustained touch operation in the viewing angle adjustment area continues. The terminal device detects that the sustained touch operation has ceased, determines that a switching condition has been met, and switches the function of the first control to adjusting the release direction of a directional skill. The terminal device adjusts the release direction of the directional skill in response to a second trigger operation on the first control. By performing a sustained touch operation in the viewing angle adjustment area and a sliding operation from the viewing angle adjustment area to the first control, the viewing angle adjustment function of the skill control is activated without introducing additional controls. Furthermore, the coordinated activation of the viewing angle adjustment function by the sustained touch operation and the sliding operation helps reduce the possibility of the viewing angle adjustment function of the skill control being accidentally activated due to accidental touches or other operations (such as sliding operations alone), thereby reducing unnecessary computational overhead for the terminal device.
[0168] In some embodiments, the continuous touch operation is triggered by a first finger, the sliding operation is triggered by a second finger, and the first finger and the second finger are two different fingers.
[0169] Optionally, the continuous touch operation and the sliding operation are two independent operations. That is, the contact point corresponding to the continuous touch operation is different from the contact point corresponding to the sliding operation. The continuous touch operation and the sliding operation can be performed by two different fingers. The contact point corresponding to the continuous touch operation moves or remains stationary within the viewing angle adjustment area, while the contact point corresponding to the sliding operation moves from the viewing angle adjustment area to the sensing area of the first control.
[0170] In some embodiments, the first finger and the second finger are from the same hand, or from different hands. Optionally, the first finger and the second finger are from the same hand. Exemplarily, the first finger is from the left hand and the second finger is from the right hand. For example, the first finger is the index finger of the left hand and the second finger is the index finger of the right hand. It should be noted that in the actual game process, the first finger and the second finger are determined according to the user's usage habits. The continuous touch operation and the sliding operation from the viewing angle adjustment area to the first control can be completed by any two fingers respectively. This application does not limit the types of the first finger and the second finger.
[0171] In one example, a sustained touch operation is triggered by a left finger, and a swipe operation is triggered by a right finger. The user maintains their left index finger in the viewing angle adjustment area and activates the viewing angle adjustment function of the first control by moving their left finger from the viewing angle adjustment area to the first control. During this process, the terminal device detects the swipe operation from the viewing angle adjustment area to the first control, and while the swipe operation continues, the terminal device can always detect the continued swipe operation in the viewing angle adjustment area. After detecting that the swipe operation has reached the first control, the terminal device displays the first control as a first wheel. For example, the terminal device switches the display of the gray first control to a yellow first wheel.
[0172] By setting the sliding operation and the continuous touch operation to be completed by different fingers, it helps to improve the possibility of maintaining the sliding operation and the continuous touch operation synchronously, and helps to successfully activate the perspective adjustment function of the skill control with a single operation, thereby reducing the adverse effects on users in the game caused by the failure to successfully activate the perspective adjustment function of the skill control due to operational errors.
[0173] The switching conditions of several embodiments are introduced below.
[0174] In some embodiments, the switching condition includes: detecting that the continuous touch operation in the viewing angle adjustment area disappears.
[0175] When a continuous touch operation is detected in the viewing angle adjustment area, as shown in Figure 13, the above step 230 can be implemented as: sub-step 232, when it is detected that the continuous touch operation in the viewing angle adjustment area disappears, in response to the second trigger operation on the first control, adjust the release direction of the virtual character's directional skill.
[0176] In some embodiments, the first triggering action occurs simultaneously with a sustained touch operation within the viewing angle adjustment area. After the sustained touch operation ceases, the first control's function switches to adjusting the direction of a directional skill. In other words, the viewing angle adjustment function of the first control remains active through a sustained touch operation within the viewing angle adjustment area. After the sustained touch operation ceases, the viewing angle adjustment function of the first control is lost.
[0177] Optionally, the disappearance of the continuous touch operation in the viewing angle adjustment area means that the contact point corresponding to the continuous touch operation disappears, that is, the terminal device senses that the contact point corresponding to the continuous touch operation disappears.
[0178] In some embodiments, when the continuous touch operation in the viewing angle adjustment area disappears, the terminal device switches the first control displayed as the first wheel to the second wheel, including: canceling the display of the first wheel and displaying the second wheel in the display area of the first wheel; or retaining the display of the first wheel and displaying the second wheel in the display area of the first wheel. In other words, the second wheel covers the first wheel.
[0179] Exemplarily, assuming that the continuous touch operation in the viewing angle adjustment area is a long press operation of the left hand in the viewing angle adjustment area, the terminal device switches the display of the first wheel to the second wheel in response to the end of the long press operation.
[0180] To sum up, the method provided in this embodiment determines the function switching timing of the skill control by whether the continuous touch operation in the perspective adjustment area disappears, so that the function switching timing is controllable by the user, and the user can continuously complete an operation of releasing the directional skill of the virtual character on the game interface, so that the user does not need to adjust the perspective direction of the virtual character and adjust the directional skill release direction of the virtual character separately, which is beneficial to improving the user's operating experience to a certain extent.
[0181] In some embodiments, after step 210, the aiming method in a virtual environment further includes: step 217 (not shown in the drawings), displaying an auxiliary display element, the auxiliary display element being used to prompt the relative position between the release target of the directional skill and the virtual character.
[0182] In some embodiments, the auxiliary display element is used to assist the user in adjusting the virtual character's viewing direction correctly. For example, the user refers to the auxiliary display element and adjusts the virtual character's viewing direction by a first trigger operation on a first control so that the target of a directional skill is within the virtual character's field of view.
[0183] Optionally, the target of the directional skill includes at least one of the following: an enemy virtual character, a friendly virtual character, a virtual prop in the virtual environment, or a virtual item in the virtual environment. The target of the directional skill can be understood as the object on which the directional skill is effective.
[0184] In some embodiments, the release target of the directional skill is related to the skill effect of the directional skill. Exemplarily, when the directional skill is a hook skill, the release target of the directional skill is an enemy virtual character. Exemplarily, when the directional skill is a support skill, the release target of the directional skill is a friendly virtual character. For example, the friendly virtual character is led out of a dangerous area in the game (such as an area that damages the health value of the friendly virtual character or other game attributes) through a support skill. Exemplarily, when the directional skill is a pick-up skill, the release target of the directional skill is a virtual prop, or a virtual item. For example, when the directional skill hits the first virtual prop, the total number of the first virtual props owned by the virtual character increases by 1, and the first virtual prop disappears from the virtual environment.
[0185] In some embodiments, the auxiliary display element is displayed in the game interface after the target release target appears in the virtual character's perception area.
[0186] The following example illustrates the role of auxiliary display elements, using a directional skill targeting an enemy avatar as an example. The auxiliary display elements function similarly for different directional skill targets. For more details, refer to the following example and will not be repeated here.
[0187] Optionally, when the target of a directional skill is an enemy virtual character, the auxiliary display element is also referred to as an enemy display element. For example, a hiding area (such as a bush or building) is provided in the virtual environment to conceal the enemy virtual character. When the enemy virtual character moves in the hiding area, it makes a sound, and the enemy display element is used to indicate the source of the sound. In this case, the enemy display element is also referred to as voiceprint information, a sound element, or an enemy voiceprint, and is used to characterize the relative position between the source of the sound generated by the movement of the enemy virtual character and the virtual character controlled by the first user, so as to indicate the relative position of the enemy virtual character in the hiding area.
[0188] In some embodiments, the enemy virtual character refers to another virtual character in the virtual environment other than virtual character 1 controlled by the first user. Optionally, the other virtual character is controlled by a user other than the first user. For example, the enemy virtual character is virtual character 2 controlled by the second user. The enemy display element refers to a display element used to represent the enemy virtual character, such as a sound element.
[0189] For example, as shown in FIG14 , an enemy voiceprint 16 is displayed on the game interface 10. In response to a first trigger operation on a first control, the terminal device adjusts the viewing angle of the virtual character so that the viewing angle gradually aligns with the enemy voiceprint 16. After the user confirms that the viewing angle of the virtual character is aligned with the enemy voiceprint 16, a switching condition is triggered through a user operation (such as canceling a continuous touch operation within the viewing angle adjustment area). The terminal device determines that the switching condition is currently met and switches the display of the first roulette wheel to the second roulette wheel.
[0190] In some embodiments, in response to a first drag operation on the first wheel, the virtual character's viewing direction is adjusted so that the virtual character's viewing direction is oriented toward the enemy display element. Optionally, a viewing center indicator is displayed in the game interface, and the viewing center indicator is used to represent the viewing direction of the virtual character. Exemplarily, the virtual character's field of view is a sector-shaped area with the viewing direction as the axis, and the viewing center indicator is used to indicate the orientation of the virtual character's viewing direction in the virtual environment.
[0191] When the enemy display element coincides with the perspective center marker, the user can determine that the virtual character's perspective is facing the enemy display element. At this time, the enemy virtual character is in the center of the virtual character's perspective, which is conducive to the released directional skills hitting the enemy virtual character.
[0192] FIG15 shows a flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application. Taking the method executed by the terminal device 110 shown in FIG1 as an example, the method mainly includes the following steps.
[0193] Step 210: Display a virtual environment, which includes a virtual character.
[0194] Step 215 : In response to a third trigger operation on the first control, display the first control as a first wheel.
[0195] In this embodiment, the first control has multiple display styles during the game. The display style of the first control varies depending on the function of the first control. When the terminal device receives a third triggering operation on the first control, the terminal device switches the original display style of the first control to the display style of the first roulette wheel. The original display style of the first control differs from the display style of the first roulette wheel in at least one aspect, such as color, shape, or size.
[0196] Optionally, the third trigger operation is implemented as a sliding operation from the viewing angle adjustment area to the first control. That is, after the terminal device receives the sliding operation from the viewing angle adjustment area to the first control, the terminal device activates the viewing angle adjustment function of the first control. In order to reduce the invalid activation of the viewing angle adjustment function of the first control caused by errors. Exemplarily, when the terminal device detects the third trigger operation and a continuous touch operation in the viewing angle adjustment area, the first control is displayed as a first wheel. If only the third trigger operation is detected, or only a continuous touch operation in the viewing angle adjustment area is detected, the terminal device will not display the first control as the first wheel.
[0197] Step 220: In response to a first trigger operation on the first control, adjust the viewing direction of the virtual character.
[0198] Optionally, the first trigger operation is a sliding operation on the first control. Exemplarily, the first trigger operation and the third trigger operation are continuous operations. For example, if the third trigger operation is a sliding operation from the viewing angle adjustment area to the first control, then the finger performs the sliding operation, and after the contact point corresponding to the sliding operation reaches the first control, the finger does not leave the screen of the terminal device, and the subsequent operation of the finger is considered the first trigger operation.
[0199] Step 225 : If the switching condition is met, the first control displayed as the first wheel is switched to be displayed as the second wheel.
[0200] Optionally, the switching condition is the disappearance of the continuous touch operation in the viewing angle adjustment area. Before the switching condition is met, the function of the first control is to adjust the viewing angle direction of the virtual character. After the first switching condition is met, the function of the first control is to adjust the release direction of the directional skill. To help the user identify whether the function of the first control has been switched, the terminal device switches the display of the first wheel to the second wheel when the switching condition is met, thereby improving the visibility of the function conversion process.
[0201] Step 230: When a switching condition is met, in response to a second trigger operation on the first control, adjust the release direction of the virtual character's directional skill, and the switching condition is used to trigger the function of the first control to switch.
[0202] There is no particular order in which step 225 and step 230 are executed. Step 225 may be executed before or after step 230 . Alternatively, step 225 and step 230 may be executed simultaneously.
[0203] Step 240: In response to the operation of releasing the directional skill, the virtual character is controlled to release the directional skill in the releasing direction.
[0204] For the detailed description of this embodiment, please refer to the above embodiment and no further details will be given.
[0205] In some embodiments, the switching condition is related to a continuous touch operation in the viewing angle adjustment area. As shown in FIG16 , the above-mentioned step 215 can be implemented as a sub-step 215-a1, in response to detecting a continuous touch operation in the viewing angle adjustment area and a sliding operation from the viewing angle adjustment area to the first control, the first control is displayed as a first wheel.
[0206] In this case, step 230 can be implemented as sub-step 232, and when it is detected that the continuous touch operation in the viewing angle adjustment area disappears, the release direction of the virtual character's directional skill is adjusted in response to the second trigger operation on the first control.
[0207] In some embodiments, the viewing angle adjustment area is a fixed area in the game interface. In order to reduce overlap with the sensing areas of other controls, the viewing angle adjustment area is set in the center area of the game interface.
[0208] Optionally, the viewing angle adjustment area is not displayed on the game interface, and the user determines the location of the viewing angle adjustment area based on gaming experience. Optionally, the viewing angle adjustment area is displayed on the game interface, such as by displaying a highlighted line around the edge of the viewing angle adjustment area.
[0209] In some embodiments, before the game starts, the terminal device determines the position and display size of the perspective adjustment area in the game interface in response to the area indication operation. Optionally, the terminal device displays an area display interface, which is used to display the layout of various controls in the game interface after the game starts, as well as the position of other game display elements (such as store logos, chat boxes, and virtual character attribute bars) in the game interface; the terminal device determines the position of the perspective adjustment area in the game interface in response to the operation of placing the perspective adjustment area; and in response to the confirmation operation for the perspective adjustment area layout, saves the position of the perspective adjustment area in the game interface if the perspective adjustment area does not overlap with other controls.
[0210] For detailed descriptions of the above steps, please refer to the above embodiments, which will not be repeated here.
[0211] In summary, the method provided in the embodiments of the present application displays the first control as a first wheel in response to detecting a continuous touch operation in the viewing angle adjustment area and a sliding operation from the viewing angle adjustment area to the first skill control, enabling the terminal device to trigger an operation to adjust the viewing angle direction of the virtual character based on the detection of the continuous touch operation in the viewing angle adjustment area. This setting combines the operation of adjusting the release direction of the virtual character and the operation of adjusting the release direction of the directional skill into a complete continuous operation, which helps to improve the efficiency of releasing directional skills.
[0212] FIG17 shows a flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application. Taking the method as an example, the method is performed by the terminal device 110 shown in FIG1 . The method further includes the following steps:
[0213] Step 420: Display the aiming tool in response to a third trigger operation on the first control.
[0214] In some embodiments, the aiming tool is used to indicate the direction of a virtual object and / or the direction of release of a directional skill of a virtual character. Optionally, the aiming tool is also referred to as an aiming mark, a crosshair, an aiming indicator, etc. Exemplarily, the aiming tool is an indicator displayed in the game interface.
[0215] The aiming tool changes based on the rotation of the first wheel or the second wheel. For example, when the first wheel rotates clockwise, the aiming tool changes clockwise to indicate that the virtual object is moving in the clockwise direction.
[0216] Optionally, the aiming tool is used to indicate the aiming direction of the virtual object. Optionally, the aiming tool is used to indicate the release direction of the directional skill of the virtual character.
[0217] In some embodiments, when the aiming prop is used to indicate the direction of a virtual object and the release direction of a virtual character's directional skill, the aiming prop includes a first aiming sub-prop for indicating the direction of the virtual object and a second sub-prop for indicating the release direction of the virtual character's directional skill.
[0218] In some embodiments, the aiming tool is displayed in any area of the game interface that does not affect the game display elements. The game display elements include at least one of a virtual character, a virtual prop, and a control. For example, the aiming tool is displayed in a blank area of the game interface, or in an area of the game interface that does not affect the response of other controls.
[0219] In some embodiments, the aiming tool is displayed in a fixed area on the game interface. For example, as shown in FIG18 , the aiming tool 18 is displayed above the virtual character 11 .
[0220] In some embodiments, the display position of the aiming tool is fixed. In some embodiments, the display position of the aiming tool is adjusted based on the movement position of the virtual character.
[0221] It is worth noting that the above steps 215 and 420 are performed simultaneously. For example, in response to the third trigger operation on the first control, the directional skill control is displayed as a first wheel and the aiming tool is displayed.
[0222] To sum up, the method provided in the embodiment of the present application, by displaying aiming props, can help the user to more accurately aim at the release target of the directional skill when adjusting the viewing direction of the virtual character and / or adjusting the direction of the directional skill release of the virtual character.
[0223] FIG19 shows a flowchart of a method for aiming in a virtual environment provided by an embodiment of the present application. Taking the method as an example, the method is performed by the terminal device 110 shown in FIG1 . The method further includes the following steps:
[0224] Step 520: Display the second control.
[0225] In some embodiments, a second control is displayed in the game interface. The second control is used to cancel the release of a directional skill.
[0226] Optionally, before releasing the avatar's directional skill in the target direction, the terminal device displays a first control on the game interface. That is, before the terminal device receives an operation to release the directional skill, the second control is displayed on the game interface. For example, during the preparation process for releasing the directional skill, the user terminates the preparation process for releasing the directional skill (including adjusting the avatar's viewing direction and adjusting the release direction of the directional skill) through the second control.
[0227] Optionally, after releasing the directional skill, the terminal device displays a cancel release control in the game interface. That is, step 520 may precede or follow step 240. For example, after releasing the directional skill in the virtual environment, the user may prematurely terminate the release of the directional skill using the second control.
[0228] In some embodiments, the display position of the second control in the game interface does not overlap with other game display elements in the game interface, indicating that the second control obstructs other game display elements less or does not obstruct other game display elements. The game display elements include at least one of a virtual character, a virtual prop, and a control. For example, the second control is displayed in a blank area of the game interface, or in an area of the game interface that does not overlap with other controls.
[0229] In some embodiments, the second control is displayed in a fixed area within the game interface. For example, the second control and the second control are displayed in the same fixed area. A fixed area refers to an area within the game interface that has a stable position, fixed shape, and fixed size. The fixed area is pre-set.
[0230] Optionally, in the game interface, the display position of the second control is adjacent to the display position of the first control. For example, the distance between the center position of the first control and the center position of the second control is less than or equal to x pixels, where x is a positive integer. For example, x=30. That is, the second control is displayed around the first control, so that the user can trigger the second control in time when the user needs to cancel the release of the directional skill. Exemplarily, as shown in Figure 20, the directional skill control 12 is displayed on the right side of the game interface 10, and the cancel release control 19 is displayed on the left side of the game interface 10 at a position corresponding to the directional skill control 12.
[0231] In some embodiments, the display position of the second control is fixed. In some embodiments, the display position of the second control can be randomly adjusted.
[0232] Optionally, to reduce obstruction of other game display elements by the second control, the size of the second control is smaller than or equal to the size of the first control, thereby reducing the space occupied by the second control. Optionally, the shape of the second control includes, but is not limited to, square, circle, and other shapes. Optionally, the color of the second control is consistent with the color of the first control, so as to visualize the functional relationship between the first control and the second control, allowing users to quickly find the second control in the game interface based on the color of the first control.
[0233] Step 540: In response to the triggering operation on the second control, control the virtual character to cancel the release of the directional skill.
[0234] In some embodiments, the triggering operation on the second control includes at least one of a single click, a double click, a left-right slide, an up-down slide, a long press, a hover, facial recognition, and voice recognition. It should be noted that the triggering operation on the second control includes but is not limited to the aforementioned operations and is not limited in this application.
[0235] Optionally, controlling the virtual character to cancel the release of a directional skill includes at least one of the following: 1. canceling the release of the directional skill before the directional skill is released; 2. canceling the directional skill's ongoing effect after the directional skill has been released. For example, if the directional skill has an effective duration of 5 seconds and the directional skill is canceled 2 seconds after being released, the terminal device immediately resets the effective duration of the directional skill to zero and removes the display of the directional skill's release effect.
[0236] In some embodiments, if step 520 is performed before step 240, step 540 may be performed before or after step 240. In one example, before releasing a directional skill, the terminal device displays a second control on the game interface; before releasing the directional skill, the terminal device controls the virtual character to cancel the release of the directional skill in response to a trigger operation for canceling the release of the control. In another example, before releasing the directional skill, the terminal device displays the second control on the game interface; after releasing the directional skill, the terminal device controls the virtual character to cancel the release of the directional skill in response to a trigger operation on the second control.
[0237] In summary, the method provided in this embodiment supports users canceling the release of directional skills through the second control. Because the release target of a directional skill is mobile during the game, even if a directional skill is aimed at the release target at a certain moment, if the release target moves at that moment, the directional skill will not hit the release target. In this case, canceling the release of a directional skill through the second control helps to withdraw the directional skill in time, thereby shortening the cooldown period of the directional skill and improving the flexibility of the directional skill release.
[0238] It is worth noting that in the embodiment of the present application, the above-mentioned step 215, step 215a, step 215-a1, step 225, step 420, step 520, and step 540 are optional. In different embodiments, one or more of these steps may be omitted or replaced.
[0239] Step 210, step 220, step 230, and step 240 can be implemented as independent embodiments; step 210, step 215, step 230, and step 240 can be implemented as independent embodiments; step 210, step 220, step 232, and step 240 can be implemented as independent embodiments; step 210, step 225, step 230, and step 240 can be implemented as independent embodiments; step 210, step 215, step 220, step 230, and step 240 can be implemented as independent embodiments; step 210, step 215, step 220, step 232, and step 240; step 210, step 215-a1, step 220, step 230, and step 240 can be implemented as independent embodiments; step 210, step 215-a1, step 232 can be implemented as independent embodiments; step 420 can be implemented as an independent embodiment; step 520 and step 540 can be implemented as independent embodiments. It should be understood that the above-mentioned method embodiments can be combined in pairs or in multiple combinations according to the understanding of those skilled in the art to form more embodiments, which will not be elaborated in this application.
[0240] In some embodiments, an application program that supports releasing directional skills of a virtual character in a virtual environment pre-defines an operation mode related to aiming in a virtual environment. Optionally, the operation mode includes:
[0241] Normal mode;
[0242] A perspective rotation mode is a pre-processing mode that combines the operations of adjusting the avatar's perspective direction and the operation of adjusting the avatar's directional skill release direction into a complete continuous operation (hereinafter referred to as the preparatory mode);
[0243] · Associated perspective mode, which is a mode for adjusting the perspective direction of the virtual character;
[0244] · Associated Skill Mode, which adjusts the direction of the avatar's directional skill release;
[0245] In some embodiments, as shown in FIG21 , in the above four operation modes, the above method includes:
[0246] Step 21: Enter the game;
[0247] In some embodiments, a first user opens a game program and enters a normal mode in a game session, wherein the game session includes a virtual character 1 controlled by the first user and other virtual characters controlled by other users.
[0248] Step 22: Press the game interface with both hands at the same time;
[0249] In some embodiments, whether a mode switching condition for switching the operation mode from the normal mode to the view angle rotation mode is satisfied is monitored. Alternatively, whether the target area is pressed is monitored.
[0250] In some embodiments, the left target area of the game interface is monitored to see if it is pressed, and the right target area of the game interface is monitored to see if it is pressed. If the left target area of the game interface is detected to be pressed, and the right target area of the game interface is detected to be pressed, the operation mode is switched from the normal mode to the perspective rotation mode.
[0251] Step 23: Determine whether the button is pressed in the viewing angle adjustment area;
[0252] In some embodiments, when the left and right hands do not press the viewing angle adjustment area at the same time, the operation mode is switched back from the viewing angle rotation mode to the normal mode.
[0253] In some embodiments, when the left and right hands press the viewing angle adjustment area at the same time, the following steps are continued.
[0254] Step 24: Move your right hand from the camera adjustment area to the directional skill controls;
[0255] In some embodiments, when the right hand moves from the perspective adjustment area to the directional skill control, the operation mode is switched from the perspective rotation mode to the associated perspective mode.
[0256] Step 25: triggering the display of the first wheel;
[0257] In some embodiments, when the right hand moves from the perspective adjustment area to the directional skill control, the operation mode is switched from the perspective rotation mode to the associated perspective mode, and the display of the first wheel is triggered.
[0258] Step 26: The user determines whether the viewing direction of the virtual character is toward the enemy display element;
[0259] In some embodiments, when the viewing direction of the virtual character is not toward the enemy display element, continue to use the first wheel to adjust the viewing direction of the virtual character until the viewing direction of the virtual character is adjusted to face the enemy display element; or, abandon adjusting the viewing direction of the virtual character and switch the operation mode from the associated viewing mode to the normal mode.
[0260] In some embodiments, when the viewing direction of the virtual character is toward the enemy display element, the following steps are continued.
[0261] Step 27: Release your left hand and keep holding the directional skill control with your right hand;
[0262] In some embodiments, when the left hand is released and the right hand continues to hold the directional skill control, the operation mode is switched from the associated view mode to the associated skill mode.
[0263] Step 28: triggering the display of the second wheel;
[0264] In some embodiments, when the left hand is released and the right hand continues to hold the directional skill control, the operating mode is switched from the associated view mode to the associated skill mode, and the display of the second wheel is triggered.
[0265] Step 29: The user determines whether the release direction of the virtual character's directional skill is toward the enemy display element.
[0266] In some embodiments, when the release direction of the virtual character's directional skill is not toward the enemy display element, continue to use the second wheel to adjust the release direction of the virtual character's directional skill until the release direction of the virtual character's directional skill is adjusted to be toward the enemy display element; or, give up adjusting the release direction of the virtual character's directional skill and switch the operation mode from the associated skill mode to the normal mode.
[0267] In some embodiments, when the release direction of the directional skill of the virtual character is toward the enemy display element, the directional skill of the virtual character is released. Optionally, the directional skill of the virtual character includes at least one of an aiming skill, a grabbing skill, and a hooking skill.
[0268] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.
[0269] 22 shows a block diagram of a targeting device in a virtual environment provided by an exemplary embodiment of the present application, which includes at least the following modules: a display module 2210 , an adjustment module 2220 , and a release module 2230 .
[0270] The display module 2210 is configured to display a virtual environment including a virtual character.
[0271] The adjustment module 2220 is configured to adjust the viewing direction of the virtual character in response to a first drag operation on the first control.
[0272] The adjustment module 2220 is also used to adjust the release direction of the directional skill of the virtual character in response to a second trigger operation on the first control when a switching condition is met, and the switching condition is used to trigger the function of the first control to switch.
[0273] The releasing module 2230 is configured to control the virtual character to release the directional skill in the releasing direction in response to an operation of releasing the directional skill.
[0274] In some embodiments, the display module 2210 is further configured to switch the first control displayed on the first wheel to be displayed on the second wheel when a switching condition is met, wherein the first wheel and the second wheel have different display styles.
[0275] In some embodiments, the display style includes at least one of the following: color, size, and shape.
[0276] In some embodiments, the device further includes a monitoring module 2240 for displaying the first control as the first wheel in response to a sliding operation from the viewing angle adjustment area to the first control.
[0277] In some embodiments, the device also includes a monitoring module 2240, which is further used to display the first control as the first wheel in response to detecting a continuous touch operation in the viewing angle adjustment area and a sliding operation from the viewing angle adjustment area to the first control.
[0278] In some embodiments, the continuous touch operation is triggered by a first finger, the sliding operation is triggered by a second finger, and the first finger and the second finger are two different fingers.
[0279] In some embodiments, the display module 2210 is further configured to display an aiming prop in response to a third trigger operation on the first control, where the aiming prop is configured to indicate an aiming position of the virtual character.
[0280] In some embodiments, the switching condition includes: detecting that the continuous touch operation in the viewing angle adjustment area disappears.
[0281] In some embodiments, the display module 2210 is further configured to display an auxiliary display element, wherein the auxiliary display element is configured to indicate the relative position between the release target of the directional skill and the virtual character.
[0282] It should be noted that the apparatus provided in the above embodiments, when implementing its functions, is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0283] FIG23 shows a structural block diagram of a computer device 2300 provided in one embodiment of the present application.
[0284] Typically, the computer device 2300 includes a processor 2301 and a memory 2302 .
[0285] The processor 2301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2301 may be implemented in at least one hardware form of digital signal processing (DSP), field programmable gate array (FPGA), and programmable logic array (PLA). The processor 2301 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2301 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2301 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
[0286] The memory 2302 may include one or more computer-readable storage media, which may be non-transitory, and may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
[0287] In some embodiments, the non-transitory computer-readable storage medium in the memory 2302 is used to store at least one computer instruction, which is used to be executed by the processor 2301 to implement the aiming method in the virtual environment provided by the method embodiment of the present application.
[0288] In some embodiments, the computer device 2300 may optionally include an input interface 2303 and an output interface 2304. The processor 2301, memory 2302, and the input interface 2303 and output interface 2304 may be connected via a bus or signal lines. Various peripheral devices may be connected to the input interface 2303 and output interface 2304 via a bus, signal lines, or circuit boards. The input interface 2303 and output interface 2304 may be used to connect at least one input / output (I / O)-related peripheral device to the processor 2301 and memory 2302.
[0289] In some embodiments, the processor 2301, memory 2302, input interface 2303, and output interface 2304 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2301, memory 2302, input interface 2303, and output interface 2304 can be implemented on separate chips or circuit boards, and this embodiment of the application is not limited to this. It will be understood by those skilled in the art that the structure shown above does not constitute a limitation on the computer device 2300, and it may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.
[0290] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein the computer-readable storage medium stores at least one computer instruction, which, when executed by a processor, is used to implement the aiming method in a virtual environment as described above. Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, or the like.
[0291] In an exemplary embodiment, a computer program product is further provided. The computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, a processor reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to implement the aiming method in a virtual environment as described above.
[0292] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0293] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
Claims
1. A method for aiming in a virtual environment, the method being executed by a terminal device, the method comprising: Displaying a virtual environment, wherein the virtual environment includes a virtual character; In response to a first trigger operation on a first control, adjusting the viewing direction of the virtual character; When a switching condition is met, in response to a second trigger operation on the first control, adjusting the release direction of the directional skill of the virtual character, the switching condition being used to trigger the switching of the function of the first control; In response to the operation of releasing the directional skill, the virtual character is controlled to release the directional skill in the releasing direction.
2. The method according to claim 1, wherein: The method further comprises: When the switching condition is met, the first control displayed in the first wheel is switched to be displayed in the second wheel, wherein the first wheel and the second wheel have different display styles.
3. The method according to claim 2, wherein: The display style includes at least one of the following: color, size, and shape.
4. The method according to any one of claims 1 to 3, wherein: Before adjusting the viewing direction of the virtual character in response to the first trigger operation on the first control, the method further includes: In response to a third trigger operation on the first control, the first control is displayed as a first wheel.
5. The method according to claim 4, wherein: The method of displaying the first control as a first wheel in response to a third trigger operation on the first control comprises: In response to a sliding operation from the viewing angle adjustment area to the first control, the first control is displayed as the first wheel.
6. The method according to claim 5, wherein: The step of displaying the first control as the first wheel in response to a sliding operation from the viewing angle adjustment area to the first control includes: In response to detecting a continuous touch operation in the viewing angle adjustment area and a sliding operation from the viewing angle adjustment area to the first control, the first control is displayed as the first wheel.
7. The method according to claim 6, wherein: The continuous touch operation is triggered by a first finger, and the sliding operation is triggered by a second finger, and the first finger and the second finger are two different fingers.
8. The method according to any one of claims 4 to 7, wherein: The method further comprises: In response to a third trigger operation on the first control, an aiming prop is displayed, wherein the aiming prop is used to indicate an aiming position of the virtual character.
9. The method according to any one of claims 1 to 8, wherein: The switching condition includes: detecting that the continuous touch operation in the viewing angle adjustment area disappears.
10. The method according to any one of claims 1 to 9, wherein: The method further comprises: Display a second control; In response to a triggering operation on the second control, the virtual character is controlled to cancel the release of the directional skill.
11. The method according to any one of claims 1 to 10, wherein: The method further comprises: An auxiliary display element is displayed, where the auxiliary display element is used to prompt the relative position between the release target of the directional skill and the virtual character.
12. A targeting device in a virtual environment, the device comprising: A display module, used for displaying a virtual environment, wherein the virtual environment includes a virtual character; An adjustment module, configured to adjust the viewing direction of the virtual character in response to a first trigger operation on the first control; The adjustment module is further configured to adjust the direction of release of the directional skill of the virtual character in response to a second trigger operation on the first control when a switching condition is met, wherein the switching condition is used to trigger the switching of the function of the first control; The release module is used to control the virtual character to release the directional skill in the release direction in response to the operation of releasing the directional skill.
13. A terminal device, comprising a memory and a processor; the memory stores at least one computer instruction, the computer instruction is loaded and executed by the processor to implement the aiming method in a virtual environment as described in any one of claims 1 to 11.
14. A computer-readable storage medium, wherein the computer storage medium stores computer instructions, wherein the computer instructions are used to be executed by a processor to implement the aiming method in a virtual environment according to any one of claims 1 to 11.
15. A computer program product, comprising computer instructions, wherein the computer instructions are stored in a computer-readable storage medium, and a processor reads and executes the computer instructions from the computer-readable storage medium to implement the aiming method in a virtual environment according to any one of claims 1 to 11.
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