Object control method and apparatus in virtual scene, device, medium, and product
By receiving first and second attack operations in a virtual scene and automatically selecting the attack target based on the positional relationship, the problem of low attack accuracy and efficiency in virtual scenes is solved, achieving target selection that better meets player expectations and improving the gaming experience and human-computer interaction efficiency.
Patent Information
- Application Number
- PCT/CN2025/084413
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-05-09
- Filing Date
- 2025-03-24
- Publication Date
- 2025-11-13
AI Technical Summary
In existing technologies, when players attack virtual objects in a virtual scene, the accuracy and efficiency of the attack are often poor because the virtual objects that have been attacked before are not taken into account. In particular, when attacking multiple virtual objects, it is easy to attack the wrong virtual objects.
A method for controlling objects in a virtual scene is provided. By receiving a first attack operation and a second attack operation, and combining the first virtual object targeted by the player's previous first attack operation, the attack target of the main virtual object is flexibly selected, and the target virtual object is automatically determined by utilizing the positional relationship between the first virtual object and the first attack range.
It improves the accuracy of selecting target virtual objects, saves computing resources during gameplay, ensures the precision and smoothness of automatic object selection, and enhances the player's gaming experience and human-computer interaction efficiency.
Smart Images

Figure CN2025084413_13112025_PF_FP_ABST
Abstract
Description
Methods, devices, equipment, media, and products for object control in virtual scenarios
[0001] This application claims priority to Chinese Patent Application No. 202410574158.3, filed on May 9, 2024, entitled “Method, Apparatus, Device, Medium and Product for Object Control in Virtual Scenes”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] This application relates to the field of virtual environments, and in particular to a method, apparatus, device, medium, and product for controlling objects in a virtual scene. Background Technology
[0003] In current game applications, players control a main virtual object to engage in virtual battles with other players' controlled virtual objects, thus creating an engaging gaming experience.
[0004] In related technologies, when a player controls a main virtual object to attack virtual objects in a virtual scene using attack skills, they can launch a single attack on the virtual object by triggering the attack skill once, or launch multiple attacks on the virtual object by triggering the attack skill multiple times. When launching multiple attacks on the virtual object by triggering multiple times, the virtual object with the lowest health or the closest distance is usually selected to automatically carry out the attack process.
[0005] While the above process can automatically identify the virtual object to be attacked, it usually does not consider virtual objects that have been attacked before. Even if the automatic identification process is achieved by using virtual objects that have been attacked before, if the virtual object is not attacked or the wrong virtual object is attacked, it is easy to cause the player to be unable to perform continuous attacks on the virtual object they want to attack, affecting the accuracy of the attack and making the attack efficiency poor. Summary of the Invention
[0006] This application provides a method, apparatus, device, medium, and product for object control in a virtual scene. When receiving consecutive first and second attack operations, it can flexibly select the target virtual object to be attacked by the main virtual object based on the first virtual object targeted by the player's previous first attack operation, thereby improving human-computer interaction efficiency. The technical solution is as follows.
[0007] On the one hand, a method for controlling objects in a virtual scene is provided, executed by a computer device, the method comprising:
[0008] Displays a master virtual object and at least two game virtual objects in a virtual scene, wherein the master virtual object is used to perform virtual battles with the game virtual objects in the virtual scene;
[0009] Receive a first attack operation, the first attack operation being used to attack at least one of the at least two game virtual objects;
[0010] Receive a second attack operation, the second attack operation corresponds to a first attack range, and the second attack operation is used to automatically determine the virtual game object to be attacked within the first attack range;
[0011] In response to the second attack operation, based on the positional relationship between the first virtual object and the first attack range, the master virtual object is shown to attack the target virtual object among the at least two game virtual objects, wherein the target virtual object is the same as the first virtual object, or the target virtual object is different from the first virtual object.
[0012] On the other hand, an object control device in a virtual scene is provided, the device comprising:
[0013] The display module is used to display a master virtual object and at least two game virtual objects in a virtual scene. The master virtual object is used to perform virtual battles with the game virtual objects in the virtual scene.
[0014] A receiving module is configured to receive a first attack operation, wherein the first attack operation is configured to attack at least one of the at least two game virtual objects;
[0015] The receiving module is also used to receive a second attack operation, the second attack operation corresponding to a first attack range, and the second attack operation is used to automatically determine the virtual game object to be attacked within the first attack range;
[0016] The display module is also configured to respond to the second attack operation by displaying, based on the positional relationship between the first virtual object and the first attack range, the target virtual object attacked by the master virtual object in the at least two game virtual objects, wherein the target virtual object is the same as the first virtual object, or the target virtual object is different from the first virtual object.
[0017] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the object control method in any of the virtual scenes described in the embodiments of this application above.
[0018] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the object control method in a virtual scene as described in any of the embodiments of this application above.
[0019] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the object control method in any of the above embodiments of the virtual scene.
[0020] The beneficial effects of the technical solutions provided in this application include at least the following:
[0021] The system receives a first attack operation to attack a first virtual object among multiple virtual objects in the game, and a second attack operation to automatically determine the virtual object in the game. Based on the positional relationship between the first virtual object and a first attack range, the system displays the target virtual object to be attacked by the master virtual object. Upon receiving both the first and second attack operations, the system flexibly selects the target virtual object to be attacked by the master virtual object based on the position of the first virtual object targeted by the first attack operation relative to the first attack range corresponding to the second attack operation. The target virtual object can be either the first virtual object or other virtual objects in the game. Combined with the first virtual object targeted by the player's previous first attack operation, the system can automatically determine the target virtual object from multiple virtual objects in a selection method that better meets the player's expectations. This improves the accuracy of target virtual object selection and helps avoid the tedious process of re-formulating combat strategies when the attack accuracy is low. It also saves computational resources during the game, ensuring low computational load even in large-scale virtual games, guaranteeing the accuracy and smoothness of automatic object selection, greatly enhancing the player's gaming experience and improving the efficiency of human-computer interaction during the game. Attached Figure Description
[0022] Figure 1 is a structural block diagram of an electronic device provided in an exemplary embodiment of this application;
[0023] Figure 2 is a structural block diagram of a computer system provided in an exemplary embodiment of this application;
[0024] Figure 3 is a flowchart of an object control method in a virtual scene provided by an exemplary embodiment of this application;
[0025] Figure 4 is a flowchart of an object control method in a virtual scene provided by another exemplary embodiment of this application;
[0026] Figure 5 is a schematic diagram of a scene displaying a master virtual object in a virtual scene provided by an exemplary embodiment of this application;
[0027] Figure 6 is a schematic diagram of a scene displaying a master virtual object and a game virtual object in a virtual scene provided by an exemplary embodiment of this application;
[0028] Figure 7 is a schematic diagram of an interface provided by an exemplary embodiment of this application, showing the execution of a first triggering operation as a first attack operation for a first attack control;
[0029] Figure 8 is a schematic diagram of an interface for performing a first triggering operation as a first attack operation on a first attack control, provided by another exemplary embodiment of this application;
[0030] Figure 9 is a flowchart of an object control method in a virtual scene provided in another exemplary embodiment of this application;
[0031] Figure 10 is a schematic diagram of the interface corresponding to the first attack operation provided in an exemplary embodiment of this application;
[0032] Figure 11 is a schematic diagram of the interface corresponding to the first attack operation provided in another exemplary embodiment of this application;
[0033] Figure 12 is a flowchart of a determination process for identifying a target virtual object based on a second attack operation, provided in an exemplary embodiment of this application.
[0034] Figure 13 is a schematic diagram of the implementation process of the bullet skill provided in an exemplary embodiment of this application;
[0035] Figure 14 is a flowchart of a judgment process for determining a target virtual object based on a second attack operation within a marked range, provided by an exemplary embodiment of this application.
[0036] Figure 15 is a schematic diagram illustrating the results of events occurring at different times and player actions provided in an exemplary embodiment of this application;
[0037] Figure 16 is a schematic diagram of an attack interface based on a first attack operation provided in an exemplary embodiment of this application;
[0038] Figure 17 is a schematic diagram of an attack interface based on a second attack operation provided in an exemplary embodiment of this application;
[0039] Figure 18 is a structural block diagram of an object control device in a virtual scene provided in an exemplary embodiment of this application;
[0040] Figure 19 is a structural block diagram of an electronic device provided in an exemplary embodiment of this application. Detailed Implementation
[0041] First, a brief introduction to the terms used in the embodiments of this application will be given.
[0042] Virtual scene: A virtual scene is a scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of a real scene, a semi-simulated / semi-fictional scene, or a purely fictional scene. A virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene; this application does not limit it to any particular type. The following embodiments use a three-dimensional virtual scene as an example.
[0043] Virtual models are models used in virtual scenes to mimic real-world scenes. For example, a virtual model occupies a certain volume within a virtual scene. Examples of virtual models include: terrain models, building models, plant and animal models, virtual prop models, virtual vehicle models, and virtual object models. For instance, terrain models include: ground, mountains, rivers, rocks, steps, etc.; building models include: houses, walls, containers, and fixed facilities inside buildings: tables, chairs, cabinets, beds, etc.; plant and animal models include: trees, flowers, birds, etc.; virtual prop models include: virtual attack tools, first-aid kits, airdrops, etc.; virtual vehicle models include: cars, ships, helicopters, etc.; and virtual object models include: people, animals, anime characters, etc.
[0044] Virtual characters / objects: These refer to movable objects in a virtual scene. These movable objects can be virtual objects, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual scene. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual scene, occupying a portion of the space within the 3D virtual scene.
[0045] This application provides an object control method in a virtual scene. When receiving consecutive first and second attack operations, the method can flexibly select the target virtual object for the second attack operation based on the first virtual object targeted by the player's first attack operation, thereby improving human-computer interaction efficiency. The object control method in this application can be applied to at least one of various virtual scenes, such as virtual shooting scenes and virtual battle scenes. It is worth noting that the above application scenarios are merely illustrative examples, and the object control method in this embodiment can also be applied to other scenarios; this application does not limit its application to these scenarios.
[0046] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant regions.
[0047] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal has an application that supports virtual environments installed and running, such as an application that supports 3D virtual environments. This application can be any of the following: a virtual reality application, a 3D mapping application, a third-person shooter (TPS) game, a first-person shooter (FPS) game, or a multiplayer online battle arena (MOBA) game. Optionally, the application can be a standalone application, such as a standalone 3D game application, or an online multiplayer application.
[0048] Figure 1 shows a structural block diagram of an electronic device provided in an exemplary embodiment of this application. The electronic device 100 includes an operating system 120 and an application program 122.
[0049] Operating system 120 is the foundational software that provides application 122 with secure access to computer hardware.
[0050] Application 122 is an application that supports virtual environments. Optionally, application 122 is an application that supports three-dimensional virtual environments. Application 122 can be any of the following: virtual reality application, 3D map application, TPS game, FPS game, MOBA game, or multiplayer shooting survival game. Application 122 can be a standalone application, such as a standalone 3D game application, or an online multiplayer application.
[0051] Figure 2 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 200 includes: a first device 220, a server 240, and a second device 260.
[0052] The first device 220 has an application installed and running that supports a virtual environment. This application can be any of the following: a virtual reality application, a 3D mapping application, a TPS game, an FPS game, a MOBA game, or a multiplayer shooting survival game. The first device 220 is the device used by the first user, who uses the first device 220 to control the activities of a first virtual object located in the virtual environment. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these. Illustratively, the first virtual object is a first virtual character, such as a realistic or anime character.
[0053] The first device 220 is connected to the server 240 via a wireless network or a wired network.
[0054] Server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 240 is used to provide background services for applications supporting a three-dimensional virtual environment. Optionally, server 240 undertakes the primary computing work, and the first device 220 and the second device 260 undertake secondary computing work; or, server 240 undertakes secondary computing work, and the first device 220 and the second device 260 undertake primary computing work; or, server 240, the first device 220, and the second device 260 collaborate in a distributed computing architecture.
[0055] The second device 260 has an application installed and running that supports a virtual environment. This application can be any of the following: a virtual reality application, a 3D mapping application, an FPS game, a MOBA game, or a multiplayer shooting survival game. The second device 260 is a device used by a second user, who uses the second device 260 to control the activities of a second virtual object located in the virtual environment. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these. Illustratively, the second virtual object is a second virtual character, such as a realistic or anime character.
[0056] Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character can also belong to different teams, different organizations, or two hostile groups.
[0057] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of application from different control system platforms. The first device 220 can refer to one of multiple devices, and the second device 260 can refer to one of multiple devices; this embodiment only uses the first device 220 and the second device 260 as examples. The device types of the first device 220 and the second device 260 may be the same or different, and these device types include at least one of the following: game console, desktop computer, smartphone, tablet computer, e-book reader, MP3 player, MP4 player, and laptop computer. The following embodiment uses a desktop computer as an example.
[0058] Those skilled in the art will understand that the number of the aforementioned devices can be more or less. For example, there may be only one device, or there may be dozens or hundreds of devices, or even more. This application does not limit the number or type of devices.
[0059] It is worth noting that the aforementioned server 240 can be implemented as a physical server or as a cloud server in the cloud.
[0060] In some embodiments, the method provided in this application can be applied to cloud gaming scenarios, thereby enabling the cloud server to perform data logic calculations during the game process, while the terminal is responsible for displaying the game interface.
[0061] Based on the above-mentioned terminology and application scenarios, the object control method in the virtual scene provided in this application will be described. Taking the application of this method to a terminal as an example, as shown in Figure 3, the method includes the following steps 310 to 340.
[0062] Step 310: Display the master virtual object and at least two game virtual objects in the virtual scene.
[0063] Alternatively, the virtual scene can be implemented as a game scene within a game application.
[0064] To illustrate, a game application is installed on the terminal, and the game screen displays the game screen during the application's operation; this game screen is the virtual scene in the game.
[0065] Optionally, the virtual scene is implemented as a scene displayed under Virtual Reality (VR) or Augmented Reality (AR) technology.
[0066] To illustrate, VR technology allows devices such as head-mounted displays (e.g., VR headsets, VR glasses) to project computer-generated virtual worlds or images displayed on a terminal into a three-dimensional space, thereby displaying virtual scenes.
[0067] To illustrate, AR technology allows virtual scenes to be displayed using devices such as smartphones, tablets, or dedicated AR glasses. For example, when a user activates the camera in an AR application installed on the device, the device captures video images of the real world and overlays virtual content onto them, thus displaying a virtual scene.
[0068] In some embodiments, the virtual scene includes a master virtual object and at least two game virtual objects.
[0069] In illustrative terms, the master virtual object represents the virtual object controlled by the player, while the game virtual object is the virtual object that engages in virtual combat with the master virtual object. In other words, the master virtual object is used to conduct virtual battles with the game virtual object within a virtual environment.
[0070] Optionally, the game virtual object is implemented as an enemy virtual object belonging to a different virtual faction than the master virtual object.
[0071] Indicatively, the main virtual object is in virtual faction 1, which includes multiple teammate virtual objects, including the main virtual object. The virtual objects that engage in virtual battles with virtual faction 1 include at least one other virtual faction, such as virtual faction 2. The virtual objects in virtual faction 2 are called enemy virtual objects. Therefore, the enemy virtual objects that engage in virtual battles with the main virtual object are the game virtual objects.
[0072] Optionally, the game virtual object is implemented as a pre-configured non-player character (NPC).
[0073] In a illustrative sense, the virtual objects in a game are virtual minions, virtual monsters, etc., configured during the game process to attack multiple virtual objects, including the main virtual object.
[0074] Step 320: Receive the first attack operation.
[0075] Optionally, during the virtual battle between the main virtual object and at least two other virtual objects, the main virtual object can move in the virtual scene by walking, running, crawling, or crawling through object movement operations; it can also pick up virtual items, virtual clothing, etc., in the virtual scene through item pickup operations; it can equip virtual items and adjust virtual item skins through item configuration operations; and it can attack other virtual objects in the virtual scene through attack operations.
[0076] In illustrative terms, an attack operation is used to weaken the object attributes of virtual objects in a game. Object attributes refer to the properties of a virtual object in the virtual scene. For example, object attributes include at least one of several attributes such as virtual health, virtual mana, virtual attack power, virtual defense power, and virtual speed.
[0077] In some embodiments, based on the player's operation on the terminal, the terminal receives a first attack operation, which, as an attack operation, can cause virtual damage to virtual objects in the virtual scene.
[0078] The first attack operation is used to attack at least one of the two game virtual objects.
[0079] Optionally, the first virtual object is a game virtual object that the player chooses from at least two game virtual objects.
[0080] In a demonstrative sense, a player can perform the first attack operation using control 1, which has a directional indicator function. When using control 1, the player can point the attack direction at the first virtual object, thus enabling a targeted attack on the first virtual object when the first attack operation is triggered by control 1. Alternatively, the player can point the attack direction at the area where the first virtual object is located when using control 1, thus enabling a targeted attack on at least one first virtual object within that area when the first attack operation is triggered by control 1.
[0081] Optionally, the first virtual object is the game virtual object selected by the terminal by default based on the player's actions among at least two game virtual objects.
[0082] In a demonstrative sense, a player can initiate an attack using control 1. Based on the player's trigger action, control 1 automatically determines at least one virtual object in the vicinity of the main virtual object as the first virtual object. For example, the virtual object with the lowest virtual health can be selected as the first virtual object; or multiple virtual objects with the lowest virtual health can be selected as the first virtual object; or at least the closest virtual object can be selected as the first virtual object, etc. Thus, based on the trigger action of control 1 and the default selected first virtual object, the player can initiate an attack on the first virtual object.
[0083] Step 330: Receive the second attack operation.
[0084] This is illustrative; after receiving the first attack, a second attack can also be received. That is, the second attack is an attack that follows the first. As an attack, the second attack can also inflict virtual damage on virtual objects in the virtual game environment.
[0085] Optionally, the second attack operation and the first attack operation are operations of different attack types.
[0086] To illustrate, the first attack operation is the operation of controlling the master virtual object to attack the first virtual object using the first skill, and the second attack operation is the operation of controlling the master virtual object to attack the opponent's virtual object using the second skill. The first skill and the second skill are different attack skills, such as the first skill being a shooting skill and the second skill being a throwing explosive skill, etc. Therefore, the first attack operation and the second attack operation are operations to achieve different attack types.
[0087] Optionally, the second attack operation and the first attack operation are operations of the same attack type.
[0088] Indicatively, the first attack operation is the operation of using skill control 1 to control the main virtual object to attack the first virtual object, and the second attack operation is the operation of continuing to use skill control 1 to control the main virtual object to attack the opponent's virtual object. The first attack operation and the second attack operation can be understood as attack operations targeting the same skill control at different times to attack the opponent's virtual object.
[0089] Therefore, the first and second attack operations mentioned above can be referred to as a combo attack process, such as first receiving the first attack operation to attack the first virtual object in the virtual scene, and then receiving the second attack operation to automatically identify and attack the virtual object in the game from the virtual scene, etc.
[0090] In some embodiments, after receiving the first attack operation, the terminal needs to cause virtual damage to the first virtual object based on the first attack operation. There is an attack interval time period from receiving the first attack operation to causing virtual damage to the first virtual object. The second attack operation, as an attack operation after the first attack operation, can be an attack operation received within the attack interval time period or an attack operation received after the first attack operation has caused virtual damage to the first virtual object. There is no limitation here.
[0091] The second attack operation corresponds to the first attack range.
[0092] Optionally, each attack operation corresponds to an attack range, which represents the area of virtual damage caused by the attack operation; therefore, the first attack range is used to represent the area of virtual damage caused by the second attack operation.
[0093] Schematic representation: the first attack range is implemented as a rectangular area determined by the second attack operation; or, the first attack range is implemented as a circular area determined by the second attack operation; or, the first attack range is implemented as an irregular area determined by the second attack operation, etc.
[0094] In some embodiments, the first attack range is a region determined based on the attack skills employed in the second attack operation.
[0095] For illustrative purposes, different attack skills correspond to different attack ranges. If the second attack operation is based on the triggering of attack skill 1, then the attack range corresponding to attack skill 1 is taken as the first attack range corresponding to the second attack operation.
[0096] For example: The second attack operation is an attack operation triggered by attack skill 1. Attack skill 1 is used to attack the game virtual objects in the preset area that the main virtual object is facing. For example, the preset area is a rectangular area with a preset area formed by the location of the main virtual object as the boundary point. This preset area is the attack range corresponding to attack skill 1, and it is also the first attack range corresponding to the second attack operation.
[0097] The second attack operation is used to automatically identify the virtual game object to be attacked within the first attack range.
[0098] Indicatively, the second attack operation is an attack operation that automatically identifies the virtual object of the game to be attacked.
[0099] Optionally, the attack operation can be implemented as at least one of the following attack forms.
[0100] (1) The first form of attack with a target.
[0101] Indicatively, if an attack operation is implemented as a first attack form with a target, it means that the attack operation of the first attack form is a targeted operation. Therefore, the attack operation of the first attack form is used to attack the virtual object in the game specified by the player. For example, if the player selects virtual object A as the target and performs an attack operation on virtual object A, then the attack form of this attack operation is the first attack form.
[0102] (2) Automatically determine the second attack form of the target.
[0103] In illustrative terms, if the attack operation is implemented as a second type of attack that automatically determines the attack target, it means that the second type of attack operation is a directional operation that does not require the player to specify an object but needs to automatically determine the target. Therefore, the second type of attack operation is used to first automatically determine the virtual object in the game that needs to be attacked as the attack target, and then attack the automatically determined virtual object. For example, if the player triggers an attack operation on a control that automatically determines the attack target, since this attack operation is a second type of attack, the virtual object in the game that needs to be attacked will first be automatically determined from the attack range corresponding to this attack operation, and then the virtual object in the game will be attacked.
[0104] (3) The third form of attack that targets random targets.
[0105] In illustrative terms, if the attack operation is implemented as a third form of attack targeting random targets, it means that the third form of attack operation does not require the player to specify an object or specifically determine the attack target. Therefore, the third form of attack operation can indiscriminately attack any virtual object in the game within its corresponding attack range. For example, if the player triggers a normal attack control to implement an attack operation, this third form of attack operation will indiscriminately attack any virtual object in the game within its attack range, such as causing equal virtual damage to multiple virtual objects in the game within its attack range.
[0106] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.
[0107] Step 340, in response to the second attack operation, based on the positional relationship between the first virtual object and the first attack range, displays the master virtual object attacking the target virtual object in at least two game virtual objects.
[0108] Indicatively, upon receiving a second attack operation, the location of the object corresponding to the first virtual object is determined, and the relative positional relationship between the object location and the first attack range is determined, thereby automatically determining the target virtual object to be attacked by the second attack operation from at least two game virtual objects based on the relative positional relationship.
[0109] The object position is used to represent the position information of the first virtual object relative to the virtual scene. Since the first attack range is implemented as a region in the virtual scene, the position of the first virtual object relative to the first attack range can be determined by combining the object position and the first attack range.
[0110] Optionally, the first virtual object is within the first attack range; or, the first virtual object is outside the first attack range, etc.
[0111] The first virtual object is the game virtual object targeted by the first attack operation. When the second attack operation is received and the target virtual object is identified, the first virtual object may have already suffered virtual damage based on the first attack operation, or it may not have suffered virtual damage based on the first attack operation. Therefore, when the first virtual object is within the first attack range, there may be two situations: the first virtual object that has not yet suffered virtual damage based on the first attack operation is within the first attack range, and the first virtual object that has already suffered virtual damage based on the first attack operation is within the first attack range.
[0112] In this case, the target virtual object is the same as the first virtual object, or the target virtual object is different from the first virtual object.
[0113] Indicatively, the target virtual object, as a game virtual object determined from at least two game virtual objects, may be implemented as the first virtual object targeted by the first attack operation (i.e., the target virtual object is the same as the first virtual object), or it may be implemented as a virtual object other than the first virtual object (i.e., the target virtual object is different from the first virtual object).
[0114] Optionally, when the first virtual object is within the first attack range, at least one first virtual object is used as the target virtual object, and the master virtual object is shown attacking the target virtual object; schematically, the situation of the master virtual object attacking the target virtual object is presented in the form of a first attack animation, that is, the first attack animation is an attack animation of the master virtual object attacking the target virtual object.
[0115] Indicatively, if a second attack is received after the first attack operation causes virtual damage to the first virtual object, the positional relationship between the first virtual object and the first attack range corresponding to the second attack operation is determined based on the second attack operation. If the first virtual object is within the first attack range, the first virtual object can be used as the target virtual object, that is, the first virtual object is used as the game virtual object that needs to be attacked, which is automatically determined based on the second attack operation; then the main virtual object can be displayed to attack the target virtual object.
[0116] Alternatively, if the first virtual object is within the first attack range, the virtual object with the lowest virtual health among at least one first virtual object can be identified as the target virtual object. That is, the first virtual object with the lowest virtual health is identified as the virtual object to be attacked based on the second attack operation; then the controlling virtual object can be displayed to attack the target virtual object.
[0117] Alternatively, if the first virtual object is within the first attack range, the game virtual object that is closest to the master virtual object can be determined from at least one first virtual object as the target virtual object, that is: the first virtual object that is closest to the master virtual object is taken as the game virtual object that needs to be attacked, which is automatically determined based on the second attack operation; then the master virtual object can be displayed to attack the target virtual object.
[0118] Optionally, when the first virtual object is not within the first attack range, at least one first virtual object is used as the target virtual object, and the controlling virtual object is displayed to attack the target virtual object.
[0119] In a schematic scenario, if a second attack is received after the first attack inflicts virtual damage on a first virtual object, the positional relationship between the first virtual object and the corresponding first attack range is determined based on the second attack. If the first virtual object is not within the first attack range, it cannot be attacked based on the second attack. Therefore, it is necessary to identify the target virtual object from among the virtual objects within the first attack range. This target virtual object is different from the first virtual object. The controlling virtual object can then be displayed to attack this target virtual object. For example, all virtual objects within the first attack range can be used as the target virtual object; or, the virtual object with the lowest virtual health among at least one virtual object within the first attack range can be used as the target virtual object; or, the virtual object closest to the controlling virtual object among at least one virtual object within the first attack range can be used as the target virtual object, etc.
[0120] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.
[0121] In summary, when receiving both a first attack and a second attack, the main virtual object can flexibly select the target virtual object to be attacked by the second attack based on the position of the first virtual object targeted by the first attack relative to the first attack range corresponding to the second attack. The target virtual object can be either the first virtual object or other virtual objects in the game. By combining this with the first virtual object targeted by the player's previous first attack, the target virtual object to be attacked can be automatically determined from multiple virtual objects in a way that better meets the player's expectations. This improves the accuracy of target virtual object selection, saves computing resources during the game, ensures the accuracy and smoothness of automatic object selection, and enhances the player's gaming experience while improving the efficiency of human-computer interaction during the game.
[0122] In an optional embodiment, as shown in FIG4, the following differences are explained based on the relative position between the first virtual object and the first attack range. The embodiment shown in FIG3 can also be implemented as steps 410 to 442; wherein, step 340 can also be implemented as step 441 or step 442.
[0123] Step 410: Display the master virtual object and multiple game virtual objects in the virtual scene.
[0124] Among them, the master virtual object is used to perform virtual battles with the game virtual object in a virtual scene.
[0125] Indicatively, the virtual scene shown includes a master virtual object controlled by the player, as well as at least two other virtual objects that engage in virtual combat against the master virtual object.
[0126] In some embodiments, if the virtual scene is a third-person perspective scene, then the virtual scene will intuitively present the master virtual object and at least two game virtual objects; or, if the virtual scene is implemented as a first-person perspective scene, then the virtual scene is the scene observed by the master virtual object, including game virtual objects, representing game virtual objects observed by the master virtual object, etc.
[0127] Optionally, a master virtual object in the virtual scene is displayed, and at least two game virtual objects can be displayed as the master virtual object moves.
[0128] For example: When displaying a virtual scene, a virtual area of a preset size centered on the master virtual object is displayed. When the game virtual object is within this virtual area, the master virtual object and the game virtual object in the virtual scene are displayed. When the virtual area corresponding to the master virtual object does not include the game virtual object, the master virtual object in the virtual scene is displayed. This continues until a game virtual object exists in the virtual area, at which point the master virtual object and the game virtual object in the virtual scene are displayed.
[0129] Figure 5 shows a schematic diagram of a scene displaying a master virtual object in a virtual environment. This includes a master virtual object 510, a virtual map 520 for displaying the global virtual scene, and multiple functional controls. For example, different attribute controls 530 can be used to enhance the object attributes of the master virtual object in different ways; or different attack controls 540 can be used to control the master virtual object to perform different forms of attacks on the opponent's virtual object.
[0130] Figure 6 shows a schematic diagram of a scene displaying a master virtual object and two virtual objects in a virtual environment. This includes a master virtual object 610 and two virtual objects in the game, namely virtual object 621 and virtual object 622. Therefore, the master virtual object 610 can engage in virtual battles with virtual objects 621 and 622 in the virtual environment. For example, the player can control the master virtual object 610 to attack virtual objects 621 and / or 622; or, the player can control the master virtual object 610 to defend against attacks from virtual objects 621 and / or 622.
[0131] Step 420: Receive the first attack operation.
[0132] The first attack operation is used to attack at least one of the two game virtual objects.
[0133] Indicatively, the first attack operation is a targeted attack operation, which is directed at the first virtual object, that is, it represents a targeted attack on the first virtual object.
[0134] In some embodiments, the first attack operation is implemented as an attack operation that targets the first virtual object based on the player's selection of a virtual object in the game; or, the first attack operation is implemented as an attack operation that targets the first virtual object based on a selection of a virtual object in the game based on a filtering rule.
[0135] As an illustration, if a player selects a virtual object in the game when performing the first attack, then that virtual object will be used as the first virtual object targeted by the first attack.
[0136] As an illustration, when a player performs the first attack, they do not select a virtual object in the game. However, the terminal will automatically determine the first virtual object targeted by the first attack from multiple virtual objects in the game based on a preset filtering rule at the time of the first attack. That is, the filtering rule is a pre-set rule used to select the first virtual object to be attacked from the virtual objects in the game.
[0137] Optionally, the first attack operation corresponds to the second attack range; the preset filtering rule is to select the virtual object with the least virtual health in the game as the first virtual object to be attacked; then after receiving the first attack operation, the terminal can determine the virtual object with the least virtual health in the game as the first virtual object from the second attack range, thereby determining the first virtual object to which the second attack operation is directed.
[0138] The second attack range is used to represent the area where virtual damage is caused based on the first attack operation. That is, the first attack operation can cause virtual damage to at least one virtual object in the game within the second attack range, such as causing virtual damage to the first virtual object within the second attack range.
[0139] In an optional embodiment, a first trigger operation targeting a first attack control is received as a first attack operation.
[0140] The first attack control has an object specification function, which is used to specify the first virtual object from at least two game virtual objects.
[0141] Indicatively, the first attack control is an attack control with object specification functionality. This illustrates that not only can a virtual attack be initiated through the first attack control, but the virtual object targeted by the virtual attack can also be determined, thereby enabling a targeted attack process against the selected virtual object. When the first trigger operation of the first attack control is implemented as the first attack operation, the virtual object targeted by the object specification functionality of the first attack control is the first virtual object.
[0142] The first triggering operation is an operation that attacks the first virtual object based on the specified function of the object.
[0143] Indicatively, the first trigger operation can be implemented as a drag operation on the first attack control, where the virtual object in the game in the direction indicated by the drag operation is the first virtual object, and the first virtual object is attacked after the drag operation ends; the first trigger operation can be implemented as a slide operation on the first attack control, where the virtual object in the game in the area indicated by the slide operation (which can also be regarded as the second attack range) is the first virtual object, and the first virtual object is attacked after the slide operation ends; or, the first trigger operation can be implemented as a double-click operation on the first attack control, where the virtual object in the direction in which the main control virtual object is facing under the double-click operation is the first virtual object, and the first virtual object is attacked after the double-click operation ends, etc.
[0144] Figure 7 shows a schematic diagram of the interface for executing a first trigger operation as a first attack operation against a first attack control. The main virtual object 710 is located in the virtual scene. A sliding operation is performed on the first attack control 720 to adjust the direction 730 of the first attack operation. After the sliding operation on the first attack control 720 is completed, the virtual object within the second attack range and in the direction 730 can be used as the first virtual object targeted by the first attack operation, allowing for a targeted attack on the first virtual object.
[0145] Figure 8 shows another interface diagram of executing a first trigger operation as a first attack operation against a first attack control. The main virtual object 810 is located in the virtual scene. A drag operation is performed on the first attack control 820 to adjust the indicator area 821 of the first attack operation. This indicator area 821 corresponds to the first attack control 820. Therefore, after the drag operation on the first attack control 820 is completed, at least one virtual object within the second attack range (such as within the indicator area 821) can be used as the first virtual object targeted by the first attack operation, allowing for a targeted attack on the first virtual object.
[0146] In the above process, there is a correspondence between attack controls and attack ranges. For example, multiple attack controls in the game process each correspond to an attack range. The first attack control is implemented as any one of the multiple attack controls. When determining the first virtual object based on the first trigger operation performed on the first attack control, the position of the attack range relative to the virtual scene can be changed by flexibly adjusting the first attack control. For example, it can be changed from a rectangular area facing forward from the main virtual object to a rectangular area facing right from the main virtual object; or, it can be changed from a circular area centered at point A to a circular area centered at point B, etc., without limitation.
[0147] In an optional embodiment, a second triggering operation against the first attack control is received as the first attack operation.
[0148] The second triggering operation is the operation of automatically determining the first virtual object through the first attack control.
[0149] As an illustration, although the first attack control is a control with object specification function, in order to facilitate flexible operation by players during the game, the first attack control can be given a certain object selection function. Thus, when performing some simple operations on the first attack control, it can be triggered to automatically determine the first virtual object to be attacked based on the object selection function.
[0150] Optionally, based on the click operation of the first attack control as the second trigger operation, the object selection function corresponding to the first attack control is triggered, so that the terminal can automatically determine the first virtual object from multiple game virtual objects.
[0151] For example: all virtual objects in the game within the second attack area corresponding to the first attack control are taken as the first virtual object; or, the virtual object with the lowest virtual health in the second attack area is taken as the first virtual object; or, the virtual object in the second attack area that is closest to the main control virtual object is taken as the first virtual object, etc.
[0152] The above content introduces two illustrative implementation forms of the first attack operation. The first attack operation can be implemented through a first trigger operation on the first attack control based on the object designation function. This allows the attacker to specify the first virtual object from multiple virtual objects in the game, improving the targeting and personalization of the attack and ensuring player engagement and immersion. Alternatively, the first attack operation can be implemented through a second trigger operation on the first attack control, enabling an efficient selection process for virtual objects, reducing the player's operational burden, flexibly adapting to the combat needs of different virtual games, and improving resource utilization efficiency. Using different trigger operations for the first attack control can achieve different object selection methods and improve the flexibility of virtual attacks while ensuring their implementation. Combining both can lead to a more optimized combat strategy.
[0153] In an optional embodiment, based on a first attack operation, the master virtual object is shown attacking the first virtual object.
[0154] This is illustrative of the situation where the master virtual object attacks the first virtual object, presented as a second attack animation. This is different from the first attack animation, which is based on the first attack operation and causes the master virtual object to attack the target virtual object. The second attack animation here is an attack animation displayed based on the first attack operation. The second attack animation describes the attack situation of the master virtual object on the first virtual object.
[0155] The above content displays the corresponding attack situation in the case of the first attack, which can provide richer visual feedback and increase the fun and appeal of the game. In addition, displaying the corresponding attack method based on the first attack can also help players better understand and use various attack strategies and adapt to different combat scenarios. Furthermore, displaying intuitive attack feedback during the attack process can also help make the attack process smoother and more natural, attracting players to explore and try different attack strategies, increasing the game's challenge and human-computer interaction efficiency.
[0156] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.
[0157] Step 430: Receive the second attack operation.
[0158] The second attack operation corresponds to the first attack range. Illustratively, the first attack range represents the area where virtual damage is caused based on the second attack operation.
[0159] The second attack operation is used to automatically identify the virtual game object to be attacked within the first attack range.
[0160] As an illustration, the second attack operation is not an attack operation that the player independently determines to attack the virtual object in the game, but rather an attack operation that the terminal automatically determines to attack the virtual object in the game based on the current virtual battle format.
[0161] Optionally, a trigger operation targeting the second attack control can be received as a second attack operation.
[0162] The second attack control can be implemented as the first attack control mentioned above, or as other attack controls; at least one of various trigger operations such as click operation, long press operation, drag operation, and swipe operation is performed on the second attack control to realize the process of automatically determining the virtual exclusive game to be attacked.
[0163] In illustrative terms, when the second attack control is implemented as the first attack control with the object specification function, the triggering operation for the second attack control is implemented as the operation of triggering the object selection function of the first attack control, that is: by triggering the second attack control, the virtual object of the game to be attacked by the second attack operation is automatically determined based on the object selection function.
[0164] As an illustration, when the second attack control is implemented as an attack control other than the first attack control, the other attack control also needs to be an attack control with object specification function so that the virtual object of the game to be attacked by the second attack operation can be automatically determined based on the object selection function.
[0165] In an optional embodiment, a second attack operation is received within a preset time period after the first attack operation is received.
[0166] In illustrative terms, a preset time period can be used as a condition for determining the target of a second attack operation using the first virtual object. That is, if the second attack operation is received within a preset time period after the first attack operation, the first virtual object corresponding to the first attack operation can be considered when automatically determining the target of the second attack operation; if the second attack operation is received after the preset time period, the first virtual object will not be considered as the target of the second attack operation, etc.
[0167] For example, the preset time period is a 2-second time period, a 3-second time period, a 5-second time period, a 10-second time period, etc., starting from the first attack operation received.
[0168] Optionally, if a second attack operation is received within a preset time period, the first and second attack operations are considered as a combo attack operation; wherein, the second attack operation is the attack operation to be analyzed, and the first attack operation can be implemented as at least one attack operation before the second attack operation.
[0169] For example, taking the moment when the first attack is received as 0 seconds, with a preset time period of 3 seconds and the second attack as 2 seconds, the first and second attack operations can be combined into a combo attack operation. Alternatively, taking the moment when the first attack is received as 0 seconds, with a preset time period of 3 seconds, the second attack as 0.5 seconds, the third attack as 1.5 seconds, and the second attack as 2.5 seconds, the three first and second attack operations can be combined into a combo attack operation, and so on.
[0170] Optionally, taking the receipt of a second attack operation within a preset time period after the first attack operation as an example, the second attack operation can be an operation received when the master virtual object is at the object position, where the object position is the position of the master virtual object in the virtual scene when the first attack operation is received; or it can be an operation received after the master virtual object moves its position.
[0171] To illustrate, when receiving the first attack operation, the master virtual object is at position point A, and when receiving the second attack operation, the master virtual object is also at position point A; or, when receiving the first attack operation, the master virtual object is at position point A, and when receiving the second attack operation, the master virtual object moves to position point B, etc. That is, when receiving the first attack operation and the second attack operation, the position of the master virtual object may or may not change.
[0172] Similarly, the second attack operation can be either an operation received at the first orientation of the master virtual object or an operation received at the second orientation of the master virtual object.
[0173] Schematic illustration: When receiving the first attack operation, the primary orientation of the master virtual object is east, and the primary orientation of the master virtual object is also east when receiving the second attack operation; or, when receiving the first attack operation, the primary orientation of the master virtual object is east, and the primary orientation of the master virtual object is south when receiving the second attack operation. That is, the orientation of the master virtual object may or may not change when receiving the first and second attack operations.
[0174] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.
[0175] Step 441, in response to the second attack operation, if the first virtual object is within the first attack range, display the master virtual object attacking the first virtual object.
[0176] Indicatively, upon receiving a second attack operation, if it is determined that the first virtual object is within the range of the first attack, and considering that the player is likely to continue attacking the first virtual object that has already been attacked after executing the first and second attack operations in succession, the first virtual object can be used as a candidate object for the second attack operation, and then the target virtual object to be attacked by the second attack operation can be determined from at least one first virtual object.
[0177] That is, the first virtual object is the target virtual object being attacked, and the target virtual object is at least one of the game virtual objects in the first virtual object.
[0178] Optionally, all virtual objects attacked based on the first attack operation are regarded as target virtual objects to be attacked in the second attack operation.
[0179] Indicatively, the first virtual object attacked based on the first attack operation is 5 game virtual objects, and 3 of the 5 game virtual objects that are within the first attack range are all taken as target virtual objects.
[0180] Optionally, the first virtual object attacked based on the first attack operation is filtered, and the first virtual object that meets the preset filtering rules is selected as the target virtual object to be attacked in the second attack operation.
[0181] In a schematic representation, the first virtual object attacked based on the first attack operation consists of 5 virtual objects in the game. Three of these five virtual objects are within the range of the first attack. These three virtual objects are filtered according to a preset filtering rule to determine at least one first virtual object as the target virtual object. For example, if the preset filtering rule is to select the virtual object with the lowest virtual health as the target virtual object, then the first virtual object with the lowest virtual health among the three virtual objects will be selected as the target virtual object. Optionally, the preset filtering rule can also be set based on virtual mana, spatial distance, absolute virtual health, etc., and is not limited here.
[0182] If the first virtual object is the virtual object attacked by the first attack operation before the second attack operation, and the first virtual object is included in the range of the first attack operation corresponding to the second attack operation, the first virtual object targeted by the previous first attack operation can be selected as the target to be attacked again during the process of selecting the virtual object to be attacked automatically based on the second attack operation. This simplifies the player's operation, satisfies the player's desire to cause continuous damage to the first virtual object, improves the smoothness and playability of the game, reduces the interactive burden of players in complex virtual matches, improves operational efficiency and reduces the risk of attack errors, enhances the strategic and coherent nature of the game, and makes virtual matches smoother and more interesting.
[0183] In an optional embodiment, if the first virtual object is within the first attack range, the controlling virtual object is shown attacking the first virtual object with the lowest virtual health.
[0184] Among them, the first virtual object with the lowest virtual life value is the target virtual object.
[0185] To illustrate, if the first virtual object is within the first attack range, and the preset filtering rule is implemented to select the virtual object with the lowest virtual life value as the virtual object to be attacked, then the first virtual object with the lowest virtual life value will be selected as the target virtual object to be attacked, thus displaying the main virtual object attacking the first virtual object with the lowest virtual life value.
[0186] Based on the first virtual object targeted in the previous first attack and its virtual health value, the system can selectively choose target virtual objects within the first attack range to be automatically attacked. It can intelligently assess the first virtual object with lower health value that is easier to prioritize for attack and elimination. This not only makes the attack targets (the virtual objects to be attacked) more in line with the player's psychological expectations, but also makes it easier to achieve more favorable tactical operations and form a game advantage in virtual games. In addition, the process of automatically judging the lowest health value also eliminates the need for players to manually select attack targets. When the pace of virtual games is fast, it can still ensure the smoothness of the game, realize intelligent combat process, and improve human-computer interaction efficiency.
[0187] In an optional embodiment, if the first virtual object is within the first attack range, the controlling virtual object is displayed to attack the nearest first virtual object.
[0188] Among them, the first virtual object that is closest to the target virtual object is the target virtual object.
[0189] To illustrate, if the first virtual object is within the first attack range, and the preset filtering rule is used to select the game virtual object closest to the master virtual object as the virtual object to be attacked, then the first virtual object closest to the master virtual object will be selected as the target virtual object to be attacked, thus displaying the master virtual object attacking the first virtual object closest to it.
[0190] Based on the first virtual object targeted in the previous first attack and the object distance factor, the system can selectively choose the first virtual object closest to the master virtual object within the first attack range as the target virtual object. This intelligently assesses the first virtual object that is easily controlled by the master virtual object and thus prioritizes its elimination. While ensuring that the attack target is more in line with the player's psychological expectations, it can also ensure that the attack process is executed more quickly, improving the efficiency of the game. In addition, this process also helps to better defend against virtual attacks from the closest virtual object in the game, achieving the goal of better responding to emergency threats, helping to ensure the continuous combat capability of the master virtual object, ensuring the rationality and efficiency of the game strategy, and improving the efficiency of human-computer interaction.
[0191] Step 442: In response to the second attack operation, if there is no first virtual object corresponding to the first attack operation within the first attack range, display the master virtual object attacking the target virtual object.
[0192] The target virtual object is a game virtual object that is different from the first virtual object among at least two game virtual objects.
[0193] For illustrative purposes, if the first virtual object targeted by the first attack operation does not exist within the first attack range, then the game virtual object to be attacked needs to be determined from within the first attack range as the target virtual object.
[0194] In an optional embodiment, the controlling virtual object attacks the game virtual object with the lowest virtual health within the first attack range.
[0195] Among them, the virtual object with the lowest virtual life value is the target virtual object.
[0196] To illustrate, taking the preset filtering rules as an example, if the virtual object with the lowest virtual life value in the game is selected as the virtual object to be attacked, then the virtual object with the lowest virtual life value in the game within the first attack range will be selected as the target virtual object to be attacked, thereby displaying the attack of the master virtual object on the target virtual object.
[0197] In an optional embodiment, the master virtual object attacks the game virtual object that is closest to the master virtual object within the first attack range.
[0198] Among them, the virtual object that is closest to the target virtual object in the game is the target virtual object.
[0199] To illustrate, taking the preset filtering rules as an example, the game virtual object that is closest to the master virtual object as the virtual object to be attacked is the game virtual object that is closest to the master virtual object as the target virtual object to be attacked.
[0200] In an optional embodiment, in response to a second attack operation, if no virtual object exists within the first attack range, the controlling virtual object is displayed to perform attack effects on the first attack range.
[0201] For illustrative purposes, if there is no virtual object in the game within the first attack range corresponding to the second attack operation, the virtual object in the game cannot be effectively attacked based on the second attack operation. In order to avoid the invalid execution of the attack operation, the attack effect corresponding to the second attack operation can be displayed on the terminal screen, that is, the main control virtual object is shown to perform the attack effect in the first attack range.
[0202] Optionally, the attack effects cast by the master virtual object toward the first attack range have a certain attack effect. When the attack effect reaches the first attack range and there is a game virtual object in the first attack range at the current moment, it can still cause virtual damage to the game virtual object.
[0203] Optionally, the attack effects of the master virtual object in the first attack range have a continuous attack effect for a preset duration. When the attack effect reaches the first attack range and within the preset duration, if there is a virtual object in the game that enters the first attack range, virtual damage can still be dealt to that virtual object.
[0204] Optionally, the attack effects that the master virtual object performs towards the first attack range have a continuous attack effect for a preset duration and a hidden effect for a preset duration. When the attack effect reaches the first attack range, the attack effect will be hidden, and the hidden effect and attack effect will continue for the preset duration. If a game virtual object enters the first attack range within the preset duration, virtual damage can still be dealt to the game virtual object.
[0205] The above briefly describes the implementation method when the first virtual object is not present within the first attack range. If the first virtual object targeted by the first attack operation before the second attack operation is not present within the first attack range, to minimize the possibility of an invalid attack by the second attack operation, a target virtual object will be searched within the first attack range corresponding to the second attack operation. This process can maximize attack efficiency while avoiding invalid attacks by attacking the virtual object with the lowest health and closest distance, ensuring tactical continuity and adaptability of combat strategies, avoiding waste of attack resources, and also protecting the player's gaming experience. In addition, even if no virtual object is present within the first attack range, the main virtual object can still display attack effects when attacking within the first attack range, enriching the visual display and ensuring the player's gaming experience.
[0206] In an optional embodiment, in response to a second attack operation being an attack operation received within a preset time period after the first attack operation, based on the positional relationship between the first virtual object and the first attack range, the controlling virtual object is shown to attack the target virtual object in at least two game virtual objects.
[0207] Among them, the second attack operation and the first attack operation received within the preset time period are combo attack operations. Illustratively, when at least two attack operations are received consecutively within the preset time period, these at least two attack operations can be considered as combo attack operations. Therefore, by combining the first virtual object hit and / or to be attacked by the previous attack operation (such as the first attack operation) with the second attack range corresponding to the current attack operation (such as the second attack operation), the game's virtual object being automatically attacked can be analyzed.
[0208] Using a preset time period as the condition for determining the positional relationship between the first virtual object and the first attack range, multiple attack operations received consecutively within the preset time period can be regarded as combo attacks, thus ensuring that the attack operations are closely connected in time and avoiding gaps or invalid attacks. This allows virtual attacks to be carried out continuously and smoothly. This process can effectively put continuous pressure on the virtual object in the game, and may also trigger additional damage bonuses, special effects, or combo damage, making continuous attack operations more threatening than individual attack operations, and better reflecting the player's determination to attack the first virtual object. This makes the process of determining the positional relationship between the first virtual object and the first attack range more reasonable, achieving the goal of intelligent object selection, greatly improving the efficiency and tactical depth of attacks, avoiding invalid attacks, reducing the operational burden, increasing combo effects, and optimizing the overall combat experience and tactical execution.
[0209] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.
[0210] In summary, by combining the first virtual object targeted by the player's initial attack, the target virtual object can be automatically determined from multiple virtual objects in the game in a way that better meets the player's expectations. This improves the accuracy of target virtual object selection, saves computing resources during the game, ensures the precision and smoothness of automatic object selection, and enhances the player's gaming experience while also improving the efficiency of human-computer interaction during the game.
[0211] In this embodiment, the relationship between the first attack operation and the second attack operation is explained with reference to the illustrations. The second attack operation and the first attack operation are implemented as a combo attack. If the first virtual object is within the range of the first attack, the first virtual object can be used as the target virtual object for the second attack operation to attack automatically. If the first virtual object is not within the range of the first attack, the target virtual object for the second attack operation is selected from other virtual objects in the game. Taking the first virtual object targeted by the first attack operation as a factor to be considered when attacking based on the second attack operation makes it easier to automatically determine the target virtual object for attack that better matches the player's selection expectations, giving full play to the advantages of combo attacks and improving the efficiency of human-computer interaction.
[0212] In an optional embodiment, each attack operation corresponds to a marking range and an attack range. When the target virtual object is determined upon receiving the current second attack operation, in addition to considering the first virtual object targeted by the previously received first attack operation, the marking range corresponding to the first attack operation is also considered; that is, the target virtual object to be attacked by the master virtual object is determined by combining the marking range and the first virtual object. As shown in Figure 9, step 340 shown in Figure 3 above can also be implemented as step 910 or step 920.
[0213] Step 910: In response to the second attack operation, if the first virtual object is not within the first attack range, and the first attack range includes the second virtual object within the marked range, display the master virtual object attacking the second virtual object.
[0214] The target virtual object includes the second virtual object.
[0215] Indicatively, upon receiving a second attack operation, the relative positional relationship between the first virtual object and the first attack range is determined, such as: the first virtual object is within the first attack range; or, the first virtual object is not within the first attack range, etc.
[0216] In some embodiments, the first virtual object, as the game virtual object targeted by the first attack operation, may have been successfully attacked based on the first attack operation when the second attack operation is received, or it may not have been successfully attacked based on the first attack operation when the second attack operation is received. Based on the difference in whether the first virtual object was successfully attacked by the first attack operation, the judgment of the relative positional relationship between the first virtual object and the first attack range may differ.
[0217] Optionally, in response to a second attack operation, if the first virtual object, which was successfully attacked based on the first attack operation, is within the first attack range, the controlling virtual object is displayed as the target virtual object attacking the first virtual object.
[0218] Optionally, in response to a second attack operation, if the first virtual object, which was not successfully attacked based on the first attack operation, is within the first attack range, the controlling virtual object is shown to attack the target virtual object. The target virtual object may be implemented as the first virtual object or as another game virtual object other than the first virtual object.
[0219] Optionally, in response to a second attack operation, if the first virtual object successfully attacked based on the first attack operation is not within the first attack range, the controlling virtual object is shown to attack the target virtual object, and the target virtual object is another game virtual object other than the first virtual object.
[0220] Optionally, in response to a second attack operation, if the first virtual object, which was not successfully attacked based on the first attack operation, is not within the first attack range, the controlling virtual object is shown to attack the target virtual object, and the target virtual object is another game virtual object other than the first virtual object.
[0221] The first attack operation corresponds to the second attack range and the marked range, and the second attack range is the sub-region range within the marked range.
[0222] In a schematic way, similar to how the second attack operation corresponds to the first attack range, the first attack operation corresponds to the second attack range, and the second attack range is used to represent the area range in which virtual damage is caused based on the first attack operation.
[0223] To illustrate, the first attack operation corresponds to both the second attack range and a marked range, with the second attack range being a sub-region of the marked range. In other words, the marked range includes the second attack range.
[0224] Figure 10 shows a schematic diagram of the interface corresponding to the first attack operation. The virtual scene includes a master virtual object 1010. The first attack operation issued by the master virtual object 1010 corresponds to a second attack range 1020, which is implemented as a rectangular area. The first attack operation also corresponds to a marked range 1030, which is implemented as a larger rectangular area. The second attack range 1020 is contained within the marked range 1030 and is a sub-region of the marked range 1030.
[0225] Figure 11 shows another interface diagram corresponding to the first attack operation. The virtual scene includes a master virtual object 1110. The first attack operation issued by the master virtual object 1110 corresponds to a second attack range 1120 implemented as a circular area. The first attack operation also corresponds to a marked range 1130 implemented as a larger circular area. The second attack range 1120 is contained within the marked range 1130 and is a sub-region of the marked range 1130.
[0226] For illustrative purposes, the second attack range corresponding to the first attack operation can be displayed on the interface for players to view flexibly; the marked range corresponding to the first attack operation can be displayed on the interface or hidden, i.e., not displayed on the interface. There are no restrictions on the display of the marked range and the second attack range here.
[0227] In some embodiments, in response to a second attack operation, if the first virtual object is not within the first attack range, it is determined whether the first attack range includes a second virtual object within the marked range.
[0228] The second virtual object is a game virtual object that is within the marked range and is not the first virtual object.
[0229] As shown in Figure 11, the virtual objects participating in the virtual battle together with the master virtual object 1110 include virtual object 1141 and virtual object 1142; the first virtual object targeted by the first attack operation issued by the master virtual object 1110 is virtual object 1141, and virtual object 1142, which is not the first virtual object but is within the marked range 1130, is the second virtual object.
[0230] In response to the second attack operation, if the first virtual object 1141 is not within the first attack range corresponding to the second attack operation (Figure 11 shows the first attack operation, the second attack operation is not shown), then it is determined whether the first attack range includes the second virtual object within the marked range.
[0231] In some embodiments, if a second virtual object within the marked range exists within the first attack range, the second virtual object is automatically identified as the target virtual object of the second attack operation, and the master virtual object is controlled to attack the second virtual object based on the second attack operation, thereby displaying the attack of the second virtual object by the master virtual object.
[0232] As shown in Figure 11, if the first attack range corresponding to the second attack operation includes the second virtual object (i.e., the game virtual object 1142) within the marked range corresponding to the first attack operation, then the game virtual object 1142 will be used as the target virtual object of the second attack operation based on the second attack operation, and the master virtual object 1110 will be displayed attacking the game virtual object 1142.
[0233] In an optional embodiment, a first object identifier is added to the game virtual objects within the marked range based on the first attack operation.
[0234] As an illustration, in order to more accurately identify the target virtual object when the second attack operation is received in conjunction with the first attack operation, a first object identifier can be added to the game virtual objects within the marked range after the first attack operation is received. The first object identifier can be implemented as an identifier that is visible on the interface or as an identifier that is not visible on the interface (i.e., the first object identifier is hidden and displayed, and the purpose of marking the first object identifier is achieved through the background annotation method).
[0235] In an optional embodiment, if the first virtual object is not within the first attack range, the game virtual object marked with the first object identifier within the first attack range is identified as the second virtual object.
[0236] For illustration purposes, if the first virtual object is not within the first attack range, the game virtual object within the first attack range corresponding to the second attack operation is searched, and it is determined whether there is a game virtual object marked with the first object identifier. If there is, the game virtual object marked with the first object identifier within the first attack range is taken as the second virtual object, and the master virtual object is controlled to attack the game virtual object marked with the first object identifier based on the second attack operation.
[0237] In an optional embodiment, the master virtual object is shown attacking the second virtual object.
[0238] In a schematic manner, based on the second attack operation, the master virtual object attacks the second virtual object marked with the first object identifier, thereby showing the master virtual object attacking the second virtual object, where the second virtual object is the target virtual object.
[0239] The above describes adding a first object identifier to virtual objects within the marked range for faster object retrieval. This first object identifier clearly distinguishes between virtual objects within and outside the marked range, thus assisting in the object search process. It allows for the efficient and prioritized retrieval of second virtual objects with the first object identifier, even when the first virtual object is not within the first attack range. This reduces the computational load of matching analysis, ensuring the continuity and effectiveness of virtual attacks. Furthermore, it allows for flexible determination of the target virtual object based on its location, improving virtual game efficiency, enhancing game immersion, and improving the human-computer interaction experience.
[0240] In an optional embodiment, in response to the first attack operation causing damage to the fourth virtual object in the first virtual object, a second object identifier is added to the fourth virtual object within the second attack range.
[0241] In illustrative terms, the first attack operation targets a first virtual object within the range of the second attack operation. However, when receiving the second attack operation, the first virtual object may have already received virtual damage based on the first attack operation, or it may not have received virtual damage yet. Therefore, when determining the target virtual object based on the second attack operation, the situation of whether the first attack operation has caused damage to the first virtual object can be considered first.
[0242] Optionally, if the first attack operation has already caused damage to the first virtual object, the first virtual object that has been damaged by the attack can be called the fourth virtual object, and a second object identifier can be added to the fourth virtual object; that is, a second object identifier can be added to the first virtual object that is within the second attack range and has been damaged by the first attack operation.
[0243] In illustrative terms, the second object identifier can be implemented as either an identifier visible on the interface or an identifier invisible on the interface (i.e., hiding or displaying the second object identifier, and achieving the purpose of annotating the second object identifier through background annotation methods).
[0244] Among them, the second object identifier has a higher priority than the first object identifier.
[0245] As an illustration, considering that the fourth virtual object attacked based on the first attack operation is more in line with the player's attack expectations, the priority of the second object identifier can be set to be higher than that of the first object identifier. That is: when both the fourth virtual object marked with the second object identifier (i.e., the first virtual object that has been attacked and damaged) and the game virtual object marked with the first object identifier exist in the first attack area corresponding to the second attack operation, the fourth virtual object marked with the second object identifier will be prioritized as the target virtual object of the second attack operation; if there is no first virtual object marked with the second object identifier in the first attack area corresponding to the second attack operation, and only the game virtual object marked with the first object identifier exists, then the game virtual object marked with the first object identifier will be prioritized as the target virtual object of the second attack operation, and so on.
[0246] In an optional embodiment, in response to a second attack operation, a fourth virtual object marked with a second object identifier is identified within the first attack range.
[0247] For illustration purposes, if the priority of the second object identifier is higher than that of the first object identifier, then under the second attack operation, it is first determined whether there is a fourth virtual object marked with the second object identifier within the first attack range corresponding to the second attack operation. If it exists, the fourth virtual object marked with the second object identifier is taken as the target virtual object; if it does not exist, it can be determined whether there is a game virtual object marked with the first object identifier within the first attack range, etc.
[0248] In some embodiments, when there are multiple fourth virtual objects marked with a second object identifier within the first attack range, the multiple fourth virtual objects marked with a second object identifier are filtered out, and one fourth virtual object is selected as the target virtual object.
[0249] For illustrative purposes, when there are multiple fourth virtual objects marked with the second object identifier within the first attack range, the fourth virtual object with the lowest virtual health value among the multiple fourth virtual objects is taken as the target virtual object; or, the fourth virtual object closest to the master virtual object among the multiple fourth virtual objects is taken as the target virtual object, etc.
[0250] In an optional embodiment, the master virtual object is shown attacking a fourth virtual object.
[0251] Indicatively, after designating the fourth virtual object marked with the second object identifier within the first attack range as the target virtual object, the controlling virtual object can be shown attacking the target virtual object. That is, based on the second attack operation, the controlling virtual object is shown attacking the first virtual object that has already suffered damage from the first attack operation.
[0252] The above considers the virtual attack damage inflicted on virtual objects by the first attack operation prior to the second attack operation. A second object identifier is added to the fourth virtual object among at least one first virtual object that suffers the virtual attack damage from the first attack operation. When the second object identifier has a higher priority than the first object identifier, the fourth virtual object can be efficiently located within the first attack range corresponding to the second attack operation based on the second object identifier, improving object search efficiency. Furthermore, using the fourth virtual object as the target of the second attack operation helps make the attack process more aligned with the player's expectations, improving attack continuity and eliminating the fourth virtual object as quickly as possible, thus increasing the efficiency of the virtual match. It also helps avoid the low resource utilization caused by scattered attacks, improving resource utilization efficiency, overall combat efficiency, and human-computer interaction efficiency through flexible attack strategies.
[0253] Step 920: In response to the second attack operation, if the first virtual object is not within the first attack range and the first attack range does not include the second virtual object within the marked range, the master virtual object is shown attacking the third virtual object.
[0254] The target virtual object includes a third virtual object.
[0255] Indicatively, upon receiving a second attack operation, the relative positional relationship between the first virtual object and the first attack range is determined, such as: the first virtual object is within the first attack range; or, the first virtual object is not within the first attack range, etc.
[0256] If the first virtual object is not within the first attack range corresponding to the second attack operation, determine whether there is a second virtual object within the first attack range that is within the marked range. The second virtual object is a game virtual object that is within the marked range but is not the first virtual object.
[0257] In some embodiments, when there is no second virtual object within the marked range in the first attack range, a third virtual object is selected from the first attack range as the target virtual object, thereby displaying the master virtual object attacking the third virtual object.
[0258] Among them, the third virtual object is within the first attack range but not within the marking range and is not the first virtual object.
[0259] Optionally, the game virtual object that is within the marked range but is not the first virtual object is marked with the first object identifier; when determining whether there is a second virtual object within the marked range in the first attack range, it is determined whether there is a game virtual object marked with the first object identifier in the first attack range. If there is no game virtual object marked with the first object identifier in the first attack range, it means that there is no second virtual object in the first attack range, and then the third virtual object is selected from the first attack range as the target virtual object.
[0260] Optionally, the third virtual object is the game virtual object with the lowest virtual life value within the first attack range, provided that neither the first nor the second virtual object exists within the first attack range; or, the third virtual object is the game virtual object within the first attack range that is closest to the master virtual object, provided that neither the first nor the second virtual object exists within the first attack range.
[0261] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.
[0262] In summary, by combining the first virtual object targeted by the player's previous first attack, the target virtual object to be attacked can be automatically determined from multiple virtual objects in the game under conditions that better meet the player's expectations. This improves the accuracy of target virtual object selection, saves computing resources during the game, ensures the accuracy and smoothness of automatic object selection, and enhances the player's gaming experience while improving the efficiency of human-computer interaction during the game.
[0263] In this embodiment, a marked range is introduced as a criterion for determining the target virtual object. The marked range is the range corresponding to the first attack operation, and the second attack range corresponding to the first attack operation is a sub-region of the marked range. This allows for the inclusion of a larger number of virtual objects in the game as considerations when determining the target virtual object. By combining the marked range with the already attacked first virtual object, it is possible to search for a target virtual object that better matches the player's expected attack, even when receiving consecutive first and second attack operations. This improves the accuracy of automatically determining the target virtual object and enhances human-computer interaction efficiency.
[0264] In this application embodiment, a virtual attack scenario is also described when the first attack range does not include the first virtual object, nor does it include the second virtual object within the marked range. First, it is determined whether the first virtual object and the second virtual object within the marked range exist within the first attack range. If neither exists, to avoid the problem of the second attack operation being ineffective, a virtual attack is launched on the third virtual object within the first attack range. This process can ensure that the primary attack targets (the first and second virtual objects) are prioritized to improve overall attack efficiency, while avoiding wasting resources and maximizing the actual attack effect of each virtual attack. This better achieves the goal of rationally allocating attack resources, enhances the adaptability and strategy adjustment efficiency of virtual games, ensures the player's user experience, and improves human-computer interaction efficiency.
[0265] In an optional embodiment, the object control method in the virtual scene described above can be applied to MOBA games, and can also be called "a method for targeting virtual heroes in MOBA games to perform skill combos", where the virtual hero is the main virtual object controlled by the player; skills are the means by which the player interacts with other virtual objects in the game by operating the virtual application; targeting refers to the method by which the game determines and attacks virtual objects in the game based on preset logic rules after the player inputs special information.
[0266] In some embodiments, the semantics of some basic operation methods in MOBA games are first introduced.
[0267] Tap operation: This is a common operation method in mobile games. It refers to pressing down on the phone screen vertically without performing any sliding or dragging operations on the screen, and then lifting the phone up vertically.
[0268] Drag operation: This is another common operation method in mobile games. It refers to the behavior of pressing on the mobile phone screen, then controlling your hand to slide or drag a distance parallel to the screen before lifting it.
[0269] Figure 5 shows a schematic diagram of the interface of a MOBA mobile game. MOBA mobile games typically use a dual-joystick mode to control virtual objects (such as the main virtual object 510). The left hand controls the movement of the virtual object in the virtual scene, and the right hand controls the virtual object to release skills. Therefore, the above-mentioned tap and drag operations are two common skill control methods. Tap operations are often used to release skills that do not require selecting a virtual object, position, or direction. For example, skill effects such as increasing the attack speed or health of a virtual object are often achieved through tap operations.
[0270] In current MOBA mobile games, in order to lower the operational threshold and enable players to perform meaningful inputs, skills that require selecting virtual objects, positions, and directions in the game can still produce effects when tapped. The virtual objects that the skill attacks based on the tapped input can be determined by a set of preset "targeting rules".
[0271] In other words: if skills that do not require selecting a virtual object, position, or direction are called "tap skills," then tap skills can be implemented through tap and non-tap operations. The effect of performing a tap or non-tap operation on a tap skill is the same: the skill release effect requires no selection of a virtual object, position, or direction. If skills that require selecting a virtual object, position, or direction are called "non-tap skills," then non-tap skills can be implemented through tap and non-tap operations. When performing a non-tap operation on a non-tap skill, it represents a targeted attack based on the player's selected virtual object, position, and direction (i.e., the first virtual object is the player's manually selected virtual object). When performing a tap operation on a non-tap skill, it means the terminal will automatically select and attack a virtual object that the player believes they most want to attack (i.e., the first virtual object is the virtual object automatically determined by the terminal based on "target acquisition rules").
[0272] Therefore, if we simply divide skills into touch skills and non-touch skills, and the operations received by the system are divided into touch operations and non-touch operations, then the operation implementation can be divided into the following three types: the player will perform a touch operation on a touch skill (because performing a non-touch operation on a touch skill has the same result as a touch operation on the system), the player will perform a non-touch operation on a non-touch skill, and the player will perform a touch operation on a non-touch skill.
[0273] In related technologies, the commonly used MOBA basic target acquisition rules are rules for individual skills. That is, if a non-tap skill is triggered by a tap operation, the current target acquisition rules will control the main virtual object to automatically select and attack the "virtual object with the lowest absolute health (health value)", or control the main virtual object to automatically select and attack the "virtual object with the lowest relative health (health percentage)", or control the main virtual object to automatically select and attack the "closest virtual object", etc.
[0274] However, MOBA games require combos, meaning players need to input multiple skills in a short period of time. Different skills have different casting methods. Taking the simplest example of a player inputting two skills in a short time, there are potentially four possible arrangements.
[0275] (1) The first skill is a light touch skill, and the second skill is a light touch skill; the two light touch skills can be the same or different. The trigger operation for the light touch skill is a light touch operation (because the effect of non-light touch operation is the same).
[0276] (2) The first skill is a light touch skill and the second skill is a non-light touch skill; the two skills are different. The trigger operation for the light touch skill is implemented as a light touch operation (because the implementation effect of the non-light touch operation is the same), and the trigger operation for the non-light touch skill is implemented as a light touch operation (the target acquisition rule needs to be used under the light touch operation, and the target acquisition rule does not need to be used under the non-light touch operation).
[0277] (3) The first skill is a non-touch skill, and the second skill is a touch skill; the two skills are different. The trigger operation for the non-touch skill can be implemented as a touch operation or a non-touch operation; the trigger operation for the touch skill is implemented as a touch operation.
[0278] (4) The first skill is a non-touch skill and the second skill is a non-touch skill; the two skills can be the same or different. The trigger operation for the first non-touch skill can be implemented as a touch operation or a non-touch operation; the trigger operation for the second non-touch skill can be implemented as a touch operation.
[0279] In MOBA games, players often desire combo attacks, such as simultaneously applying two skills to the same virtual target. Taking scenario 4 of the four scenarios above as an example, where both the first and second skills are non-tap-based, simply using the target selection rules mentioned earlier (such as selecting the virtual target with the lowest absolute health (statistical health) or automatically choosing the virtual target with the lowest relative health (percentage health) for the main control virtual target) to automatically determine the target might not meet player needs.
[0280] As shown in Figure 6, if a player performs a non-tap operation on a non-tap skill during the first attack (first attack operation), the player can control the main virtual object to specifically attack the opposing virtual object 621 (i.e., the first virtual object). Subsequently, if the player performs a tap operation on a non-tap skill (which can be the same or different) during the second attack (second attack operation), the targeting rule adopted by the relevant technology will automatically determine the opposing virtual object 622 as the opposing virtual object to be attacked in the second attack operation, based on the opposing virtual object with the lowest absolute health (health value) of 630. This makes it impossible for the player to automatically determine the opposing virtual object that better matches their attack expectations when the first and second attack operations are combo operations, thus affecting the efficiency of virtual battles.
[0281] In an optional embodiment, a target-finding rule based on marker filtering can be adopted. That is, when the skill is released for the first time (i.e. after receiving the first attack operation), the attacked virtual objects in the game are marked with the corresponding object marker; when the target is detected for the second time (i.e. after receiving the second attack operation that automatically determines the virtual objects in the game), all virtual objects in the game are divided into two categories: "virtual objects with markers" and "virtual objects without markers".
[0282] Figure 12 shows a flowchart for determining the target virtual object based on the second attack operation.
[0283] Step 1210: The player performs a tap operation on a non-tap skill.
[0284] Indicatively, within a preset time period, after receiving at least one first attack operation, a second attack operation is received. The second attack operation is an attack operation used to automatically determine the virtual object to be attacked in the game, such as an operation to perform a tap operation against a non-tap skill, which can achieve a virtual attack effect.
[0285] Step 1220: Can the game virtual object with the lowest health be found in the "game virtual objects with tags"?
[0286] To illustrate, taking the target acquisition rule as finding the virtual object with the lowest health as an example, based on the second attack operation corresponding to the first attack range, first search for "virtual objects with a mark" within the first attack range. If found, proceed to step 1221; if not found, proceed to step 1230.
[0287] Step 1221: Locate the virtual enemy with the lowest health in the match, marked with an enemy marker.
[0288] For illustration purposes, if a marked virtual object is found within the first attack range, the virtual object with the lowest health among at least one virtual object will be the target virtual object for the second attack operation.
[0289] Step 1230: Find the virtual object with the lowest health in the "Unmarked Virtual Objects".
[0290] For illustration purposes, if no "marked virtual object" is found within the first attack range, then search for the virtual object with the lowest health among at least one unmarked virtual object within the first attack range. If found, proceed to steps 1231 below; if not found, proceed to step 1240 below.
[0291] Step 1231: Locate the unmarked virtual target with the lowest health in the match.
[0292] For illustrative purposes, if an unmarked virtual object with the lowest health is found within the first attack range, that virtual object will be used as the target virtual object for the second attack operation.
[0293] Step 1240: Do not release or release in the direction of facing.
[0294] As an illustration, if the virtual target with the lowest health cannot be found within the first attack range, you can choose not to release the skill, or you can choose to release the skill in the direction the main virtual target is facing, etc.
[0295] However, the above approach does not take into account situations such as "the skill fails to hit the virtual object in the game", "the skill is searching for the enemy during its effective time", or "the skill input is cached", which may result in the player still being unable to attack the virtual object in the game they want to attack.
[0296] For example, when a skill does not hit any virtual object in the game, it is impossible to attach the corresponding object marker to the first virtual object that the player wants to attack based on the skill, which makes the above target acquisition rule logic invalid.
[0297] Alternatively, MOBA games have a lot of skills similar to "bullets". They need to go through a flight process from being released to taking effect. The flight process takes time. If the player needs to perform a combo during the flight process (that is, the second attack is received before the first attack operation hits the first virtual object), but because the skill does not achieve a successful attack, no target is attached, and the above target acquisition logic will fail.
[0298] Alternatively, MOBA games may have a combo caching mechanism and a pre-cast animation. If a player needs to perform a combo during the pre-cast animation between the skill's activation and its effect, and taps the skill (second attack operation) at this time, the first virtual object will not be marked with an object tag because the skill corresponding to the first attack operation has not yet taken effect. Therefore, the above target acquisition logic will still fail.
[0299] Figure 13 illustrates the implementation process of the bullet skill. The bullet skill compares the skill release process to the firing process of a bullet, thus quantifying the skill release process. In the timeline 1310 from skill release to end, it explains why the target virtual object cannot be accurately and automatically determined because only the object identifier of the first virtual object attacked based on the first attack operation is marked.
[0300] At time 1311 in timeline 1310, the player presses the first skill, meaning the terminal receives the first attack operation; at time 1312, the bullet is generated and fired, as if the skill begins to be released from the master virtual object; at time 1313, the bullet reaches the preset location, as if the skill reaches the first virtual object targeted by the first attack operation.
[0301] If the player presses the second skill between time 1311 and time 1312, meaning the terminal receives the second attack operation between time 1311 and time 1312, the target acquisition will fail because no bullet is generated and no marker is produced. If the player presses the second skill between time 1312 and time 1313, meaning the terminal receives the second attack operation between time 1312 and time 1313, the target acquisition will fail because the bullet does not reach the preset location and no effect is produced. If the player presses the second skill after time 1313, meaning the terminal receives the second attack operation after time 1313, the target acquisition may fail because the bullet does not hit the first virtual object, causing the first virtual object to not be marked, etc.
[0302] In other words, based on the actual application process of Figures 12 and 13 above, from the player's perspective, it feels like the skill attacked a virtual object in the game that the player did not want to attack, or even the feeling of a reverse skill.
[0303] In an optional embodiment, the process illustrated in Figures 12 and 13 is modified so that object marking is not limited to the actual attack effect of the skill. That is, the marking is not based on the actual effect of the skill, nor is it strongly correlated with the actual effect. Instead, at the moment the skill logic takes effect, all virtual objects in the game within the player's attention range are marked (first object identifier). This marking behavior is unrelated to the game logic perceived by the player and can be implemented as an invisible and unknowable background behavior.
[0304] Optionally, the process of marking which virtual objects in the game depends on the type of skill. The basic logic is that when a player uses a skill that requires selecting a direction to attack, the player wants the virtual objects in the game to always be in or around the direction he selects. Therefore, a marker range that is larger than the attack range and faces that direction can be used to help locate the virtual objects in the game.
[0305] As shown in Figure 10, the second attack range 1020 corresponding to the first attack operation is included within the marked range 1030 and is a sub-region range of the marked range 1030; or, as shown in Figure 11, the second attack range 1120 corresponding to the first attack operation is included within the marked range 1130 and is a sub-region range of the marked range 1130.
[0306] By defining the marked range, it can be ensured that when a player uses a tap to target an enemy (automatically identifying the virtual object in the game), even if the skill does not hit the enemy in the actual game scene, the tap operation can still attack the desired virtual object.
[0307] In some embodiments, the method of determining the target virtual object corresponding to the second attack operation by means of the marked range may expand the range of "the virtual object of the game that you want to attack". When the skill actually takes effect and produces an attack effect on the first virtual object that you want to attack, since the marked range is larger than the second attack range corresponding to the first attack operation, the tap operation may attack an enemy that you do not want to attack.
[0308] As shown in Figure 11, when a non-tap skill is used to attack the virtual object 1141 during the first attack operation, the marking range 1130 is larger than the second attack range 1120, so the virtual object 1142 is also marked. When a non-tap skill is triggered by a tap operation during the second attack operation, the virtual object 1141 may not be attacked, but the virtual object 1142 may be attacked instead.
[0309] In some embodiments, to address the aforementioned issues, a novel three-level structure can be employed to implement the judgment process, based on expanding the scope of the marking.
[0310] When the first attack operation targeting the skill actually attacks the first virtual object, a normal marker (i.e., the first object marker mentioned above) is applied to the game virtual object within the marked range, and a high-level marker (i.e., the second object marker mentioned above) is applied to the first virtual object actually attacked by the skill. The high-level marker will override the normal marker (i.e., the high-level marker has a higher priority than the normal marker).
[0311] Therefore, when receiving a second attack operation and determining the virtual game object to be attacked, the virtual game objects within the first attack range corresponding to the second attack operation can be divided into: virtual game objects with high-level tags, virtual game objects with ordinary tags, and virtual game objects without any tags.
[0312] As illustrated in Figure 14, this is a flowchart illustrating the process of determining the target virtual object based on the second attack operation within the marked range.
[0313] Step 1410: The player performs a tap operation on a non-tap skill.
[0314] Indicatively, within a preset time period, after receiving at least one first attack operation, a second attack operation is received. The second attack operation is an attack operation used to automatically determine the virtual object to be attacked in the game, such as an operation to perform a tap operation against a non-tap skill, which can achieve a virtual attack effect.
[0315] Step 1420: Can the game virtual object with the lowest health be found among the game virtual objects with advanced markers?
[0316] To illustrate, taking the target acquisition rule's instruction to find the virtual target with the lowest health as an example, based on the second attack operation corresponding to the first attack range, firstly, it searches within the first attack range for whether there is a virtual target with a high-level marker. If found, proceed to step 1421; if not found, proceed to step 1430.
[0317] Step 1421: Locate the virtual enemy with the lowest health in the match and marked with an advanced tag.
[0318] For illustration purposes, if a virtual object with a high-level marker is found within the first attack range, the virtual object with the lowest health among them will be the target virtual object for the second attack operation.
[0319] Step 1430: Find the virtual object with the lowest health among the virtual objects with normal markers.
[0320] For illustration purposes, if no virtual game object with a high-level tag is found within the first attack range, then the search continues for virtual game objects with a normal tag within the first attack range. If found, proceed to step 1431; otherwise, proceed to step 1440.
[0321] Step 1431: Locate the virtual target with the lowest health in the match that has a normal marker.
[0322] For illustrative purposes, if a virtual object with a normal marker and the lowest health is found within the first attack range, that virtual object will be used as the target virtual object for the second attack operation.
[0323] Step 1440: Find the virtual object with the lowest health among the unmarked virtual objects in the game.
[0324] For illustration purposes, if no virtual object with a normal marker is found within the first attack range, then search for the virtual object with the lowest health among the unmarked virtual objects. If it exists, proceed to step 1441; if it does not exist, proceed to step 1450.
[0325] Step 1441: Locate the unmarked virtual target with the lowest health in the match.
[0326] For illustrative purposes, if an unmarked virtual object is found within the first attack range, the virtual object with the lowest health will be selected as the target virtual object.
[0327] Step 1450: Do not release or release in the direction of facing.
[0328] As an illustration, if the virtual target with the lowest health cannot be found within the first attack range, you can choose not to release the skill, or you can choose to release the skill in the direction the main virtual target is facing, etc.
[0329] In an optional embodiment, in addition to using the three-level structure described above, a method of clearing marks can also be used. That is, when the skill is released, the game virtual objects within the marked range are first marked. When the skill actually hits the first virtual object, the marks on all the game virtual objects with marks are cleared, and the damaged game virtual object is remarked.
[0330] In other words, the damaged virtual objects in the game still have the highest priority.
[0331] In some embodiments, as shown in Figure 15, the results of events occurring at different times and the player's actions are illustrated.
[0332] Regarding the timeline from skill release to end at 1510, at time 1511, the player presses the first skill, that is, the terminal receives the first attack operation, and object markers can be attached to the game virtual objects within the marked range in the background; at time 1512, the bullet is generated and fired, as if the skill starts to be released from the main virtual object; at time 1513, the bullet hits and takes effect, all existing object markers are deleted, and a new object marker is attached to the hit game virtual object, such as the first virtual object targeted by the first attack operation.
[0333] If the player presses the second skill between time 1511 and time 1512, that is, the terminal receives the second attack operation between time 1511 and time 1512, it will search for the enemy normally based on the object marker.
[0334] If the player presses the second skill between time 1512 and time 1513, that is, the terminal receives the second attack operation between time 1512 and time 1513, even if the bullet does not hit during the flight, it can still achieve normal target acquisition based on the corresponding object marker within the marked range; or, even if the bullet does not hit, it can still achieve normal target acquisition.
[0335] If the player presses the second skill after time 1513, that is, the terminal receives the second attack operation after time 1513, the target can still be located normally based on the cancellation of the object marker in the marked area and the comparison of the remarked object of the hit virtual object in the game.
[0336] In some embodiments, as shown in FIG16, the master virtual object 1610 intends to attack the opponent virtual object 1621 based on the first attack operation, but the process is implemented as a miss; when the second attack operation is received within the preset time period required by the combo, since the opponent virtual object 1621 is within the marked range but the opponent virtual object 1622 is not within the marked range, the effect shown in FIG17 can be achieved, that is, the master virtual object 1710 automatically determines the opponent virtual object 1721 as the target virtual object to be attacked based on the second attack operation, thereby presenting the master virtual object attacking the target virtual object.
[0337] In other words, even when the bullet has not been generated, is still in flight, or is in the process of skill release, tapping to target the enemy can still attack the virtual object that the player wants to attack, thus optimizing the player's skill release experience and reducing the experience of releasing skills in the wrong direction or in the air.
[0338] It is worth noting that the above are merely illustrative examples, and the embodiments of this application are not limited thereto.
[0339] In summary, by combining the first virtual object targeted by the player's previous first attack, the target virtual object to be attacked can be automatically determined from multiple virtual objects in the game under conditions that better meet the player's expectations. This improves the accuracy of target virtual object selection, saves computing resources during the game, ensures the accuracy and smoothness of automatic object selection, and enhances the player's gaming experience while improving the efficiency of human-computer interaction during the game.
[0340] Figure 18 is a structural block diagram of an object control device in a virtual scene provided in an exemplary embodiment of this application. As shown in Figure 18, the device includes the following parts:
[0341] Display module 1810 is used to display a master virtual object and at least two game virtual objects in a virtual scene, wherein the master virtual object is used to perform virtual battles with the game virtual objects in the virtual scene;
[0342] The receiving module 1820 is configured to receive a first attack operation, wherein the first attack operation is configured to attack at least one of the at least two game virtual objects.
[0343] The receiving module 1820 is also used to receive a second attack operation, the second attack operation corresponding to a first attack range, and the second attack operation is used to automatically determine the virtual game object to be attacked within the first attack range.
[0344] The display module 1810 is further configured to respond to the second attack operation by displaying, based on the positional relationship between the first virtual object and the first attack range, the target virtual object attacked by the master virtual object in the at least two game virtual objects, wherein the target virtual object is the same as the first virtual object, or the target virtual object is different from the first virtual object.
[0345] In an optional embodiment, the display module 1810 is further configured to, in response to the second attack operation, display the master virtual object attacking the target virtual object when the first virtual object is within the first attack range, wherein the target virtual object is a game virtual object among the at least one first virtual object.
[0346] In an optional embodiment, the display module 1810 is further configured to, when the first virtual object is within the first attack range, display the first virtual object with the lowest virtual life value attacked by the master virtual object, wherein the first virtual object with the lowest virtual life value is the target virtual object; or, when the first virtual object is within the first attack range, display the first virtual object that is closest to the target virtual object attacked by the master virtual object, wherein the first virtual object that is closest to the target virtual object is the target virtual object.
[0347] In an optional embodiment, the display module 1810 is further configured to, in response to the second attack operation, display the master virtual object attacking the target virtual object when the first virtual object corresponding to the first attack operation does not exist within the first attack range; the target virtual object is a game virtual object that is different from the first virtual object among the plurality of game virtual objects.
[0348] In an optional embodiment, the first attack operation corresponds to a second attack range and the marked range, wherein the second attack range is a sub-region range within the marked range;
[0349] The display module 1810 is further configured to respond to the second attack operation by displaying the master virtual object attacking the second virtual object when the first virtual object is not within the first attack range and the first attack range includes the second virtual object within the marked range, wherein the target virtual object includes the second virtual object.
[0350] In an optional embodiment, the display module 1810 is further configured to, in response to the second attack operation, display that the master virtual object attacks a third virtual object when the first virtual object is not within the first attack range and the first attack range does not include a second virtual object within the marked range, wherein the target virtual object includes the third virtual object, and the third virtual object is within the first attack range but not within the marked range and is not the first virtual object.
[0351] In an optional embodiment, the display module 1810 is further configured to, based on the first attack operation, add a first object identifier to the game virtual object within the marked range; if the first virtual object is not within the first attack range, determine the game virtual object marked with the first object identifier within the second attack range as the second virtual object; and display the master virtual object attacking the second virtual object.
[0352] In an optional embodiment, the display module 1810 is further configured to, in response to the first attack operation causing damage to the fourth virtual object among the at least one first virtual object, add a second object identifier to the fourth virtual object within the second attack range, wherein the second object identifier has a higher priority than the first object identifier; in response to the second attack operation, determine the fourth virtual object marked with the second object identifier within the first attack range; and display the attack of the master virtual object on the fourth virtual object.
[0353] In an optional embodiment, the receiving module 1820 is further configured to receive a first trigger operation for a first attack control as the first attack operation, the first attack control having an object designation function, the object designation function being used to designate the first virtual object from at least two game virtual objects, the first trigger operation being an operation to attack the first virtual object based on the object designation function; or, to receive a second trigger operation for the first attack control as the first attack operation, the second trigger operation being an operation to automatically determine the first virtual object through the first attack control.
[0354] In an optional embodiment, the receiving module 1820 is further configured to display, based on the first attack operation, the master virtual object attacking the first virtual object.
[0355] In an optional embodiment, the display module 1810 is further configured to, in response to the second attack operation being an attack operation received within a preset time period after the first attack operation, display the master virtual object attacking the target virtual object among the at least two game virtual objects based on the positional relationship between the first virtual object and the first attack range; wherein the second attack operation and the first attack operation received within the preset time period are a combo attack operation.
[0356] In summary, by combining the first virtual object targeted by the player's previous first attack, the target virtual object to be attacked can be automatically determined from multiple virtual objects in the game in a way that better meets the player's expectations. This improves the accuracy of target virtual object selection, saves computing resources during the game, ensures the accuracy and smoothness of automatic object selection, and enhances the player's gaming experience while improving the efficiency of human-computer interaction during the game.
[0357] It should be noted that the object control device in the virtual scene provided in the above embodiments is only an example of 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 object control device in the virtual scene provided in the above embodiments and the object control method embodiments in the virtual scene belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0358] Figure 19 shows a structural block diagram of an electronic device 1900 provided in an exemplary embodiment of this application. The electronic device 1900 can be a portable mobile terminal, such as a smartphone, in-vehicle terminal, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The electronic device 1900 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0359] Typically, electronic device 1900 includes a processor 1901 and a memory 1902.
[0360] Processor 1901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1901 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1901 may also include a main processor and a coprocessor. In some embodiments, processor 1901 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1901 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0361] The memory 1902 may include one or more computer-readable storage media, which may be non-transitory.
[0362] In some embodiments, the electronic device 1900 further includes one or more sensors. These one or more sensors include, but are not limited to, proximity sensors, gyroscope sensors, and pressure sensors.
[0363] In some embodiments, the electronic device 1900 may also include other component parts. Those skilled in the art will understand that the structure shown in FIG19 does not constitute a limitation on the electronic device 1900, and may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.
[0364] Embodiments of this application also provide a computer device, which can be implemented as a terminal or server as shown in FIG2. The computer device includes a processor and a memory, the memory storing at least one instruction, at least one program, code set, or instruction set, the at least one instruction, at least one program, code set, or instruction set being loaded and executed by the processor to implement the object control method in the virtual scene provided in the above-described method embodiments.
[0365] Embodiments of this application also provide a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the object control method in the virtual scene provided in the above-described method embodiments.
[0366] Embodiments of this application also provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the object control method in any of the virtual scenes described in the above embodiments. Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware, or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0367] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for controlling objects in a virtual scene, executed by a computer device, the method comprising: Displays a master virtual object and at least two game virtual objects in a virtual scene, wherein the master virtual object is used to perform virtual battles with the game virtual objects in the virtual scene; Receive a first attack operation, the first attack operation being used to attack at least one of the at least two game virtual objects; Receive a second attack operation, the second attack operation corresponds to a first attack range, and the second attack operation is used to automatically determine the virtual game object to be attacked within the first attack range; In response to the second attack operation, based on the positional relationship between the first virtual object and the first attack range, the master virtual object is shown to attack the target virtual object among the at least two game virtual objects, wherein the target virtual object is the same as the first virtual object, or the target virtual object is different from the first virtual object.
2. The method according to claim 1, wherein, The response to the second attack operation, based on the positional relationship between the first virtual object and the first attack range, displays the master virtual object attacking the target virtual object among the at least two game virtual objects, including: In response to the second attack operation, if the first virtual object is within the first attack range, the controlling virtual object is shown to attack the first virtual object, and the target virtual object is the game virtual object among the at least one first virtual object.
3. The method according to claim 1 or 2, wherein, The step of displaying the attack of the master virtual object on the first virtual object when the first virtual object is within the first attack range includes: If the first virtual object is within the first attack range, the controlling virtual object is shown attacking the first virtual object with the lowest virtual health, and the first virtual object with the lowest virtual health is the target virtual object; or... When the first virtual object is within the first attack range, the first virtual object closest to the attack target of the master virtual object is displayed, and the first virtual object closest to the target virtual object is the target virtual object.
4. The method according to any one of claims 1 to 3, wherein, The response to the second attack operation, based on the positional relationship between the first virtual object and the first attack range, displays the master virtual object attacking the target virtual object among the at least two game virtual objects, including: In response to the second attack operation, if the first virtual object corresponding to the first attack operation does not exist within the first attack range, the master virtual object is shown to attack the target virtual object; the target virtual object is a game virtual object that is different from the first virtual object among the plurality of game virtual objects.
5. The method according to any one of claims 1 to 4, wherein, The first attack operation corresponds to a second attack range and a marked range, wherein the second attack range is a sub-region range within the marked range; The response to the second attack operation, based on the positional relationship between the first virtual object and the first attack range, displays the master virtual object attacking the target virtual object among the at least two game virtual objects, including: In response to the second attack operation, if the first virtual object is not within the first attack range, and the first attack range includes a second virtual object within the marked range, the controlling virtual object is shown to be attacking the second, and the target virtual object includes the second virtual object.
6. The method according to any one of claims 1 to 5, wherein, The response to the second attack operation, based on the positional relationship between the first virtual object and the first attack range, displays the master virtual object attacking the target virtual object among the at least two game virtual objects, including: In response to the second attack operation, if the first virtual object is not within the first attack range and the first attack range does not include the second virtual object within the marked range, the controlling virtual object is shown to attack the third virtual object, the target virtual object including the third virtual object, the third virtual object being within the first attack range but not within the marked range and not the first virtual object.
7. The method according to any one of claims 1 to 6, wherein, The method further includes: Based on the first attack operation, a first object identifier is added to the game virtual object within the marked range; The step of displaying the master virtual object attacking the second virtual object when the first virtual object is not within the first attack range, but the first attack range includes a second virtual object within the marked range, includes: If the first virtual object is not within the first attack range, the game virtual object marked with the first object identifier within the second attack range is identified as the second virtual object; The master virtual object is shown attacking the second virtual object.
8. The method according to any one of claims 1 to 7, wherein, The method further includes: In response to the first attack operation causing damage to the fourth virtual object among the at least one first virtual objects, a second object identifier is added to the fourth virtual object within the second attack range, wherein the second object identifier has a higher priority than the first object identifier; The response to the second attack operation, based on the positional relationship between the first virtual object and the first attack range, displays the master virtual object attacking the target virtual object among the at least two game virtual objects, including: In response to the second attack operation, the fourth virtual object marked with the second object identifier within the first attack range is identified; The master virtual object is shown attacking the fourth virtual object.
9. The method according to any one of claims 1 to 8, wherein, The receiving of the first attack operation includes: The system receives a first trigger operation targeting a first attack control as the first attack operation. The first attack control has an object designation function, which is used to designate the first virtual object from at least two game virtual objects. The first trigger operation is an operation to attack the first virtual object based on the object designation function; or... The first attack operation is received as a second trigger operation for the first attack control, wherein the second trigger operation is an operation that automatically determines the first virtual object through the first attack control.
10. The method according to any one of claims 1 to 9, wherein, After receiving the first attack operation, the method further includes: Based on the first attack operation, the master virtual object is shown to be attacking the first virtual object.
11. The method according to any one of claims 1 to 10, wherein, The response to the second attack operation, based on the positional relationship between the first virtual object and the first attack range, displays the master virtual object attacking the target virtual object among the at least two game virtual objects, including: In response to the second attack operation being an attack operation received within a preset time period after the first attack operation, based on the positional relationship between the first virtual object and the first attack range, the controlling virtual object is shown attacking the target virtual object among the at least two game virtual objects; wherein, the second attack operation and the first attack operation received within the preset time period are a combo attack operation.
12. An object control device in a virtual scene, the device comprising: The display module is used to display a master virtual object and at least two game virtual objects in a virtual scene. The master virtual object is used to perform virtual battles with the game virtual objects in the virtual scene. A receiving module is configured to receive a first attack operation, wherein the first attack operation is configured to attack at least one of the at least two game virtual objects; The receiving module is also used to receive a second attack operation, the second attack operation corresponding to a first attack range, and the second attack operation is used to automatically determine the virtual game object to be attacked within the first attack range; The display module is also configured to respond to the second attack operation by displaying, based on the positional relationship between the first virtual object and the first attack range, the target virtual object attacked by the master virtual object in the at least two game virtual objects, wherein the target virtual object is the same as the first virtual object, or the target virtual object is different from the first virtual object.
13. The apparatus according to claim 12, wherein, The display module is further configured to respond to the second attack operation by displaying the master virtual object attacking the target virtual object when the first virtual object is within the first attack range, wherein the target virtual object is a game virtual object among the at least one first virtual object.
14. The apparatus according to claim 12 or 13, wherein, The display module is further configured to, when the first virtual object is within the first attack range, display the first virtual object with the lowest virtual life value attacked by the master virtual object, wherein the first virtual object with the lowest virtual life value is the target virtual object; or, when the first virtual object is within the first attack range, display the first virtual object closest to the target of the master virtual object attacked by the master virtual object, wherein the first virtual object closest to the target is the target virtual object.
15. The apparatus according to any one of claims 12 to 14, wherein, The display module is further configured to respond to the second attack operation and, in the case that the first virtual object corresponding to the first attack operation does not exist within the first attack range, display the master virtual object attacking the target virtual object; the target virtual object is a game virtual object that is different from the first virtual object among the plurality of game virtual objects.
16. The apparatus according to any one of claims 12 to 15, wherein, The first attack operation corresponds to a second attack range and a marked range, wherein the second attack range is a sub-region range within the marked range; The display module is further configured to respond to the second attack operation by displaying that the master virtual object attacks the second virtual object when the first virtual object is not within the first attack range and the first attack range includes the second virtual object within the marked range, wherein the target virtual object includes the second virtual object.
17. The apparatus according to any one of claims 12 to 16, wherein, The display module is further configured to, in response to the second attack operation, display the master virtual object attacking the third virtual object when the first virtual object is not within the first attack range and the first attack range does not include the second virtual object within the marked range, wherein the target virtual object includes the third virtual object.
18. A computer device comprising a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the object control method in a virtual scene as described in any one of claims 1 to 11.
19. A computer-readable storage medium storing at least one program, said at least one program being loaded and executed by a processor to implement the object control method in a virtual scene as described in any one of claims 1 to 11.
20. A computer program product comprising computer instructions that, when executed by a processor, implement the object control method in a virtual scene as described in any one of claims 1 to 11.
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