Anchor Point Target Locking for Multi-Object Game Scenarios

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Solution Overview

Problem

Conventional target locking methods in games are limited to locking a single target skill, failing to meet the requirements of complex scenarios where multiple skills need to lock onto different types of virtual objects.

Innovation Solution

A target locking method that determines an anchor point position and identifies multiple target virtual objects corresponding to a target skill based on their relative position, allowing for the display of locking marks on these objects, enabling multiple skills to lock onto various types of virtual objects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional single target locking method is used, then the system is simple and easy to operate, but it cannot meet the requirements of complex game scenarios where multiple skills need to target different virtual objects

Engineering Contradiction:
Improvetarget locking capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the target locking function by introducing anchor points that can be independently positioned and associated with different skills. Each anchor point serves as an independent locking center, allowing multiple skills to have separate target selection references. This segmentation enables complex scenario support while maintaining operational simplicity for each individual skill.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces anchor points as intermediary elements between the player's operation and the target virtual objects. These anchor points act as mediators that facilitate the locking relationship, allowing skills to lock onto targets relative to the anchor point position rather than requiring direct complex calculations between skills and multiple targets.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If multiple target virtual objects are locked using anchor point position, then complex scenario requirements are met, but the calculation complexity increases

Engineering Contradiction:
Improvemulti-target locking capabilityVSAvoidtarget identification complexity
Core Design Contradiction:
Adaptability or versatilityVSDifficulty of detecting and measuring

Solution Approach 1:

The patent performs preliminary action by pre-establishing anchor points with defined positions before skill execution. The anchor points are set in advance as reference frames, so when skills need to lock onto multiple targets, the system only needs to calculate relative positions from these pre-established anchor points rather than performing complex multi-dimensional target selection calculations during skill execution.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent changes the parameter reference frame from absolute target coordinates to relative positions based on anchor points. By defining target virtual objects through their relative position parameters to the anchor point rather than absolute coordinates, the system simplifies the identification and selection process, making it easier to detect and measure multiple targets in complex scenarios.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20240173621A1Target locking method and apparatus, and electronic device and storage medium
Publication Date: 2024.05.30 NETEASE (HANGZHOU) NETWORK CO LTD
  • US20240173621A1 patent drawing
  • US20240173621A1 patent drawing
  • US20240173621A1 patent drawing

AI summary

A target locking method and apparatus, an electronic device, and a storage medium are provided. The target locking method includes: determining an anchor point position on a graphical user interface on which a plurality of virtual objects are displayed, determining a plurality of target virtual objects corresponding to a target skill from the plurality of virtual objects, according to a relative position of each virtual object to the anchor point position and the target skill, and displaying a locking mark on the target virtual objects.