CN109568965B - Target unit moving method, device, storage medium and terminal - Google Patents

Target unit moving method, device, storage medium and terminal Download PDF

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Publication number
CN109568965B
CN109568965B CN201811453130.5A CN201811453130A CN109568965B CN 109568965 B CN109568965 B CN 109568965B CN 201811453130 A CN201811453130 A CN 201811453130A CN 109568965 B CN109568965 B CN 109568965B
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Prior art keywords
instruction
unit
target unit
movable target
touch
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CN109568965A (en
Inventor
周浩
何帆
袁志捷
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Guangzhou Yaowan Entertainment Network Technology Co ltd
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Guangzhou Yaowan Entertainment Network Technology Co ltd
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Priority to CN201811453130.5A priority Critical patent/CN109568965B/en
Publication of CN109568965A publication Critical patent/CN109568965A/en
Priority to PCT/CN2019/122078 priority patent/WO2020108630A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)
  • Position Input By Displaying (AREA)

Abstract

The invention provides a target unit moving method, a device, a storage medium and a terminal, wherein the target unit moving method comprises the following steps: acquiring a unit selection instruction for selecting a movable target unit; acquiring a moving instruction, and generating a forward path according to the current position of the selected movable target unit and the target position in the moving instruction; if the moving instruction is a multi-click touch instruction, controlling the selected movable target unit to directly reach the target position along the forward path; if the mobile instruction is a click touch instruction, controlling the selected movable target unit to advance along the advancing path and detecting whether an enemy unit exists in a preset range; if an enemy unit exists, executing a preset attack instruction; and if the enemy unit disappears, regenerating a forward path according to the current position of the movable target unit and the target position. The invention can realize the integrated movement and the attack movement without a keyboard and a mouse, thereby improving the user control efficiency.

Description

Target unit moving method, device, storage medium and terminal
Technical Field
The invention relates to the technical field of computers, in particular to a target unit moving method, a target unit moving device, a storage medium and a terminal.
Background
For electronic games with abundant virtual resources, such as virtual characters, virtual buildings and the like, due to the fact that many virtual characters, many magic skills of characters, complex operation modes and the like are available, the electronic games can be played only on a computer client side or a professional game machine with a mouse, a keyboard or a game handle, so that one or more character models can be selected through the operation of a left mouse button or a keyboard, and the control of the selected character models can be realized through the operation of the left mouse button, a right mouse button, the keyboard or the combination of the mouse and the keyboard. For example, in a partial battle game, if a user needs to control several target units to move to a specified place, the target units may have the following options because enemy units may appear on the moving path: 1. stopping moving, actively attacking the enemy unit, and continuing moving until all the enemy units die, or all the target units die; 2. the attack is not actively attacked, but when the attack is suffered, the attack stops moving, and passive counterattack is carried out until all enemy units die, and then the attack continues moving, or all target units die; 3. the attack is not actively carried out, and the attack is not carried out until the mobile phone moves to a specified place. In the prior art, when a user needs to select the 1 st or 2 nd mode to move, generally, a target unit is selected through a mouse frame, then an 'a' key on a keyboard is pressed, and a designated place is clicked through a left mouse button, so that an attack type forward moving instruction is formed; when the user needs to select the 3 rd mode to move, the user generally selects the target unit through the mouse frame first and then directly clicks the appointed place through the left mouse button, so as to form a movement instruction which does not attack the target unit and is not clicked. Meanwhile, when the user inputs different movement instructions, the pointer cursor patterns of the mouse are different, so that the user can clearly determine the currently input movement instruction.
However, in the existing portable mobile devices such as touch-screen mobile phones, there is no input device such as a left mouse button, a right mouse button, a keyboard or a handle, and game instructions can be input only through a touch screen or a very limited number of mechanical keys; for example, all the virtual control buttons are displayed on the display screen for the user to click and select, so as to input the corresponding game instruction and realize the control of the game. Since mechanical keys of a portable mobile device such as a touch screen mobile phone generally correspond to special device instructions, such as device instructions for locking a screen, capturing a screen, and the like, the mechanical keys cannot be applied to games; meanwhile, the range of the touch screen of portable mobile equipment such as a touch screen mobile phone is limited, and when various types of operations such as character model selection, skill selection, operation interface switching, character motion control, magic skill release and the like are realized only by touch clicking of the touch screen, the operation options of a game are very many, a user needs to select a corresponding virtual control button layer by layer, and the operation efficiency is very low; moreover, the virtual control button occupies a large amount of touch display area, thereby reducing the main interface of the game and causing poor user experience.
In addition, when the number of the virtual control buttons is large, the size of a game client installed on the portable mobile device is too large, downloading and updating of a user are not facilitated, and a threshold for installing and running a game program is increased; moreover, part of the virtual control buttons generally need to be hidden to reduce the influence on the main game interface, but the hiding also increases the difficulty of finding the needed virtual control buttons for the user, increases the difficulty of playing the game, and is not beneficial to the popularization of the game on the portable mobile device.
Disclosure of Invention
The invention provides a target unit moving method, a target unit moving device, a storage medium and a terminal aiming at the defects of the existing mode, and aims to solve the problem that a user operates a movable target unit to realize different moving modes in a touch game.
The invention provides a target unit moving method, which comprises the following steps:
acquiring a unit selection instruction for selecting a movable target unit;
acquiring a moving instruction, and generating a forward path according to the current position of the selected movable target unit and the target position in the moving instruction;
if the moving instruction is a multi-click touch instruction, controlling the selected movable target unit to directly reach the target position along the forward path;
if the mobile instruction is a click touch instruction, controlling the selected movable target unit to advance along the advancing path and detecting whether an enemy unit exists in a preset range; if an enemy unit exists, executing a preset attack instruction; and if the enemy unit disappears, regenerating a forward path according to the current position of the movable target unit and the target position.
Preferably, after the obtaining of the unit selection instruction for selecting the movable target unit, the method further includes:
displaying an army model corresponding to the selected movable target unit in a first preset area of the touch screen;
acquiring an weapon seed selection instruction of a weapon seed model selected from the first preset area;
and displaying an army control button corresponding to the selected army model in a second preset area.
Preferably, after displaying the weapon seed control button corresponding to the selected weapon seed model in the second preset area, the method further comprises:
and acquiring a control instruction input through the weapon control button, and controlling the corresponding movable target unit to respond to the control instruction.
Preferably, the control instructions comprise skill release instructions; the acquiring of the control instruction input through the weapon seed control button controls the corresponding movable target unit to respond to the control instruction comprises the following steps:
acquiring a plurality of skill release instructions input through the weapon control buttons;
confirming that the skill corresponding to the skill release instruction reaches a release condition, and controlling a corresponding movable target unit; or
And controlling the corresponding movable target units to sequentially release the control commands according to the input sequence of the skill release commands.
Preferably, the obtaining a movement instruction and generating a forwarding path according to the current position of the selected movable target unit and the target position in the movement instruction includes:
and acquiring a touch instruction input from a game main picture or an auxiliary small map, and taking a touch position in the touch instruction as the target position.
Preferably, after the obtaining the movement instruction and generating the forward path according to the current position of the selected movable target unit and the target position in the movement instruction, the method further includes:
and if the moving speeds of different movable target units are the same and the current positions are overlapped in a preset range, arranging the movable target unit with strong defense capability in front of the movable target unit with weak defense capability.
Preferably, if there is an enemy unit, the executing a preset attack instruction includes:
if an enemy unit exists, controlling the selected movable target unit to completely execute a preset attack instruction;
and taking the central point of an enemy unit as the center of a circle and the attack distance of a movable target unit as a radius, and surrounding the selected movable target unit on the periphery of the enemy unit in an arc shape.
The present invention also provides a target unit moving apparatus, comprising:
the unit selection module is used for acquiring a unit selection instruction for selecting the movable target unit;
the moving instruction module is used for acquiring a moving instruction and generating a forward path according to the current position of the selected movable target unit and the target position in the moving instruction;
the mobile execution module is used for controlling the selected movable target unit to directly reach the target position along the forward path when the mobile instruction is a multi-click touch instruction; when the moving instruction is a click touch instruction, controlling the selected movable target unit to advance along the advancing path and detecting whether an enemy unit exists in a preset range; if an enemy unit exists, executing a preset attack instruction; and if the enemy unit disappears, regenerating a forward path according to the current position of the movable target unit and the target position.
The present invention also proposes a computer-readable storage medium, on which a computer program is stored which, when executed by a processor, implements the steps of the target unit moving method of any one of the preceding claims.
The invention also proposes a terminal, comprising:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement the steps of the target unit movement method of any one of the preceding claims.
The invention has the following beneficial effects:
1. the invention can convert the collective movement and the attack movement which need the matching of the keyboard and the mouse into the touch control instruction which does not need the keyboard and the mouse, has simple operation and is beneficial to the user to quickly adjust and switch the current force movement mode; in addition, in the attack type moving process, if the movable target unit loses the attack enemy target, the movable target unit can still move to the target position, so that the user operation is reduced, and the operation efficiency of the user for controlling the force is improved.
2. The method can display the weapon kind model corresponding to the selected movable target unit in the first preset area so that a user can select the corresponding weapon kind; and displaying the corresponding weapon control buttons in the second preset area, thereby achieving the purpose that a control part can move a target unit, being beneficial to a user to input an execution instruction after reaching the target position in advance in the weapon moving process, or controlling the corresponding weapon to immediately execute other instructions or release skills, and achieving the purpose of adjusting the fighting strategy in time.
Additional aspects and advantages of the invention will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention.
Drawings
The foregoing and/or additional aspects and advantages of the present invention will become apparent and readily appreciated from the following description of the embodiments, taken in conjunction with the accompanying drawings of which:
FIG. 1 is a schematic view of an embodiment of a game interface according to the present invention;
FIG. 2 is a flowchart illustrating a method for moving a target unit according to an embodiment of the present invention;
FIG. 3 is a flowchart illustrating a method for moving a target unit according to another embodiment of the present invention;
fig. 4 is a schematic structural diagram of a terminal according to an embodiment of the present invention.
Description of numbering:
the game interface 1, a movable target unit 10, a selection button 11, a target position 20, a virtual advance direction 30, a first preset area 40, a second preset area 50 and a production touch area 60.
Detailed Description
Reference will now be made in detail to embodiments of the present invention, examples of which are illustrated in the accompanying drawings, wherein like or similar reference numerals refer to the same or similar elements or elements having the same or similar function throughout. The embodiments described below with reference to the drawings are illustrative only and should not be construed as limiting the invention.
It will be understood by those skilled in the art that, unless otherwise specified, the singular forms "a", "an", "the" and "the" may include the plural forms as well, and the "first" and "second" used herein are only used to distinguish one technical feature from another and are not intended to limit the order, number, etc. of the technical features. It will be further understood that the terms "comprises" and/or "comprising," when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof.
It will be understood by those skilled in the art that, unless otherwise defined, all terms (including technical and scientific terms) used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. It will be further understood that terms, such as those defined in commonly used dictionaries, should be interpreted as having a meaning that is consistent with their meaning in the context of the prior art and will not be interpreted in an idealized or overly formal sense unless expressly so defined herein.
As used herein, "portable touch device", "terminal device" includes both devices having wireless signal receivers, which are devices having only wireless signal receivers without transmission capability, and devices having receiving and transmitting hardware, which have receiving and transmitting hardware capable of performing two-way communication over a two-way communication link, as will be understood by those skilled in the art. Such a device may include: a cellular or other communication device having a single line display or a multi-line display or a cellular or other communication device without a multi-line display; PCS (Personal Communications Service), which may combine voice, data processing, facsimile and/or data communication capabilities; a PDA (personal digital Assistant), which may include a radio frequency receiver, a pager, internet/intranet access, web browser, notepad, calendar, and/or GPS (Global Positioning System) receiver. As used herein, a "portable touch device," "terminal device" can be portable, transportable, installed in a vehicle (aeronautical, maritime, and/or land-based), or adapted and/or configured to operate locally and/or in a distributed fashion at any other location(s) on earth and/or in space. As used herein, a "portable touch Device", "terminal Device" may also be a communication terminal, a web terminal, a music/video playing terminal, such as a PDA, an MID (Mobile Internet Device), and/or a Mobile phone with music/video playing function.
The invention provides a target unit moving method, which aims to solve the problem that different moving logics are realized on portable touch equipment by a virtual game. To facilitate the description of the method described in this patent, it is necessary to provide the following introductory explanation of the virtual game operation of the present invention in conjunction with the game interface embodiment shown in fig. 1.
The embodiment of the game interface 1 shown in fig. 1 is used for displaying a local game map and related game pictures and control buttons on the local game map. The game interface is provided with a selection button 11 for selecting a preset target unit and an auxiliary minimap 12 for displaying the entire game map. The selection button 11 can select all own movable target units in the current game according to a preset rule, can also select own target units in the current game interface according to a preset rule, or can select target units of a certain weapon type in the current game according to a preset rule. Correspondingly, in order to guide the user to operate, the selection button 12 may be labeled with corresponding explanatory characters; for example, when any target unit is not selected, prompt marks such as "select target", "full select", "click full select", etc. can be set on the selection button 12; after the instruction for selecting the target unit is obtained, the suggestive mark can be changed into suggestive words corresponding to the next touch instruction, such as "click to cancel selection", "cancel selection", and the like. In some embodiments, the selection button 12 may be divided into a plurality of sub-buttons, each sub-button corresponding to a selection of a different target unit. The auxiliary small map 12 is an equal-scale reduced map of the current whole game map, so that the user can quickly know the conditions in the whole game map, and can quickly switch to any position in the whole game map. The combination of the current local game map in the game interface 1 and the auxiliary small map 12 is beneficial for the user to control the target unit in the current local game map and simultaneously control the game overall rapidly.
In some embodiments, when the game interface 1 can adaptively change with the change of the orientation of the portable touch device, the positions of the buttons on the game interface 1 can also adaptively change with the change of the game interface 1.
When a user needs to control a plurality of movable target units 10 in the game interface 1 to move to the target position 20, considering that if an enemy unit is encountered in the moving process, the moving process of the movable target units 10 may be affected; the present invention takes into account the movement logic of the movable target unit 10 when encountering an enemy unit. In the present invention, only the following two cases may be set: 1. if an enemy unit is encountered, stopping moving, actively attacking the enemy unit, and continuing to move to the target position 20 until all the enemy units die, or until all the movable target units die; 2. the attack is not active, and when the attack is suffered, the attack is not returned until the target position 20 is moved or all target units die.
In order to realize the two situations on the touch equipment without an external auxiliary input device, the invention provides a target unit moving method, which comprises the following steps:
step S10: acquiring a unit selection instruction for selecting a movable target unit;
step S20: acquiring a moving instruction, and generating a forward path according to the current position of the selected movable target unit and the target position in the moving instruction;
step S30: if the moving instruction is a multi-click touch instruction, controlling the selected movable target unit to directly reach the target position along the forward path;
step S40: if the mobile instruction is a click touch instruction, controlling the selected movable target unit to advance along the advancing path and detecting whether an enemy unit exists in a preset range; if an enemy unit exists, executing a preset attack instruction; and if the enemy unit disappears, regenerating a forward path according to the current position of the movable target unit and the target position.
Wherein each step is specifically set forth as follows:
step S10: a unit selection instruction to select a movable target unit is acquired.
The unit selection instruction can be input through a touch display area of the portable touch equipment or can be input through a non-touch mode such as a voice input device; the portable touch control equipment can be handheld touch control equipment such as a smart phone and an IPAD. When the unit selection instruction is input through the touch display area of the portable touch device, the touch mode and the touch gesture can be in various preset forms. For example, the user may select a local movable target unit through a virtual selection button disposed in the touch display area, where the local movable target unit may be all local movable target units in the game or local movable target units in the current game interface. The user can also select the frame by simultaneously acting on two contacts on the touch display area of the touch equipment; for example, two fingers touch the touch display area simultaneously to input two touch points simultaneously; the frame selection range is a rectangle taking a connecting line of the two contacts as a diagonal line, and the movable target unit positioned in the rectangle is taken as the selected movable target unit. The user can also select through a slide gesture; for example, a touch point where the slide gesture starts to touch is taken as a first point, a touch point where the slide gesture ends to touch is taken as a second point, a line connecting the first point and the second point is taken as a diagonal line to form a rectangle, and a movable target unit located within the rectangle is taken as a selected movable target unit. For simplicity of description, the movable target units described in the present invention are the own movable target units, and do not include enemy units or unmovable target units.
The movable target unit is a target unit controllable by a user and having a certain moving speed. The moving speed is the weapon moving speed in the default state, but not the moving speed in the skill state. For example, the user-controllable part of the target units are magic units located at fixed positions in a default state and are not movable; but the user can make the magic unit appear in another fixed position by releasing the skill, the invention regards the magic unit as a non-movable target unit and not belonging to the movable target unit.
In part of the game, the target unit which can be controlled by the user can comprise a movable unit and can also comprise a non-movable unit, for example, the non-movable building is controlled to produce new combat arms or the non-movable arrow tower is controlled to attack a specific enemy unit. However, in order to solve the problem of movement of the target unit, the invention does not consider the problem of selection and control of the immovable target unit for a while, but does not exclude the application of the invention to games including immovable units.
When the user plays different roles, the corresponding weapon and role models of the movable target unit can be different. For example, in part of the game, if the user plays a role of a human family, the military may include land battle crews, battle array cruisers, space vehicles, and the like; when the user plays the role of a pest family, the weapons can comprise worker bees, hosts, snakes, nest leaders and the like. Each weapon may correspond to a character model and to a plurality of mobile target units. For example, the troops controlled by the user comprise movable space engineering vehicles, and the space engineering vehicles correspond to the role models of one engineering vehicle; when the user has two space vehicles, the character models corresponding to the two space vehicles can be displayed in the game interface. In some cases, the space vehicle may also correspond to two or more character models, for example, the space vehicle corresponds to one character model in a combat state and corresponds to another character model in a non-combat state; however, the change of the role model is only used for prompting the current state of the space engineering vehicle for the user, and does not influence the current military grade of the space engineering vehicle. Thus, each of the mobile target units may correspond to a particular character model and a particular weapon and may have the same or different attack and/or defense capabilities.
Step S20: and acquiring a moving instruction, and generating a forward path according to the current position of the selected movable target unit and the target position in the moving instruction.
Similar to the unit selection command, the movement command may be input through a touch display area of the portable touch device, or through a non-touch manner such as a voice input device. When the unit selection instruction is input through the touch display area of the portable touch device, the touch mode and the touch gesture can be in various preset forms. For example, the movement instruction is selected through a virtual selection button disposed in the touch display area, or the corresponding movement instruction is input through a touch gesture on the game map.
In a game map, generally, target units cannot be overlapped, otherwise, abnormal problems that the target units cannot be selected or cannot be operated may occur, and each coordinate point on the map can only correspond to one target unit. When the selected movable target unit is one, a forward path may be generated according to the current position of the movable target unit and the target position. The forward path can be displayed on the game map or not; as shown in fig. 1, the forward path can also be simplified to a virtual forward direction 30 displayed on the game interface. The virtual forward direction 30 is not necessarily consistent with the actual forward direction of the movable target unit 10, but is only used for illustrating the current approximate forward direction of the movable target unit 10, so as to enable the user to quickly know the virtual forward direction of the movable target unit while saving the performance consumption of the user terminal.
When the selected movable target unit is plural, the target position designated by the user thereof may be the same coordinate position. In order for each movable target unit to reach the target location 20 quickly, as shown in fig. 1, each movable target unit must start moving at the same time without having to be queued and then follow the same forward path. When each movable target unit actually moves, on one hand, the current position of each movable target unit is different, on the other hand, each movable target unit cannot accurately reach the target position, otherwise, a plurality of movable target units are overlapped, so that the actual end point of the advancing path of each movable target unit is not the same coordinate position, and the advancing path of each movable target unit is different. The actual end point position may be a coordinate interval determined according to a coordinate position corresponding to the target position, so as to dynamically adjust the actual position of each movable target unit when the movable target unit approaches the target position, or a different end point coordinate may be determined for each movable target unit according to the target position, so as to quickly and directly generate a forward path of each movable target unit. The target position of (a) should be a receivable area each capable of generating a forward path based on the current position of the movable target unit and the target position.
Step S30: and if the moving instruction is a multi-click touch instruction, controlling the selected movable target unit to directly reach the target position along the forward path.
As previously mentioned, the movement instructions may be in a variety of forms; because the movable target unit can take different reactions aiming at the enemy unit in the moving process, the step can determine a specific reaction mode according to the specific touch mode of the moving instruction. The multi-click touch instruction is an instruction for executing two or more times of touch clicks in the same touch area within a preset time, or multiple touch clicks in the same touch area, wherein the time interval of each touch click is smaller than a preset time interval. The movable target unit selected by the control directly reaches the target position along the advancing path, which can be called a collective movement, that is: and the target position is directly moved to without making active attack or passive response to attack of the enemy to the enemy unit. The collective moving instruction mode has certain damage risk because of no counterattack, but can enable the selected movable target unit to reach the appointed target position at the fastest speed without being led away by the enemy.
Step S40: if the mobile instruction is a click touch instruction, controlling the selected movable target unit to advance along the advancing path and detecting whether an enemy unit exists in a preset range; if an enemy unit exists, executing a preset attack instruction; and if the enemy unit disappears, regenerating a forward path according to the current position of the movable target unit and the target position.
The click touch instruction is an instruction for executing one touch click in the same touch area within a preset time, or multiple touch clicks in the same touch area, wherein the time interval of each touch click is larger than the preset time interval. And if the user inputs a click touch instruction, continuously detecting whether each selected movable target unit has an enemy unit in a preset range in the moving process. The detection preset range of each movable target unit can be the same or different; for example, a preset range of detection may be determined according to the attack distance of each movable target unit, and the preset range may be within a circle having the coordinate position of the movable target unit as a center and the attack distance of the movable target unit as a radius. The enemy unit can comprise a party currently engaged with the terminal user, and can also comprise a system role with offensive power, such as a monster that the terminal user and the party can challenge, and the like. Further, whether the system role has active attacking force can be judged; if the system role has active attacking force, the system role is regarded as an enemy unit; and if the system role has no active attacking force and only has the attribute of passive counterattack, the system role is not considered as an enemy role.
When a plurality of movable target units exist, when one movable target unit detects an enemy unit, all the movable target units can simultaneously execute a preset attack instruction so as to eliminate the enemy unit as soon as possible, reduce the attack on the movable target unit of the user when the enemy unit survives and reduce the force loss of the user. This manner of movement may be referred to as an aggressive movement. The disappearance of the enemy unit may include a plurality of cases in which all currently movable target units lose attack targets, such as disappearance of the enemy unit due to death, disappearance of the enemy unit due to stealth, and disappearance of the use skills. When all the movable target units attack the enemy unit, each movable target unit may deviate from the original advancing path due to factors such as posture adjustment and attack range; therefore, when the enemy unit disappears, the selected movable target unit regenerates the advancing path according to the current position of the movable target unit and the target position, so as to continue to advance to the target position.
The embodiment of the invention can change the collective movement and the offensive movement which need the matching of the keyboard and the mouse into the touch control command which does not need the keyboard and the mouse, has simple operation and is beneficial to quickly adjusting and switching the current force movement mode by a user. In addition, in the attack type movement, when the movable target unit loses the target of the attack enemy, the movable target unit can continuously move to the target position, so that the secondary operation of a user is avoided, and the improvement of the operation efficiency of the user for controlling the force is facilitated.
For example, if a user needs to control a part of movable target units to quickly reach a specified target position, but a system role without active attack capability is arranged on a forward path of the movable target units, the user can control the selected movable target units to directly reach the target position along the forward path by multi-click touch instructions after selecting the movable target units, so as to avoid fighting with the system role. When a user needs to fight with a system role to obtain a special virtual resource, the selected movable target unit can be controlled to advance to a target position with the system role by clicking a touch instruction, so that fighting is actively initiated to the detected system role. Therefore, the invention is beneficial to the user to quickly adjust the tactics according to the current requirement, and simplifies the operation difficulty of the battle game on the portable mobile terminal.
In another embodiment of the present invention, as shown in fig. 3, after the obtaining of the unit selection instruction for selecting the movable target unit, the method further includes:
step S51: displaying an army model corresponding to the selected movable target unit in a first preset area of the touch screen;
step S52: acquiring an weapon seed selection instruction of a weapon seed model selected from the first preset area;
step S53: and displaying an army control button corresponding to the selected army model in a second preset area.
As shown in fig. 1, the first preset area 40 may be disposed at a lower right corner of the game interface 1, so that a user can input an arm selection instruction through a thumb of a right hand when holding the portable mobile terminal; the second preset area 50 may be disposed below the edge of the game interface 1, so as to further facilitate the user to select the corresponding weapon control button when holding. Of course, in different games, the first preset area 40 and the second preset area 50 may be disposed at different positions according to specific situations, and are not necessarily limited to the illustrated positions.
When the movable target unit selected by the user corresponds to an army, the army can be displayed in the first preset area 40, and an army control button of the army can be directly displayed in the second preset area 50. When the movable target unit selected by the user corresponds to a plurality of weapons, each weapon type can be displayed in the first preset area 40, weapon type control buttons of one default weapon type are directly displayed in the second preset area 50, and weapon type control buttons in the second preset area 50 are switched according to the input weapon type selection instruction. The default weapon can be the first weapon arranged in the first preset area 40, or the weapon with the highest grade, etc. When a plurality of weapons are displayed in the first preset area 40, the orderings can be performed according to one or more of the factors such as the target unit quantity corresponding to the weapons, the target unit state corresponding to the weapons, the target unit grade corresponding to the weapons, the unlocking sequence of the weapons and the like.
The execution unit corresponding to the weapon control button can be one or a plurality of; it may be determined from all of the own movable target units of the current game, or from the movable target units selected in step S10. For example, when the user clicks the soldier manipulation button in the second manipulation region 50, the manipulation objects may be all movable target units corresponding to the soldier in the current game; if the user currently produces 5 movable target units corresponding to the weapons, the weapons control button can simultaneously send operating instructions to the 5 movable target units. In another embodiment, when the soldier manipulation buttons only correspond to the plurality of movable target units selected in step S10, if the user currently produces 5 movable target units corresponding to the soldier, but the movable target unit selected in step S10 has only 2 movable target units corresponding to the soldier, the soldier manipulation buttons may also correspond to only the 2 movable target units, that is, the soldier manipulation buttons may simultaneously issue the manipulation instructions to the 2 movable target units.
In the embodiment, the weapon kind model corresponding to the selected movable target unit is displayed in the first preset area 40, so that the user can select the corresponding weapon kind; and corresponding weapon control buttons are displayed in the second preset area 50, so that the purpose of controlling certain or some weapons in the selected movable target units is achieved. The embodiment is beneficial to the user to input the execution instruction after the weapon reaches the target position in advance in the weapon moving process, or control the corresponding weapon to immediately execute other instructions or release skills, thereby achieving the purpose of adjusting the fighting strategy in time.
In order to make the game interface symmetrical and facilitate the user to input the building instruction for producing the virtual resource, for example, to input the building instruction for generating the space engineering vehicle, the invention may further set the production touch control area at a position substantially symmetrical to the selection button 11, so that the user's two hands respectively perform different operations for building and manipulating the target unit.
In another embodiment of the present invention, after displaying the weapon control button corresponding to the selected weapon model in the second preset area, the method further includes:
and acquiring a control instruction input through the weapon control button, and controlling the corresponding movable target unit to respond to the control instruction.
Each movable target unit may include a particular skill and state, and the control instructions may be skill control instructions or state control instructions. The skill is generally a specific skill corresponding to the kind of weapon corresponding to each movable target unit, such as a dizzy skill capable of stunning an enemy unit, an attack skill capable of improving attack force in a short time, and the like. The skill may be an immediate release skill, for example an assault skill: receiving a release instruction of the skill of the attack, and immediately improving the attack force of the movable target unit in a short time; the skill can also be a delayed release skill, for example, an enemy unit can be fixed and immobilized in a freezing skill, and after receiving a release instruction of the freezing skill, the movable target unit needs to be kept immobilized for 2 seconds to freeze the enemy unit in the specified range. The skill can also be a skill for starting an automatic release state after clicking once, for example, a lightning skill for generating lightning damage to an enemy unit, and after receiving an instruction for starting the lightning skill, the movable target unit can generate a lightning attack to the enemy unit at fixed intervals. The states are generally states common to all movable target units, such as a camping state and a following state. When a specific skill needs to be released, generally only one movable target unit is needed to release the skill; when a certain weapon is required to be kept in a certain state, a plurality of movable target units in the weapon can be kept in the state. Therefore, the invention can also divide the weapon control buttons into a skill control button and a state control button, and correspond different weapon control buttons to different execution logics, so that a user can more freely exert strategic deployment capability.
When the user inputs the skill command through the skill control button, the embodiment can continuously guide the user to input the corresponding skill release position, or generate a default skill release position according to a preset rule for the user to confirm; after the user inputs or confirms the skill release position, the embodiment automatically determines a movable target unit for releasing the skill from the selected movable target units according to the skill release position corresponding to the skill instruction, so that the user is prevented from manually selecting and executing the skill instruction. For example, the movable target unit which is closest to the skill release position and has the corresponding skill is used as the own unit of the release skill, so that the distance and time for moving the movable target unit to the skill release position are reduced, and the instruction for releasing the skill is favorably and quickly executed.
When the user inputs the state command through the state control button, for example, the user clicks the following state control button, so that the movable target unit corresponding to the weapon in the selected movable target unit can immediately enter the state of following the appointed target unit. In some embodiments, all movable target units corresponding to the soldier category in the current game can be enabled to enter a corresponding state, or the movable target units corresponding to the soldier category in the current screen can be enabled to enter a corresponding state, or a movable target unit corresponding to the soldier category is determined from the selected movable target units to enter a corresponding state, and the specific corresponding mode can be determined according to game logic.
According to the invention, through the weapon control button, the multi-click touch instruction or the movement instruction corresponding to the click touch instruction can be interrupted, so that the current movement of the selected movable target unit in the movement is interrupted, and a new instruction is immediately executed; or caching the new instruction, and executing the new instruction after the movable target unit to be selected moves to the target position, thereby being beneficial to the user to deploy strategic policy in advance.
Further, the control instructions include skill release instructions; the acquiring of the control instruction input through the weapon seed control button controls the corresponding movable target unit to respond to the control instruction comprises the following steps:
acquiring a plurality of skill release instructions input through the weapon control buttons;
confirming that the skill corresponding to the skill release instruction reaches a release condition, and controlling a corresponding movable target unit; or
And controlling the corresponding movable target units to sequentially release the control commands according to the input sequence of the skill release commands.
The skill releasing instructions can be a plurality of skill releasing instructions input aiming at a plurality of arms, and can also be a plurality of skill releasing instructions input aiming at one arm. The release of a partial skill needs to satisfy certain conditions, for example, the movable target unit of the release skill needs to have a certain magic value, or needs to satisfy a certain distance from the release target unit of the skill, and the like. More specifically, for example: if an enemy unit is arranged on the advancing path of the movable target unit, a dizziness skill release instruction and a violence skill release instruction can be input in sequence at a place far away from the enemy unit in advance, so that when the enemy unit is touched, the dizziness skill is released to stun the enemy unit, and then the violence skill is released to eliminate the enemy unit as soon as possible. In part of games, when part of skills are delay skills and part of skills are skills which are released immediately when release conditions are met, the invention can also confirm whether the skills corresponding to the skill release instructions reach the release conditions and sequentially release the skills according to the time sequence of the skills reaching the release conditions. For example, when an enemy unit comes within the release range of the skill, the skill will begin to be released.
In some embodiments, when there are instructions corresponding to different movable target units in the plurality of skill release instructions, corresponding different skills may also be released simultaneously. In some embodiments, the sequence of the skill reaching the release condition may be used in combination with the input sequence of the skill release instruction, so that the intelligent AI design for automatic engagement with enemy units may be optimized according to a specific game design.
The invention also proposes another embodiment: the acquiring a moving instruction and generating a forward path according to the current position of the selected movable target unit and the target position in the moving instruction comprises the following steps:
and acquiring a touch instruction input from a game main picture or an auxiliary small map, and taking a touch position in the touch instruction as the target position.
In most games, only a game home screen is generally provided, and the target position is input by an operation on the game home screen. However, when the game map is large and the game is run on the portable mobile terminal, the game main picture of the portable mobile terminal cannot display the complete game map generally, so the invention can set an auxiliary small map in the game interface, and when a user clicks the auxiliary small map, the current game interface can be quickly switched to the corresponding game map position to assist the user to quickly switch the game interface and perform global deployment. When the user needs to control the selected movable target unit to move to a closer position, the target position can be input by clicking the corresponding position on the game main picture; when the user needs to control the selected movable target unit to move to a distant location and it is difficult to quickly switch to the location, the target location may be input by clicking a corresponding location on the auxiliary map. According to the embodiment, the target position can be selected in a larger range through the auxiliary small map, and the user can conveniently carry out global scheduling.
When the auxiliary minimap also has a function of switching a game interface, that is, when a touch instruction is received on the auxiliary minimap, a touch position corresponding to the touch instruction may be a game interface to which a current game interface of a user needs to be switched to the touch position, or may be a game interface to which a movable target unit is controlled to move to the touch position. The invention can judge the specific meaning of the touch instruction according to whether the touch instruction has the selected movable target unit at present. If the mobile target unit is currently selected, controlling the selected mobile target unit to move to the touch position; and if the movable target unit is not selected currently, switching the current game interface to the game interface corresponding to the touch position.
The user currently has the selected movable target unit, but when the game interface needs to be switched through the auxiliary small map, misoperation of the user is easily caused. In order to reduce misoperation of the user, the invention can also set a cancel selection button in the game interface so that the user can quickly cancel the currently selected movable target unit. The cancel select button may coincide with the select button 11, through which a preset movable target unit may be selected when the user does not currently select the movable target unit, and through which the selected movable target unit may be canceled when the user currently selects the movable target unit. In this embodiment, through the cancel selection button, before the user switches the current game interface through the auxiliary minimap, the selected target unit may be cleared first, so as to avoid that the selected target unit is mistakenly moved to the game area corresponding to the touch position.
The auxiliary minimaps may be positioned at both sides above the game interface so that a user can input a touch command while holding the portable mobile terminal. The touch instructions may include single click, multiple click, or slide operations within the secondary minimap. The touch instruction corresponding to the operation can be set according to a specific game; for example, if a certain area on the auxiliary small map is clicked, the current game interface is immediately switched to a game area corresponding to the clicked position, so that a user can quickly switch the area to be checked on a larger game map; for another example, double-clicking a certain area on the auxiliary small map may correspond to temporarily viewing the game area corresponding to the double-click position, and after several seconds, the game interface will automatically return to the game interface corresponding to the game area before switching, so as to facilitate the user to temporarily use other areas. When the area that the user needs to look over is uncertain, can slide touch-control in the supplementary minimap to make the game interface that shows at present follow the continuous change of slip gesture, be favorable to the user to patrol whole game map.
The auxiliary small map can be formed by scaling down an actual game scene map in an equal scale, and the coordinate position corresponding to the actual game scene can be positioned by clicking any position on the auxiliary small map. And shortcut buttons such as an aggregation instruction, an attack instruction, a retreat instruction and the like can be attached to the auxiliary small map according to game requirements.
In another embodiment of the present invention, after the obtaining the movement instruction and generating the forward path according to the current position of the selected movable target unit and the target position in the movement instruction, the method further includes:
and if the moving speeds of different movable target units are the same and the current positions are overlapped in a preset range, arranging the movable target unit with strong defense capability in front of the movable target unit with weak defense capability.
With reference to the moving direction on the moving path, the direction that coincides with the moving direction is front, and the direction opposite to the moving direction is rear. When the current positions of different movable target units coincide, the movable target units with strong defense capability can be arranged in front of the movable target units with weak defense capability according to the sequencing of the defense capability of the movable target units, so that the loss of the military forces under attack in the moving process is reduced.
In yet another embodiment of the present invention, the controlling the selected movable target unit to directly reach the target position along the forwarding path includes:
and acquiring the moving speed of each selected movable target unit, sequencing the movable target units from high to low according to the moving speed, and controlling each movable target unit to directly reach the target position in sequence according to the sequencing.
According to the moving speed, each movable target unit is controlled to directly reach the target position in sequence, and therefore aggregation delay caused by mutual blocking among a plurality of movable target units can be avoided. Further, the controlling each target unit in sequence to directly reach the target position comprises:
acquiring a movable target unit which is currently ranked at the forefront;
judging whether a movable target unit sequenced behind exists or not;
if not, controlling the current sorted front target unit to directly reach the target position;
if so, acquiring the difference between the moving speeds of the current front-ranked target unit and the rear-ranked target unit, multiplying the difference by preset time length to obtain interval time length, and controlling the current front-ranked target unit to directly reach the target position; and returning to the step of acquiring the movable target unit which is currently sorted at the forefront after the interval duration.
According to the embodiment, through the difference of the moving speed between the current movable target unit sequenced at the forefront and the movable target unit sequenced at the back and the interval duration, the next movable target unit can be moved after the previous movable target unit is moved for a period of time, so that mutual blockage among a plurality of movable target units is further avoided.
In yet another embodiment of the present invention, said controlling the selected movable target unit to advance along the advancing path includes:
acquiring the defense capacity and the moving speed of each selected movable target unit, and grouping the movable target units according to the moving speed; wherein the moving speed of the movable target unit of each group is in the same speed range;
in each group, sequencing the movable target units from strong to weak in defense capacity, and arranging the target units with strong defense capacity in front of the target units with weak defense capacity to form a queue; acquiring the moving speed of the movable target unit with the slowest moving speed in the group as the moving speed of all the movable target units in the group;
and controlling each group to advance along the advancing path in sequence.
The embodiment can divide the selected movable target units into a plurality of groups to advance, not only can lead the movable target units to advance in a team, thereby improving the overall defense capability and attack capability of the movable target units, but also can avoid that the moving speed of part of the movable units is too slow to influence the advancing speed of all the movable units, thereby prolonging the time for the movable units to reach the target position.
In another embodiment of the present invention, if there is an enemy unit, the executing the preset attack instruction includes:
if an enemy unit exists, controlling the selected movable target unit to completely execute a preset attack instruction;
and taking the central point of an enemy unit as the center of a circle and the attack distance of a movable target unit as a radius, and surrounding the selected movable target unit on the periphery of the enemy unit in an arc shape.
When encountering an enemy unit, the embodiment forms a semi-surrounding or surrounding shape on the enemy unit by taking the central point of the enemy unit as the center of a circle and the attack distance of the movable target unit as the radius, so that each movable target unit of the own party can attack the enemy unit, and the movable target unit with a far attack distance and weak defense capability can be arranged at a far place away from the enemy unit, thereby reducing the force loss.
In other embodiments of the invention, the invention may also illustrate different virtual heading directions 30 on the game interface depending on the specific meaning of the movement instruction. For example, if the movement command is a multi-click touch command, the selected movable target unit is controlled to directly reach the target position along the forward path, and the current virtual forward direction 30 of the movable target unit 10 is indicated in green on the game interface 1; and if the moving instruction is a click touch instruction, controlling the selected movable target unit to move to the target position along the forward path in an attacking manner, and indicating the current virtual forward direction 30 of the movable target unit 10 in red on the game interface 1.
The invention also provides a multi-target unit moving device, which comprises:
the unit selection module is used for acquiring a unit selection instruction for selecting the movable target unit;
the moving instruction module is used for acquiring a moving instruction and generating a forward path according to the current position of the selected movable target unit and the target position in the moving instruction;
the mobile execution module is used for controlling the selected movable target unit to directly reach the target position along the forward path when the mobile instruction is a multi-click touch instruction; when the moving instruction is a click touch instruction, controlling the selected movable target unit to advance along the advancing path and detecting whether an enemy unit exists in a preset range; if an enemy unit exists, executing a preset attack instruction; and if the enemy unit disappears, regenerating a forward path according to the current position of the movable target unit and the target position.
Although the present invention mainly solves the problem of inputting different movement commands on the touch device, the present invention does not exclude the situation that an auxiliary input device such as a game auxiliary handle and a key device can be added on the touch device, and the unit selection command and the movement command can be input through the auxiliary input device. Therefore, the invention can also be applied to the touch equipment with the auxiliary input device.
The present invention also proposes a computer-readable storage medium, on which a computer program is stored which, when executed by a processor, implements the steps of the target unit moving method of any one of the preceding claims.
The storage medium includes, but is not limited to, any type of disk including floppy disks, hard disks, optical disks, CD-ROMs, and magneto-optical disks, ROMs (Read-Only memories), RAMs (Random AcceSS memories), EPROMs (EraSable Programmable Read-Only memories), EEPROMs (Electrically EraSable Programmable Read-Only memories), flash memories, magnetic cards, or optical cards. That is, a storage medium includes any medium that stores or transmits information in a form readable by a device (e.g., a computer). Which may be a read-only memory, magnetic or optical disk, or the like.
An embodiment of the present invention further provides a terminal, where the terminal includes:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement the steps of the target unit movement method of any one of the preceding claims.
As shown in fig. 4, for convenience of illustration, only the portion related to the embodiment of the present invention is shown, and details of the technology are not disclosed, please refer to the method portion of the embodiment of the present invention. The terminal may be any terminal device including a mobile phone, a tablet computer, a PDA (Personal Digital Assistant), a POS (Point of Sales), a vehicle-mounted computer, a server, and the like, taking the terminal as the mobile phone as an example:
fig. 4 is a block diagram illustrating a partial structure of a mobile phone related to a terminal provided in an embodiment of the present invention. Referring to fig. 4, the handset includes: radio Frequency (RF) circuitry 1510, memory 1520, input unit 1530, display unit 1540, sensor 1550, audio circuitry 1560, wireless fidelity (Wi-Fi) module 1570, processor 1580, and power supply 1590. Those skilled in the art will appreciate that the handset configuration shown in fig. 4 is not intended to be limiting and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components.
The following describes each component of the mobile phone in detail with reference to fig. 4:
the RF circuit 1510 may be configured to receive and transmit signals during information transmission and reception or during a call, and in particular, receive downlink information of a base station and then process the received downlink information to the processor 1580; in addition, the data for designing uplink is transmitted to the base station. In general, RF circuit 1510 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like. In addition, RF circuit 1510 may also communicate with networks and other devices via wireless communication. The wireless communication may use any communication standard or protocol, including but not limited to global system for Mobile communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, Short Messaging Service (SMS), and the like.
The memory 1520 may be used to store software programs and modules, and the processor 1580 performs various functional applications and data processing of the cellular phone by operating the software programs and modules stored in the memory 1520. The memory 1520 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program (such as a game program, etc.) required for at least one function, and the like; the storage data area may store data (such as a weapon model) created according to the use of the mobile phone, and the like. Further, the memory 1520 may include high-speed random access memory and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid-state storage device.
The input unit 1530 may be used to receive input numeric or character information and generate key signal inputs related to user settings and function control of the cellular phone. Specifically, the input unit 1530 may include a touch panel 1531 and other input devices 1532. The touch panel 1531, also referred to as a touch screen, can collect touch operations of a user (e.g., operations of the user on or near the touch panel 1531 using any suitable object or accessory such as a finger or a stylus) and drive corresponding connection devices according to a preset program. Alternatively, the touch panel 1531 may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, and sends the touch point coordinates to the processor 1580, and can receive and execute commands sent by the processor 1580. In addition, the touch panel 1531 may be implemented by various types such as a resistive type, a capacitive type, an infrared ray, and a surface acoustic wave. The input unit 1530 may include other input devices 1532 in addition to the touch panel 1531. In particular, other input devices 1532 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like.
The display unit 1540 may be used to display information input by the user or information provided to the user and various menus of the mobile phone. The Display unit 1540 may include a Display panel 1541, and optionally, the Display panel 1541 may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. Further, the touch panel 1531 may cover the display panel 1541, and when the touch panel 1531 detects a touch operation on or near the touch panel 1531, the touch operation is transmitted to the processor 1580 to determine the type of the touch event, and then the processor 1580 provides a corresponding visual output on the display panel 1541 according to the type of the touch event. Although in fig. 4, the touch panel 1531 and the display panel 1541 are two separate components to implement the input and output functions of the mobile phone, in some embodiments, the touch panel 1531 and the display panel 1541 may be integrated to implement the input and output functions of the mobile phone.
The handset can also include at least one sensor 1550, such as light sensors, motion sensors, and other sensors. Specifically, the light sensor may include an ambient light sensor that adjusts the brightness of the display panel 1541 according to the brightness of ambient light and a proximity sensor that turns off the display panel 1541 and/or the backlight when the mobile phone is moved to the ear. As one of the motion sensors, the accelerometer sensor can detect the magnitude of acceleration in each direction (generally, three axes), can detect the magnitude and direction of gravity when stationary, and can be used for applications of recognizing the posture of a mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer and tapping), and the like; as for other sensors such as a gyroscope, a barometer, a hygrometer, a thermometer, and an infrared sensor, which can be configured on the mobile phone, further description is omitted here.
Audio circuitry 1560, speaker 1561, and microphone 1562 may provide an audio interface between a user and a cell phone. The audio circuit 1560 may transmit the electrical signal converted from the received audio data to the speaker 1561, and convert the electrical signal into a voiceprint signal by the speaker 1561 and output the voiceprint signal; on the other hand, the microphone 1562 converts the collected voiceprint signals to electrical signals, which are received by the audio circuit 1560 and converted to audio data, which are processed by the audio data output processor 1580 and passed through the RF circuit 1510 for transmission to, for example, another cell phone, or for output to the memory 1520 for further processing.
Wi-Fi belongs to short-distance wireless transmission technology, and a mobile phone can help a user to receive and send e-mails, browse webpages, access streaming media and the like through a Wi-Fi module 1570, and provides wireless broadband internet access for the user. Although fig. 4 shows a Wi-Fi module 1570, it is understood that it does not belong to the essential constitution of the handset and can be omitted entirely as needed within the scope not changing the essence of the invention.
The processor 1580 is a control center of the mobile phone, connects various parts of the entire mobile phone by using various interfaces and lines, and performs various functions of the mobile phone and processes data by operating or executing software programs and/or modules stored in the memory 1520 and calling data stored in the memory 1520, thereby integrally monitoring the mobile phone. Optionally, the processor 1580 may include one or more processing units; preferably, the processor 1580 may integrate an application processor, which mainly handles operating systems, user interfaces, application programs, and the like, and a modem processor, which mainly handles wireless communications. It is to be appreciated that the modem processor may not be integrated into the processor 1580.
The handset also includes a power supply 1590 (e.g., a battery) for powering the various components, which may preferably be logically coupled to the processor 1580 via a power management system to manage charging, discharging, and power consumption management functions via the power management system.
Although not shown, the mobile phone may further include a camera, a bluetooth module, etc., which are not described herein.
It should be understood that, although the steps in the flowcharts of the figures are shown in order as indicated by the arrows, the steps are not necessarily performed in order as indicated by the arrows. The steps are not performed in the exact order shown and may be performed in other orders unless explicitly stated herein. Moreover, at least a portion of the steps in the flow chart of the figure may include multiple sub-steps or multiple stages, which are not necessarily performed at the same time, but may be performed at different times, which are not necessarily performed in sequence, but may be performed alternately or alternately with other steps or at least a portion of the sub-steps or stages of other steps.
It should be understood that each functional unit in the embodiments of the present invention may be integrated into one processing module, each unit may exist alone physically, or two or more units may be integrated into one module. The integrated module can be realized in a hardware mode, and can also be realized in a software functional module mode.
The foregoing is only a partial embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (10)

1. A method for moving a target unit, comprising:
acquiring a unit selection instruction for selecting a movable target unit;
acquiring a moving instruction, and generating a forward path according to the current position of the selected movable target unit and the target position in the moving instruction;
if the moving instruction is a multi-click touch instruction, controlling the selected movable target unit to directly reach the target position along the forward path;
if the moving instruction is a click touch instruction, controlling the selected movable target unit to advance along the advancing path and detecting whether the system role in a preset range has active attack force or not, wherein the preset range is determined according to the attack distance of each movable target unit, the coordinate position of the movable target unit is taken as the center of a circle, the attack distance of the movable target unit is taken as the radius of the circle, and whether the system role in the range has the active attack force or not is detected, and if the system role has the active attack force, the system role is regarded as an enemy unit; if the system role does not have active attacking force, the system role is not regarded as an enemy unit; if an enemy unit exists, executing a preset attack instruction; and if the enemy unit disappears, regenerating a forward path according to the current position of the movable target unit and the target position.
2. The method of claim 1, wherein after obtaining the unit selection instruction for the selected movable target unit, further comprising:
displaying an army model corresponding to the selected movable target unit in a first preset area of the touch screen;
acquiring an weapon seed selection instruction of a weapon seed model selected from the first preset area;
and displaying an army control button corresponding to the selected army model in a second preset area.
3. The method according to claim 2, wherein after displaying the weapon control buttons corresponding to the selected weapon models in the second preset area, the method further comprises:
and acquiring a control instruction input through the weapon control button, and controlling the corresponding movable target unit to respond to the control instruction.
4. The method of claim 3, wherein the control instructions comprise skill release instructions; the acquiring of the control instruction input through the weapon seed control button controls the corresponding movable target unit to respond to the control instruction comprises the following steps:
acquiring a plurality of skill release instructions input through the weapon control buttons;
confirming that the skill corresponding to the skill release instruction reaches a release condition, and controlling a corresponding movable target unit; or
And controlling the corresponding movable target units to sequentially release the control commands according to the input sequence of the skill release commands.
5. The method of claim 1, wherein the obtaining a movement instruction, generating a forward path according to the current position of the selected movable target unit and the target position in the movement instruction, comprises:
and acquiring a touch instruction input from a game main picture or an auxiliary small map, and taking a touch position in the touch instruction as the target position.
6. The method of claim 1, wherein after obtaining the movement instruction and generating the forward path according to the current position of the selected movable target unit and the target position in the movement instruction, the method further comprises:
and if the moving speeds of different movable target units are the same and the current positions are overlapped in a preset range, arranging the movable target unit with strong defense capability in front of the movable target unit with weak defense capability.
7. The method of claim 1, wherein if there are enemy units, executing a predetermined attack instruction comprises:
if an enemy unit exists, controlling the selected movable target unit to completely execute a preset attack instruction;
and taking the central point of an enemy unit as the center of a circle and the attack distance of a movable target unit as a radius, and surrounding the selected movable target unit on the periphery of the enemy unit in an arc shape.
8. A target unit moving apparatus, comprising:
the unit selection module is used for acquiring a unit selection instruction for selecting the movable target unit;
the moving instruction module is used for acquiring a moving instruction and generating a forward path according to the current position of the selected movable target unit and the target position in the moving instruction;
the mobile execution module is used for controlling the selected movable target unit to directly reach the target position along the forward path when the mobile instruction is a multi-click touch instruction; when the moving instruction is a click touch instruction, controlling the selected movable target unit to advance along the advancing path and detecting whether the system role in a preset range has active attack force or not, wherein the preset range is determined according to the attack distance of each movable target unit, the coordinate position of the movable target unit is taken as the center of a circle, the attack distance of the movable target unit is taken as the radius of the circle, and whether the system role in the range has the active attack force or not is detected, and if the system role has the active attack force, the system role is regarded as an enemy unit; if the system role does not have active attacking force, the system role is not regarded as an enemy unit; if an enemy unit exists, executing a preset attack instruction; and if the enemy unit disappears, regenerating a forward path according to the current position of the movable target unit and the target position.
9. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the steps of the target unit moving method according to any one of claims 1 to 7.
10. A terminal, characterized in that the terminal comprises:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement the steps of the target unit movement method of any one of claims 1 to 7.
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