CN112263830A - Virtual target locking method, device, equipment and medium - Google Patents

Virtual target locking method, device, equipment and medium Download PDF

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Publication number
CN112263830A
CN112263830A CN202011045393.XA CN202011045393A CN112263830A CN 112263830 A CN112263830 A CN 112263830A CN 202011045393 A CN202011045393 A CN 202011045393A CN 112263830 A CN112263830 A CN 112263830A
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China
Prior art keywords
virtual
game
locking
rocker
switching
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CN202011045393.XA
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CN112263830B (en
Inventor
张昊誉
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Shanghai Mihoyo Tianming Technology Co Ltd
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Shanghai Mihoyo Tianming Technology Co Ltd
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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/218Input arrangements for video game devices characterised by their sensors, purposes or types using pressure sensors, e.g. generating a signal proportional to the pressure applied by the player
    • 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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • 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)
  • User Interface Of Digital Computer (AREA)

Abstract

The embodiment of the invention discloses a method, a device, equipment and a medium for locking a virtual target, wherein the method comprises the following steps: when the pressure value of a set area of a game screen is monitored to reach a pressure threshold value, hiding a first virtual rocker in a game interface, and displaying a second virtual rocker on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player; determining a manipulation action for the second virtual rocker; switching a locking object based on the manipulation action; and when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value, determining the current locking object as a locking target. Through the technical scheme of the embodiment of the invention, the accurate locking of the player to the virtual game object in the game process is realized, the display area of the mobile terminal is not additionally occupied, and the condition of false triggering is avoided.

Description

Virtual target locking method, device, equipment and medium
Technical Field
The embodiment of the invention relates to the technical field of online games, in particular to a method, a device, equipment and a medium for locking a virtual target.
Background
In network games, in order to facilitate a player to control a virtual game object, a virtual joystick is usually arranged on a game interface of a mobile terminal, the virtual joystick may be composed of a complete and continuous disk area and a control point, and the player may press and drag the control point to control the movement of the virtual game object.
However, the virtual joystick can only control the movement of the virtual game object, and it does not have the function of locking the virtual game object, and if the player wants to lock a virtual game object during the game, the currently common locking method is: one is that the player achieves a lock on a virtual game object in the game interface by clicking on the virtual game object. The locking method needs the fingers of the player to move a long distance, the game experience is influenced, and when the virtual game objects are overlapped, the false locking is easy to occur in a clicking mode. Another is to add a secondary rocker dedicated to target locking to the game interface (usually in the vicinity of the virtual rocker) by which the player achieves locking of the virtual game object. The locking method undoubtedly occupies the display area of the mobile terminal screen, and because the mobile terminal screen is limited in area, the game experience of a player is reduced, and the risk of false touch exists.
Disclosure of Invention
The embodiment of the invention provides a virtual target locking method, a virtual target locking device and a virtual target locking medium, which are used for realizing accurate locking of a player on a virtual game object in a game process, and have the advantages that the display area of a mobile terminal is not additionally occupied, and the condition of false triggering is avoided.
In a first aspect, an embodiment of the present invention provides a virtual target locking method, where the method includes:
when the pressure value of a set area of a game screen is monitored to reach a pressure threshold value, hiding a first virtual rocker in a game interface, and displaying a second virtual rocker on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player;
determining a manipulation action for the second virtual rocker;
switching a locking object based on the manipulation action;
and when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value, determining the current locking object as a locking target.
In a second aspect, an embodiment of the present invention further provides a virtual target locking apparatus, where the apparatus includes:
the hiding module is used for hiding a first virtual rocker in the game interface when the pressure value of the set area of the game screen is monitored to reach a pressure threshold value;
the display module is used for displaying a second virtual rocker on the game interface when the pressure value of the set area of the game screen is monitored to reach a pressure threshold value, wherein the first virtual rocker is used for controlling the virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player;
the first determination module is used for determining the control action aiming at the second virtual rocker;
the switching module is used for switching the locking object based on the control action;
and the second determination module is used for determining the current locking object as the locking target when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value.
In a third aspect, an embodiment of the present invention further provides an electronic device, where the electronic device includes:
one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the virtual targeting method steps as provided by any of the embodiments of the invention.
In a fourth aspect, the embodiments of the present invention further provide a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the steps of the virtual target locking method provided in any embodiment of the present invention.
The embodiment of the invention has the following advantages or beneficial effects:
when the pressure value of a set area of a game screen is monitored to reach a pressure threshold value, hiding a first virtual rocker in a game interface, and displaying a second virtual rocker on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player; determining a manipulation action for the second virtual rocker; switching a locking object based on the manipulation action; when the pressure value of the set area of the game screen is lower than the pressure threshold value, the current locked object is determined as the locked object, so that the player can accurately lock the virtual game object in the game process, the display area of the mobile terminal cannot be occupied additionally, and the condition of false triggering cannot occur.
Drawings
FIG. 1 is a flowchart of a virtual target locking method according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of a game screen according to an embodiment of the present invention;
FIG. 3 is a diagram illustrating another virtual targeting method according to an embodiment of the present invention;
FIG. 4 is a flowchart of a virtual target locking method according to a second embodiment of the present invention;
FIG. 5 is a schematic structural diagram of a virtual target locking apparatus according to a third embodiment of the present invention;
fig. 6 is a schematic structural diagram of an electronic device according to a fourth embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting of the invention. It should be further noted that, for the convenience of description, only some of the structures related to the present invention are shown in the drawings, not all of the structures.
Example one
Fig. 1 is a flowchart of a virtual target locking method according to an embodiment of the present invention, which is applicable to a situation where a user accurately selects a virtual target to be locked during a game operation. The method can be executed by a virtual target locking device, which can be implemented by software and/or hardware and integrated in an electronic device, such as a smart phone, a tablet computer, and the like. The method specifically comprises the following steps:
s110, when it is monitored that the pressure value of the set area of the game screen reaches a pressure threshold value, hiding a first virtual rocker in the game interface, and displaying a second virtual rocker on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player.
In a mobile-end network game, a virtual joystick is generally required to control the moving direction of a character in the game, and the function of the virtual joystick is equivalent to that of a joystick on a game pad in a game hardware device. In order to realize the function of locking the virtual game object while realizing the function of controlling the virtual game object, in the embodiment of the invention, a first virtual rocker for controlling the movement of the virtual game object under the control of a player and a second virtual rocker for switching the locked target virtual game object under the control of the player are arranged on a game interface. Optionally, in order to not occupy too much of the display area of the mobile terminal game screen, when the player needs to control the virtual game object to move, the first virtual joystick in the game interface is displayed, and the second virtual joystick is hidden in the game interface; when the player needs to switch the target virtual game object, the second virtual rocker in the game interface is displayed, and the first virtual rocker is hidden in the game interface. Optionally, in order to improve the game experience of the player, the first virtual joystick can be set to reside in the game interface in advance.
Specifically, it can be determined by monitoring the pressure value in the set area of the game screen that the player is in a state of controlling the movement of the virtual game object or in a state of switching the lock target virtual game object. The game screen setting area comprises an area where the first virtual rocking bar and the second virtual rocking bar are located. Optionally, in order to facilitate the operation of the player, a setting region of the game screen and specific positions of the first virtual joystick and the second virtual joystick included in the setting region are usually preset at the lower left end of the game screen. Specifically, the game screen setting area is the lower left end of the game screen as shown in fig. 2. The specific position of the game screen setting area can also be specifically set in the game process according to specific conditions, and the specific positions of the game screen setting area and the first virtual rocking bar and the second virtual rocking bar are not limited in the embodiment.
Optionally, when it is monitored that the pressure value in the set area of the game screen reaches a pressure threshold, it is determined that the current player is in a state of switching to lock the target virtual game object, at this time, a first virtual rocker in the game interface is hidden, and a second virtual rocker is displayed on the game interface; when the pressure value in the set area of the game screen is monitored not to reach the pressure threshold value, the current player is judged to be in a state of controlling the virtual game object to move, at the moment, the second virtual rocker in the game interface is hidden, and the first virtual rocker is displayed on the game interface. Specifically, the data of the pressure threshold may be specifically set according to the actual situation, and this embodiment is not limited to this.
And S120, determining the control action aiming at the second virtual rocker.
In the embodiment of the invention, when the pressure value in the set area of the game screen is monitored to reach the pressure threshold value, the first virtual rocker in the game interface is hidden, and the second virtual rocker is displayed on the game interface, so that a player can conveniently operate the second virtual rocker to lock a target virtual game object. Optionally, a touch sliding instruction of the player for the second virtual rocker in the process of locking the virtual game object is received within a preset time interval. Optionally, the preset time interval includes, but is not limited to, 100ms, 200ms, and 500 ms. Optionally, at least one of a sliding direction and a sliding distance of the second virtual joystick in the game screen is determined according to the received touch sliding instruction.
Specifically, the sliding direction may be from left to right, or from right to left. Optionally, the sliding distance includes, but is not limited to, 1mm, 5mm, and 10mm equidistance. Optionally, the operation action of the second virtual rocker is determined according to at least one of the sliding direction and the sliding distance of the second rocker. Specifically, the operation action is a process of locking the target virtual game object during the game. Illustratively, a player presses a set area of a game screen by using a finger, when the pressure value of the set area of the game screen is monitored to reach a pressure threshold value, a first virtual rocker in a game interface is hidden, and a second virtual rocker is displayed on the game interface. And at the moment, the player uses another finger to control the sliding direction and the sliding distance of the second virtual rocker so as to realize the switching of the target virtual game object.
And S130, switching the locking object based on the control action.
In the embodiment of the invention, at least one of the sliding direction and the sliding distance of the second virtual rocker is determined by receiving the touch sliding instruction of the second virtual rocker. Specifically, the switching direction for switching the virtual game object in the process of locking the target virtual game object is determined according to the sliding direction of the second virtual rocker. Specifically, the switching direction may be a left-to-right switching direction, or a right-to-left switching direction. Alternatively, when two virtual game objects are present at the same position at different heights, the virtual game object positioned at the upper end of the game screen is preferentially selected. Specifically, a virtual game object in the middle position of the game screen as shown in fig. 2. Specifically, when the sliding direction of the second virtual joystick is from left to right, the switching direction for switching the virtual game object may be the same switching of the virtual game object from left to right, or may also be the same switching of the virtual game object from right to left, which is not limited in this embodiment.
Specifically, when the switching direction of the virtual game object is determined according to the sliding direction of the second virtual rocker, the virtual game objects in the game screen are sequentially switched according to the switching direction and the sliding distance of the second virtual rocker. Wherein the selected current virtual game object is a temporarily locked virtual game object. Optionally, when the currently selected virtual game object is finally locked, the game view is switched based on the locked virtual game object, so that the player can conveniently perform the next operation on the locked target virtual game object.
S140, when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value, determining the current locking object as a locking target.
In the embodiment of the invention, when the currently locked target virtual game object is determined according to the sliding direction and the sliding distance of the second virtual rocker, the pressure value of the set area of the game screen is monitored. And when the pressure value in the set area of the game screen is monitored to be lower than the pressure threshold value, determining the currently locked virtual game object as the locked target virtual game object. Illustratively, when the player is in a state of switching and locking the target virtual game object, the player is required to press the screen by using one finger to ensure that the second virtual rocker is displayed in the set area of the game screen, so that the player can conveniently slide the virtual rocker by using another finger to switch and lock the target virtual object. When the virtual game object which is locked currently is determined to be the target virtual game object, the finger which is pressed by the player in the set area of the game screen is released, and the target virtual game object which is locked temporarily currently is locked finally.
In some embodiments of the invention, when it is monitored that the pressure value in the set area of the game screen reaches the pressure threshold value, and the first virtual joystick in the game interface is hidden, and the second virtual joystick is displayed in the game interface, the current game is paused or decelerated, so that a player can lock the target virtual game object more quickly. Illustratively, as shown in fig. 3, when the player is in the game interface, the first virtual joystick is in the game interface, and the second virtual joystick is hidden, so that the player can control the movement of the virtual game object and monitor the pressure value in the set area of the game screen. When the pressure value in the set area of the game screen is monitored not to reach the pressure threshold value, the first virtual rocker is still kept in the game interface, and the second virtual rocker is hidden; when the pressure value in the set area of the game screen is monitored to reach the pressure threshold value, the first virtual rocker in the game interface is hidden, the second virtual rocker is displayed on the game interface, and the current game is paused or decelerated, so that a player can lock the target virtual game object more quickly. Optionally, the player manipulates the sliding direction and the sliding distance of the second virtual joystick to switch and lock the target virtual game object. And when the currently locked target virtual game object is determined according to the sliding direction and the sliding distance of the second virtual rocker, monitoring the pressure value of the set area of the game screen. When the pressure value in the set area of the game screen is monitored to be lower than the pressure threshold value, the currently locked virtual game object is determined as the locked target virtual game object, the second virtual rocker in the game interface is hidden, the first virtual rocker is displayed on the game interface, and the player controls the virtual game object to move. According to the technical scheme, when it is monitored that the pressure value of a set area of a game screen reaches a pressure threshold value, a first virtual rocker in a game interface is hidden, and a second virtual rocker is displayed on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player; determining a manipulation action for the second virtual rocker; switching a locking object based on the manipulation action; and when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value, determining the current locking object as a locking target. The player can accurately lock the virtual game object in the game process, the display area of the mobile end cannot be additionally occupied, the condition of false triggering cannot occur, the current game is paused or decelerated, and the player can be more conveniently and quickly accurately lock the virtual game object.
Example two
Fig. 4 is a flowchart of a virtual target locking method according to a second embodiment of the present invention, where in this embodiment, virtual game objects in a current game interface are numbered sequentially according to a set rule, and a current locked object is switched according to a sliding direction and numbers of the virtual game objects. Wherein explanations of the same or corresponding terms as those of the above-described embodiments are omitted. Referring to fig. 4, the virtual target locking method provided in this embodiment specifically includes the following steps:
s210, when it is monitored that the pressure value of the set area of the game screen reaches a pressure threshold value, hiding a first virtual rocker in the game interface, and displaying a second virtual rocker on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player.
And S220, determining the control action aiming at the second virtual rocker.
And S230, numbering the virtual game objects in the current game interface in sequence according to a set rule.
In the embodiment of the invention, when the pressure value in the set area of the game screen is monitored to reach the pressure threshold value, the first virtual rocker in the game interface is hidden, and the second virtual rocker is displayed on the game interface. The player switches the current virtual game object by sliding the second virtual joystick and temporarily locks the target virtual game object. Optionally, in order to lock the target virtual game object more quickly, the virtual game objects in the current game interface are numbered in sequence according to a set rule. Optionally, when the switching direction of the virtual game object is from left to right according to the sliding direction of the second virtual joystick, the setting rule of the number may be that the number starts from left to right, that is, the first virtual game object on the left side temporarily locked when the second virtual joystick is slid from the left side may be the first number. Alternatively, the numbers may be numbered in the manner of arabic numerals 1, 2, and 3 …, or may be numbered in turn in the manner of upper case english letters A, B, C …, or lower case english letters a, b, and c …, although the numbering manner is not limited in this embodiment. Optionally, when the switching direction of the virtual game object is from right to left according to the sliding direction of the second virtual joystick, the setting rule of the numbers may be from right to left, that is, when the second virtual joystick is slid from left, the first virtual game object on the right side temporarily locked may be the first number, and the virtual game objects temporarily locked in the screen are numbered in sequence according to the rule. Optionally, when two virtual game objects are located at the same position and at different heights, the virtual game objects located at the upper end of the game screen are preferentially numbered.
And S240, switching the locking object based on the control action.
Specifically, when the switching direction of the virtual game object is determined according to the sliding direction of the second virtual rocker, the virtual game objects in the game screen are sequentially switched according to the switching direction and the number of the virtual game object. Wherein the selected current virtual game object is a temporarily locked virtual game object. Optionally, the second virtual rocker may be moved according to a preset ratio according to a horizontal distance between the virtual game objects numbered adjacent in the game screen, and the virtual game object numbered currently is switched to the virtual game object numbered next. Alternatively, the preset ratio may be a ratio of the lateral length of the game screen to the lateral length of the second virtual stick. Optionally, when the currently selected virtual game object is locked, the game view is switched based on the locked virtual game object, so that the player can conveniently perform the next operation on the locked target virtual game object.
And S250, when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold, determining the current locking object as a locking target.
According to the technical scheme, when it is monitored that the pressure value of a set area of a game screen reaches a pressure threshold value, a first virtual rocker in a game interface is hidden, and a second virtual rocker is displayed on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player; determining a manipulation action for the second virtual rocker; switching a locking object based on the manipulation action; and when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value, determining the current locking object as a locking target. The player can accurately lock the virtual game object in the game process, the display area of the mobile terminal cannot be additionally occupied, the false triggering condition cannot occur, the virtual game object in the current game screen is numbered in sequence, and the player can accurately lock the virtual game object quickly.
The following is an embodiment of a virtual target locking device provided in an embodiment of the present invention, and the device and the virtual target locking method in the foregoing embodiments belong to the same inventive concept, and details that are not described in detail in the embodiment of the virtual target locking device may refer to the above embodiment of the virtual target locking method.
EXAMPLE III
Fig. 5 is a schematic structural diagram of a virtual target locking device according to a third embodiment of the present invention, which is applicable to a situation where a user accurately selects a target to be locked during a game operation process, and the virtual target locking device specifically includes:
the hiding module 310 is configured to hide a first virtual joystick in the game interface when it is monitored that a pressure value of a set area of the game screen reaches a pressure threshold.
The display module 320 is configured to display a second virtual joystick on the game interface when it is monitored that the pressure value in the set area of the game screen reaches a pressure threshold, where the first virtual joystick is used to control the virtual game object to move under the control of the player, and the second virtual joystick is used to switch and lock the target virtual game object under the control of the player.
A first determining module 330, configured to determine a manipulation action for the second virtual joystick.
A switching module 340, configured to switch the locking object based on the manipulation action.
And a second determining module 350, configured to determine, when it is monitored that the pressure value of the set area of the game screen is lower than the pressure threshold, that the current locked object is the locked object.
Optionally, the game screen setting area includes an area where the first virtual joystick is located.
Optionally, the first determining module 330 includes:
the first determining unit is used for determining the sliding direction and/or the sliding distance of the second virtual rocker based on the received touch sliding instruction aiming at the second virtual rocker.
And the second determining unit is used for determining the control action aiming at the second virtual rocker according to the sliding direction and/or the sliding distance.
Optionally, the switching module 340 includes:
and the switching direction determining unit is used for determining the switching direction of the virtual game object according to the sliding direction.
And the first game visual angle conversion unit is used for sequentially switching the virtual game objects in the current game interface into the current locking objects according to the switching direction and the sliding distance and converting the game visual angles based on the current locking objects.
Optionally, after the switching module 340 and before the second determining unit 350, the method further includes:
and the number determining unit is used for sequentially numbering the virtual game objects in the current game interface according to a set rule.
Optionally, the second determining unit 350 includes:
and the first game visual angle conversion unit is used for switching the current locking object according to the sliding direction and the number of each virtual game object and converting the game visual angle based on the current locking object.
The virtual target locking device provided by the embodiment of the invention can execute the virtual target locking method provided by any embodiment of the invention, and has corresponding functional modules and beneficial effects for executing the virtual target locking method.
According to the technical scheme, when it is monitored that the pressure value of a set area of a game screen reaches a pressure threshold value, a first virtual rocker in a game interface is hidden, and a second virtual rocker is displayed on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player; determining a manipulation action for the second virtual rocker; switching a locking object based on the manipulation action; and when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value, determining the current locking object as a locking target. The player can accurately lock the virtual game object in the game process, the display area of the mobile terminal cannot be additionally occupied, and the condition of false triggering cannot occur.
Example four
Fig. 6 is a schematic structural diagram of an electronic device according to a fourth embodiment of the present invention. FIG. 6 illustrates a block diagram of an exemplary electronic device 12 suitable for use in implementing embodiments of the present invention. The electronic device 12 shown in fig. 6 is only an example and should not bring any limitation to the function and the scope of use of the embodiment of the present invention.
As shown in FIG. 6, electronic device 12 is embodied in the form of a general purpose computing electronic device. The components of electronic device 12 may include, but are not limited to: one or more processors or processing units 16, a system memory 28, and a bus 18 that couples various system components including the system memory 28 and the processing unit 16.
Bus 18 represents one or more of any of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, and a processor or local bus using any of a variety of bus architectures. By way of example, such architectures include, but are not limited to, Industry Standard Architecture (ISA) bus, micro-channel architecture (MAC) bus, enhanced ISA bus, Video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.
Electronic device 12 typically includes a variety of computer system readable media. Such media may be any available media that is accessible by electronic device 12 and includes both volatile and nonvolatile media, removable and non-removable media.
The system memory 28 may include computer system readable media in the form of volatile memory, such as Random Access Memory (RAM)30 and/or cache memory 32. The electronic device 12 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, storage system 34 may be used to read from and write to non-removable, nonvolatile magnetic media (not shown in FIG. 6, and commonly referred to as a "hard drive"). Although not shown in FIG. 6, a magnetic disk drive for reading from and writing to a removable, nonvolatile magnetic disk (e.g., a "floppy disk") and an optical disk drive for reading from or writing to a removable, nonvolatile optical disk (e.g., a CD-ROM, DVD-ROM, or other optical media) may be provided. In these cases, each drive may be connected to bus 18 by one or more data media interfaces. System memory 28 may include at least one program product having a set (e.g., at least one) of program modules that are configured to carry out the functions of embodiments of the invention.
A program/utility 40 having a set (at least one) of program modules 42 may be stored, for example, in system memory 28, such program modules 42 including, but not limited to, an operating system, one or more application programs, other program modules, and program data, each of which examples or some combination thereof may comprise an implementation of a network environment. Program modules 42 generally carry out the functions and/or methodologies of the described embodiments of the invention.
Electronic device 12 may also communicate with one or more external devices 14 (e.g., keyboard, pointing device, display 24, etc.), with one or more devices that enable a user to interact with electronic device 12, and/or with any devices (e.g., network card, modem, etc.) that enable electronic device 12 to communicate with one or more other computing devices. Such communication may be through an input/output (I/O) interface 22. Also, the electronic device 12 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet) via the network adapter 20. As shown, the network adapter 20 communicates with other modules of the electronic device 12 via the bus 18. It should be understood that although not shown in the figures, other hardware and/or software modules may be used in conjunction with electronic device 12, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
The processing unit 16 executes various functional applications and virtual targeting by executing programs stored in the system memory 28, for example, to implement a virtual targeting method provided by the embodiment of the present invention, the method includes:
when the pressure value of a set area of a game screen is monitored to reach a pressure threshold value, hiding a first virtual rocker in a game interface, and displaying a second virtual rocker on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player;
determining a manipulation action for the second virtual rocker;
switching a locking object based on the manipulation action;
and when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value, determining the current locking object as a locking target.
Of course, those skilled in the art will understand that the processor may also implement the technical solution of the virtual target locking method provided in any embodiment of the present invention.
EXAMPLE five
This fifth embodiment provides a computer readable storage medium, on which a computer program is stored, which when executed by a processor, implements the steps of the virtual target locking method provided in any of the embodiments of the present invention, the method including:
when the pressure value of a set area of a game screen is monitored to reach a pressure threshold value, hiding a first virtual rocker in a game interface, and displaying a second virtual rocker on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player;
determining a manipulation action for the second virtual rocker;
switching a locking object based on the manipulation action;
and when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value, determining the current locking object as a locking target.
Computer storage media for embodiments of the invention may employ any combination of one or more computer-readable media. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. The computer-readable storage medium may be, for example but not limited to: an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to: wireless, wire, fiber optic cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).
It will be understood by those skilled in the art that the modules or steps of the invention described above may be implemented by a general purpose computing device, they may be centralized on a single computing device or distributed across a network of computing devices, and optionally they may be implemented by program code executable by a computing device, such that it may be stored in a memory device and executed by a computing device, or it may be separately fabricated into various integrated circuit modules, or it may be fabricated by fabricating a plurality of modules or steps thereof into a single integrated circuit module. Thus, the present invention is not limited to any specific combination of hardware and software.
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present invention and the technical principles employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims (10)

1. A virtual targeting method, comprising:
when the pressure value of a set area of a game screen is monitored to reach a pressure threshold value, hiding a first virtual rocker in a game interface, and displaying a second virtual rocker on the game interface, wherein the first virtual rocker is used for controlling a virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player;
determining a manipulation action for the second virtual rocker;
switching a locking object based on the manipulation action;
and when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value, determining the current locking object as a locking target.
2. The method of claim 1, wherein the game screen setting area comprises an area in which the first virtual joystick is located.
3. The method of claim 1, wherein the determining a steering action for the second virtual rocker comprises:
determining a sliding direction and/or a sliding distance of the second virtual rocker based on the received touch sliding instruction aiming at the second virtual rocker;
and determining the control action aiming at the second virtual rocker according to the sliding direction and/or the sliding distance.
4. The method of claim 3, wherein switching the locking object based on the manipulation action comprises:
determining the switching direction of the target game object according to the sliding direction;
and sequentially switching the virtual game objects in the current game interface into current locking objects according to the switching direction and the sliding distance, and switching the game view angle based on the current locking objects.
5. The method of claim 3, wherein after determining the manipulation action for the second virtual rocker and before switching the locked object based on the manipulation action, the method further comprises:
and numbering the virtual game objects in the current game interface in sequence according to a set rule.
6. The method of claim 5, wherein switching the locking object based on the manipulation action comprises:
and switching the current locked object according to the sliding direction and the number of each virtual game object, and converting the game view angle based on the current locked object.
7. The method according to any one of claims 1-6, further comprising:
when the pressure value in the set area of the game screen is monitored to reach the pressure threshold value,
performing pause or deceleration processing on the current game;
and when the monitored pressure value of the set area of the game screen is lower than the pressure threshold value, hiding the second virtual rocker in the game interface, and displaying the first virtual rocker on the game interface.
8. A virtual target locking device, comprising:
the hiding module is used for hiding a first virtual rocker in the game interface when the pressure value of the set area of the game screen is monitored to reach a pressure threshold value;
the display module is used for displaying a second virtual rocker on the game interface when the pressure value of the set area of the game screen is monitored to reach a pressure threshold value, wherein the first virtual rocker is used for controlling the virtual game object to move under the control of a player, and the second virtual rocker is used for switching and locking a target virtual game object under the control of the player;
the first determination module is used for determining the control action aiming at the second virtual rocker;
the switching module is used for switching the locking object based on the control action;
and the second determination module is used for determining the current locking object as the locking target when the pressure value of the set area of the game screen is monitored to be lower than the pressure threshold value.
9. An electronic device, characterized in that the electronic device comprises:
one or more processors;
a memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the virtual targeting method steps of any of claims 1-7.
10. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the virtual targeting method steps of one of the claims 1 to 7.
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