CN113546406B - Virtual object control method and device in game and electronic equipment - Google Patents
Virtual object control method and device in game and electronic equipment Download PDFInfo
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- CN113546406B CN113546406B CN202110847246.2A CN202110847246A CN113546406B CN 113546406 B CN113546406 B CN 113546406B CN 202110847246 A CN202110847246 A CN 202110847246A CN 113546406 B CN113546406 B CN 113546406B
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- 238000000034 method Methods 0.000 title claims abstract description 70
- 230000001960 triggered effect Effects 0.000 claims abstract description 36
- 230000004044 response Effects 0.000 claims description 32
- 230000008569 process Effects 0.000 abstract description 10
- 230000006378 damage Effects 0.000 description 36
- 208000027418 Wounds and injury Diseases 0.000 description 25
- 208000014674 injury Diseases 0.000 description 25
- 238000010586 diagram Methods 0.000 description 12
- 230000003993 interaction Effects 0.000 description 5
- 238000004891 communication Methods 0.000 description 4
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- 238000013459 approach Methods 0.000 description 1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
- A63F13/426—Processing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/533—Controlling 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 for prompting the player, e.g. by displaying a game menu
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Abstract
The present disclosure provides a virtual object control method, apparatus and electronic device in a game, firstly, responding to a locking operation for a target object, and displaying attack prompt information; then, responding to a movement control operation aiming at the virtual object, and controlling the virtual object to move towards the target object; finally, responding to the attack operation, and updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered; in this way, after the target object is locked, the attack prompt information may be displayed, and since the attack prompt information may indicate the influence degree of the distance between the virtual object and the target object on the attribute value of the target object when the attack operation is triggered, in the process of controlling the virtual object to move to the target object, the player may determine the time or the position of controlling the virtual object to release the attack skill according to the attack prompt information, thereby improving the game score and the game experience of the player.
Description
Technical Field
The disclosure relates to the technical field of games, and in particular relates to a virtual object control method, a device and electronic equipment in a game.
Background
In a game, when a player controls a virtual object to attack an enemy object, a weapon or a tool is usually used, and in general, the closer the distance between the virtual object and the enemy object is, the higher the damage value to the enemy after the weapon releases the attack skill is, but the more easily the virtual object is impacted by the enemy object, and the less safe the virtual object is. It is difficult for a player to decide at what occasion or location to release the attack skills, thereby affecting the game performance and game experience of the player, especially not friendly enough for novice players.
Disclosure of Invention
The invention aims to provide a virtual object control method, a virtual object control device and electronic equipment in a game, so as to improve game achievements and game experiences of players.
The method for controlling the virtual object in the game provided by the present disclosure provides a graphical user interface through terminal equipment, wherein the graphical user interface comprises a virtual object and a target object, and the method comprises: responding to the locking operation aiming at the target object, and displaying attack prompt information; wherein, attack prompt message is used for indicating: when the attack operation is triggered, the distance between the virtual object and the target object influences the attribute value of the target object; controlling the virtual object to move towards the target object in response to a movement control operation for the virtual object; and in response to the attack operation, updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered.
Further, the step of displaying attack prompt information in response to the locking operation for the target object includes: and responding to the locking operation aiming at the target object, displaying a moving path of the virtual object moving to the target object, and displaying attack prompt information at a designated position relative to the moving path.
Further, in response to a lock operation for the target object, displaying a moving path along which the virtual object moves to the target object, and displaying attack hint information at a specified position with respect to the moving path, the method includes: displaying a moving path of the virtual object to the target object in response to a locking operation for the target object; displaying a plurality of sub-information of attack prompt information along at least a part of the moving path; wherein, each sub-information is different from the distance of the target object, at least 2 sub-information in a plurality of sub-information is used for indicating: when the virtual object moves to the position of the sub-information, if the virtual object triggers an attack operation, the attribute value of the target object is reduced.
Further, at least 1 sub-information of the plurality of sub-information is used to indicate: when the virtual object moves to the position of the sub information, if the target object attacks the virtual object, whether the attribute value of the virtual object is reduced or not.
Further, the method further comprises: displaying a target position mark on the moving path; wherein the target location identification is used to indicate: the virtual object automatically performs the location point of the attack operation.
Further, the method further comprises: and adjusting the position of the target position mark on the moving path in response to the position adjustment operation for the target position mark.
Further, in response to the attack operation, the step of updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered includes: and in response to the virtual object triggering an attack operation at the first location, updating the attribute value of the target object based on a first distance between the first location and the target object.
The present disclosure provides a virtual object control device in a game, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a virtual object and a target object, and the device includes: the display module is used for responding to the locking operation aiming at the target object and displaying attack prompt information; wherein, attack prompt message is used for indicating: when the attack operation is triggered, the distance between the virtual object and the target object influences the attribute value of the target object; the control module is used for responding to the movement control operation aiming at the virtual object and controlling the virtual object to move towards the target object; and the updating module is used for responding to the attack operation and updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered.
An electronic device provided by the present disclosure includes a processor and a memory storing machine-executable instructions executable by the processor to implement a virtual object control method in a game of any of the above.
The present disclosure provides a machine-readable storage medium storing machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement a virtual object control method in a game of any of the above.
The method, the device and the electronic equipment for controlling the virtual object in the game are characterized in that firstly, attack prompt information is displayed in response to locking operation aiming at a target object; wherein, attack prompt message is used for indicating: when the attack operation is triggered, the distance between the virtual object and the target object influences the attribute value of the target object; then, responding to a movement control operation aiming at the virtual object, and controlling the virtual object to move towards the target object; finally, responding to the attack operation, and updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered; in this way, after the target object is locked, the attack prompt information may be displayed, and since the attack prompt information may indicate the influence degree of the distance between the virtual object and the target object on the attribute value of the target object when the attack operation is triggered, in the process of controlling the virtual object to move to the target object, the player may determine the time or the position of controlling the virtual object to release the attack skill according to the attack prompt information, thereby improving the game score and the game experience of the player.
Drawings
In order to more clearly illustrate the embodiments of the present disclosure or the prior art, the drawings that are required in the detailed description or the prior art will be briefly described, it will be apparent that the drawings in the following description are some embodiments of the present disclosure, and other drawings may be obtained according to the drawings without inventive effort for a person of ordinary skill in the art.
FIG. 1 is a flow chart of a method for controlling virtual objects in a game according to one embodiment of the present disclosure;
FIG. 2 is a flow chart of a method of virtual object control in a game provided in one embodiment of the present disclosure;
fig. 3 is a schematic diagram of attack hint information provided in one embodiment of the present disclosure;
fig. 4 is a schematic diagram of attack hint information provided in one embodiment of the present disclosure;
Fig. 5 is a schematic diagram of attack hint information provided in one embodiment of the present disclosure;
FIG. 6 is a schematic illustration of a display of a target location identifier according to one embodiment of the present disclosure;
FIG. 7 is a schematic diagram illustrating a display of a target location identifier according to one embodiment of the present disclosure;
FIG. 8 is a schematic structural diagram of a virtual object control device in a game according to one embodiment of the present disclosure;
fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the disclosure.
Detailed Description
The technical solutions of the present disclosure will be clearly and completely described below in connection with embodiments, and it is apparent that the described embodiments are some embodiments of the present disclosure, but not all embodiments. Based on the embodiments in this disclosure, all other embodiments that a person of ordinary skill in the art would obtain without making any inventive effort are within the scope of protection of this disclosure.
In order to facilitate understanding, an application scenario of the present disclosure will be described below, where the application scenario includes a terminal device, where a game client is installed in the terminal device, where a graphical user interface may be provided in the terminal device, where a player may control a virtual object to attack an enemy object using a weapon or a tool, for example, after the player grabs a local object with a flying lock, the player may slide to a location where the enemy object is located through a chain portion of the flying lock, and during the sliding process, the player may control the weapon to release an attack skill at any time to attack the enemy object, where generally, for a sword weapon, the closer the player controls the virtual object to the enemy object, the greater the damage the attack skill has on the enemy object, but the easier the player is attacked by the enemy object. In the process of controlling the sliding of the virtual object, the player is difficult to decide at what time or to which position to release the attack skills, thereby affecting the game score and the game experience of the player, and being not friendly to novice players.
Based on the above, one embodiment of the disclosure provides a virtual object control method, a virtual object control device and an electronic device in a game, and the technology can be applied to an application of attacking a target object in a game scene.
The virtual object control method in the game in one embodiment of the present disclosure may be run on a terminal device or a server. The terminal device may be a local terminal device. When the virtual object control method in the game runs on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the virtual object control method in the game are completed on the cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the terminal device for information processing is cloud game server of cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the disclosure provides a virtual object control method in a game, and a graphical user interface is provided through a first terminal device, where the first terminal device may be the aforementioned local terminal device or the aforementioned client device in the cloud interaction system.
For easy understanding, a method for controlling a virtual object in a game disclosed in one embodiment of the present disclosure will be described in detail, where a graphical user interface is provided by a terminal device, where the graphical user interface includes a virtual object and a target object, and the terminal device may be a mobile terminal, a television, a computer, a palm computer, or the like; the graphical user interface may be understood as an operation user interface displayed in a graphical manner, for implementing interaction between the terminal device and a user operating the terminal device; the virtual object may be understood as a virtual character in a game controlled by a player; the target object may be understood as a virtual character having an hostile relationship with the virtual object, i.e., a virtual character that competes with the virtual object; as shown in fig. 1, the method comprises the steps of:
step S102, responding to the locking operation aiming at the target object, and displaying attack prompt information; wherein, attack prompt message is used for indicating: when the attack operation is triggered, the distance between the virtual object and the target object influences the attribute value of the target object.
The above-described locking operation may be understood as an operation of selecting one target object from at least one enemy character, which a player can perform using a tool such as a flying lock; the attribute values may include various values such as a life value and a armor value, and when the attack operation is triggered, the distances between the virtual object and the target object are different, and the influence degree on the life value or the armor value of the target object is also different; when the virtual object is actually implemented, a certain distance is usually reserved between the virtual object and the target object, a player can lock the target object by using tools such as a flying lock, and after the target object is locked, attack prompt information can be displayed in a graphical user interface to indicate the influence degree of the distance between the virtual object and the target object on the life value or the armor value of the target object when the virtual object executes attack operation; for example, if the attack operation is triggered by the virtual object, the closer the virtual object is to the target object, the higher the damage degree of the attack operation to the target object is, and the greater the reduction degree of the life value or the armor value of the corresponding target object is.
Step S104, in response to the movement control operation for the virtual object, the virtual object is controlled to move toward the target object.
Here, the mobile control operation may be performed by a player who operates the terminal device, and the player is typically a player corresponding to the virtual object; in actual implementation, after the player controls the virtual object to lock the target object, the virtual object may be controlled to move toward the target object, for example, the virtual object may be controlled to move toward the direction of the position of the target object so as to gradually approach the target object. The above-described movement control operation for the virtual object may be an operation independent of the locking operation, or may be included in the locking operation (i.e., the locking operation for the virtual object triggers both the display of the attack instruction information and the movement of the virtual object to the target object).
Step S106, responding to the attack operation, and updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered.
In the process that the virtual object moves to the target object, the player can trigger the attack key to control the time and the times of triggering the attack operation by the virtual object, and when the attack operation is triggered according to the distance between the virtual object and the target object, the attribute value of the target object is updated, for example, when the virtual object attacks the target object, the closer the distance between the virtual object and the target object is, the higher the damage degree of the attack operation to the target object is, the higher the corresponding decrease degree of the attribute value such as the life value or the armor value of the target object is, so that the related attribute value of the target object can be updated according to the distance between the virtual object and the target object.
The virtual object control method in the game includes the steps that firstly, locking operation aiming at a target object is responded, and attack prompt information is displayed; wherein, attack prompt message is used for indicating: when the attack operation is triggered, the distance between the virtual object and the target object influences the attribute value of the target object; then, responding to a movement control operation aiming at the virtual object, and controlling the virtual object to move towards the target object; finally, responding to the attack operation, and updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered; in this way, after the target object is locked, the attack prompt information may be displayed, and since the attack prompt information may indicate the influence degree of the distance between the virtual object and the target object on the attribute value of the target object when the attack operation is triggered, in the process of controlling the virtual object to move to the target object, the player may determine the time or the position of controlling the virtual object to release the attack skill according to the attack prompt information, thereby improving the game score and the game experience of the player.
In an alternative embodiment, the method is implemented on the basis of the above example method; the method focuses on describing a specific process of displaying attack prompt information in response to a locking operation for a target object, as shown in fig. 2, and comprises the following steps:
In step S202, in response to the lock operation for the target object, a moving path of the virtual object to the target object is displayed, and attack instruction information is displayed at a specified position with respect to the moving path. Wherein, attack prompt message is used for indicating: when the attack operation is triggered, the distance between the virtual object and the target object influences the attribute value of the target object.
The above-mentioned moving path may be understood as a path that needs to be passed when the virtual object moves to the position where the target object is located; the specified position may be a position corresponding to at least a part of the moving path, where the virtual object may trigger an attack operation during moving to a position where the target object is located. When the player controls the virtual object to lock the target object in actual implementation, a corresponding moving path when the virtual object moves to the position of the target object can be displayed in the graphical user interface, and attack prompt information is displayed at a designated position relative to the moving path; for example, the attack instruction information may be displayed at a position corresponding to a part of the path of the moving path, which is close to the target object.
Specifically, the step S202 may be implemented by the following steps one to two:
Step one, in response to a locking operation for a target object, a moving path of the virtual object to the target object is displayed.
Displaying a plurality of pieces of sub-information of attack prompt information along at least a part of the moving path; wherein, each sub-information is different from the distance of the target object, at least 2 sub-information in a plurality of sub-information is used for indicating: and when the virtual object moves to the position of the sub-information, if the virtual object triggers the attack operation, reducing the attribute value of the target object.
The at least a portion of the movement path generally includes a portion of the movement path proximate to the target object; in actual implementation, after the virtual object moves to the moving path of the target object, a plurality of pieces of sub-information of attack prompt information can be displayed along at least a part of the moving path, path parts corresponding to the pieces of sub-information can be displayed in different formats so as to be distinguished, for example, sub-information a and sub-information B can be sequentially displayed at positions corresponding to a part of the moving path close to the target object, the path parts corresponding to the sub-information a can be displayed in a stripe format, the path parts corresponding to the sub-information B can be displayed in a black filling format and the like, the distances between the sub-information a and the sub-information B and the target object are generally different, and each piece of sub-information can be used for indicating the degree of reduction of the attribute value of the target object when the virtual object moves to the position of the sub-information; for example, when the virtual object moves to the position of the sub information a, if the virtual object triggers an attack operation, the damage value to the target object is 300, and when the virtual object moves to the position of the sub information B, if the virtual object triggers an attack operation, the damage value to the target object is 500, and the player can determine the time or position for controlling the virtual object to release the attack skill based on a plurality of sub information according to actual requirements, so that the game score and the game experience of the player can be further improved.
For example, the attack prompt information still includes sub information a and sub information B, where the information content of the sub information a is an injury value 300, and the information content of the sub information B is an injury value 500, so when the virtual object moves to the position of the sub information a, if the virtual object triggers an attack operation, the injury value to the target object is 300, and the attribute value, such as a life value, a armor value, and the like, of the target object is reduced; when the virtual object moves to the position of the sub-information B, if the virtual object triggers attack operation, the damage value to the target object is 500, and the attribute value of the target object, such as a life value, a armor value and the like, is reduced; the degree of decrease in the attribute value of the target object when the virtual object triggers the attack operation at the position of the sub-information B is greater than the degree of decrease in the attribute value of the target object when the virtual object triggers the attack operation at the position of the sub-information a.
Further, at least 1 sub-information of the plurality of sub-information may be used to indicate: when the virtual object moves to the position of the sub information, if the target object attacks the virtual object, whether the attribute value of the virtual object is reduced or not.
For example, if the information content of the sub-information is "safe", it means that when the virtual object moves to the position of the sub-information, if the target object attacks on the virtual object, the attribute value of the virtual object will not be reduced, i.e. the virtual object will not be attacked by the target object, and the virtual object is safe; if the information content of the sub information is 'unsafe', it means that when the virtual object moves to the position of the sub information, if the target object attacks the virtual object, the attribute value of the virtual object is reduced, i.e. the virtual object is attacked by the target object, and the virtual object is unsafe; in general, the closer the sub-information is to the target object, the less secure the virtual object is if the target object attacks the virtual object when the virtual object moves to the position of the sub-information. To simplify the interface, an unsafe distance may be indicated by only 1 piece of sub-information, and the player can know a distance that is safe beyond the distance.
Referring to an attack prompt information schematic diagram shown in fig. 3, fig. 3 includes a virtual object and a target object, the virtual object locks the target object through a flying lock, after the target object is locked, a chain portion of the flying lock may correspond to the moving path (the two may be completely overlapped or not) and a part of a path of the chain portion near the target object sequentially displays an "injury value 300", "injury value 500" and "injury value 800" (corresponding to the plurality of sub-information), for convenience of distinguishing, path portions corresponding to the three injury values may be displayed in different formats, wherein the "injury value 300" is displayed in a stripe format, and indicates that when the virtual object slides to a position corresponding to the injury value 300 through the chain portion, if the virtual object draws out a weapon to trigger an attack operation, the injury value of the attack operation on the target object is 300; the 'injury value 500' is displayed in a black filling format, and indicates that when the virtual object slides to a position corresponding to the injury value 500 through the chain part, if the virtual object draws out a weapon to trigger an attack operation, the injury value of the attack operation to the target object is 500; the 'injury value 800' is displayed in a white filling format, and indicates that when the virtual object slides to a position corresponding to the injury value 800 through the chain part, if the virtual object draws out a weapon to trigger an attack operation, the injury value of the attack operation to the target object is 800; the closer the sub-information is to the target object, the higher the injury value, that is, the higher the degree of decrease in the attribute value of the target object. Through the attack prompt information, the damage degree of the attack operation to the target object can be triggered when the virtual object slides to different positions, so that the player can determine the time or position for releasing the attack skill according to the attack prompt information, and the damage degree of the attack operation to the target object is maximized as much as possible.
Referring to an attack prompt message schematic diagram shown in fig. 4, fig. 4 includes a virtual object and a target object, the virtual object locks the target object through a flying lock, after the target object is locked, a chain portion of the flying lock may correspond to the moving path (the two may be completely overlapped or not) and a part of a path of the chain portion, which is close to the target object, is displayed with a "safe" prompt message and an "unsafe" prompt message (corresponding to the plurality of sub-messages), for convenience of distinguishing, path portions corresponding to the two prompt messages may be displayed in different formats, wherein the "safe" prompt message is displayed in a grid pattern form, which means that when the virtual object slides to a position corresponding to the "safe" prompt message through the chain portion, if the target object attacks the virtual object, an attribute value of the virtual object is not reduced, that is, the virtual object is safe; the unsafe prompt information is displayed in a white filling format, and when the virtual object slides to a position corresponding to the unsafe prompt information through the chain part, if the target object attacks the virtual object, the attribute value of the virtual object is reduced, namely the virtual object is unsafe, and the closer the virtual object is to the target object, the safer the virtual object is if the target object attacks the virtual object. Through the attack prompt information, when the virtual object slides to different positions, the target object initiates the influence degree of the attack on the safety of the virtual object, so that the player can determine the time or position for releasing the attack skills according to the attack prompt information, and the virtual object can release the attack skills to the target object under the condition of ensuring the safety so as to attack the target object.
Referring to an attack prompt information schematic diagram shown in fig. 5, fig. 5 includes attack prompt information in fig. 3 and fig. 4, namely, an "injury value 300", "injury value 500", "injury value 800", "safety" prompt information and "unsafe" prompt information are displayed, and through the attack prompt information with richer content, a player can be assisted to quickly determine which position a virtual object is controlled to slide to trigger an attack operation, and the maximum injury to a target object can be ensured under the condition of safety, so that game performance of the player can be improved and game experience can be improved.
Step S204, displaying the target position mark on the moving path; wherein the target location identification is used to indicate: the virtual object automatically performs the location point of the attack operation.
The target position mark may be any form of mark, for example, may be any shape such as a circle or a triangle, or may set different colors for the target position mark, for example, may be any shape such as a circle filled with red, a triangle filled with blue, or the like, and the number of the target position marks may also be a plurality of target position marks, which may be specifically set according to actual requirements, and is not limited herein; the target location identification may be used to indicate a location point at which the virtual object automatically releases the attack skills; in actual implementation, after the moving path is displayed in the graphical user interface, the target position identifier may be displayed on the moving path, and when the virtual object moves to the position corresponding to the target position identifier, the virtual object may automatically draw out the weapon and perform the attack operation.
Step S206, adjusting the position of the target position mark on the moving path in response to the position adjustment operation for the target position mark.
Here, the above-described position adjustment operation may be performed by a player who operates the terminal device, the player being typically a player to which the virtual object corresponds; in actual implementation, after the target position identifier is displayed on the moving path, the target position identifier is usually displayed at a preset initial position, for example, the preset initial position may be the position closest to the target object and having the greatest influence on the attribute value of the target object by the attack operation, the preset initial position may not be the position point where the virtual object expected by the player automatically executes the attack operation, the player may adjust the position of the target position identifier on the moving path according to actual requirements, for example, the player may adjust the target position identifier to the position where the "safety" prompt information is displayed, and the injury value of the attack operation on the target object may be the greatest at the position point corresponding to the target position identifier under the condition that the virtual object is ensured to be safe.
Referring to a schematic display diagram of a target position identifier shown in fig. 6, fig. 6 includes attack prompt information in fig. 5, that is, "injury value 300", "injury value 500", "injury value 800", "safety" prompt information and "unsafe" prompt information are displayed, and meanwhile, the target position identifier is displayed at a position of the chain portion close to the target object, as shown by a black filled circle in fig. 6, when the virtual object moves to a position corresponding to the target position identifier, the virtual object can automatically draw out a weapon and execute an attack operation. The player can adjust the position of the target position identifier by sliding a mouse wheel, clicking a mouse button or a keyboard, etc., referring to a display schematic diagram of a target position identifier shown in fig. 7, the target position identifier can be adjusted to a relatively safe position, so that when the target object triggers an attack operation, the safety of the virtual object can be ensured. Through the target position identification, the automatic triggering attack operation is more convenient for a player to decide which position of the chain part the virtual object slides to, the operation is convenient, and the user experience is improved.
In step S208, the virtual object is controlled to move toward the target object in response to the movement control operation for the virtual object.
In step S210, in response to the attack operation, the attribute value of the target object is updated based on the distance between the virtual object and the target object when the attack operation is triggered.
In the virtual object control method in the game, a moving path in which the virtual object moves to the target object is displayed in response to a lock operation for the target object, and attack instruction information is displayed at a specified position with respect to the moving path. Displaying a target position mark on the moving path; and adjusting the position of the target position mark on the moving path in response to the position adjustment operation for the target position mark. According to the method, through the target position identification, the player can more conveniently adjust the time or position of the virtual object for automatically releasing the attack skills, so that the game score and the game experience of the player can be further improved.
In an alternative embodiment, the method is implemented on the basis of the above example method; the method focuses on describing a specific process of updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered in response to the attack operation, and specifically corresponds to the following step 806, and the method includes the following steps:
Step 802, responding to a locking operation for a target object, and displaying attack prompt information; wherein, attack prompt message is used for indicating: when the attack operation is triggered, the distance between the virtual object and the target object influences the attribute value of the target object.
In step 804, the virtual object is controlled to move toward the target object in response to the movement control operation for the virtual object.
In step 806, in response to the virtual object triggering an attack operation at the first location, the attribute value of the target object is updated based on a first distance between the first location and the target object.
The first position may be a designated position between the virtual object and the target object, for example, the first position may be a designated position between the virtual object and the target object near the target object, or the like; in actual implementation, when the virtual object attacks the target object at the first position, the degree of damage to the target object by the attack operation is higher as the first distance between the first position and the target object is closer, and the degree of reduction of the attribute value of the corresponding target object is generally larger, whereas the degree of damage to the target object by the attack operation is smaller as the first distance between the first position and the target object is farther, and the degree of reduction of the attribute value of the corresponding target object is generally smaller, so that the attribute value of the target object can be updated according to the distance between the first position and the target object.
The virtual object control method in the game includes the steps that firstly, locking operation aiming at a target object is responded, and attack prompt information is displayed; wherein, attack prompt message is used for indicating: when the attack operation is triggered, the distance between the virtual object and the target object influences the attribute value of the target object; then, responding to a movement control operation aiming at the virtual object, and controlling the virtual object to move towards the target object; and finally, responding to the attack operation triggered by the virtual object at the first position, and updating the attribute value of the target object based on the first distance between the first position and the target object. In this way, after the target object is locked, the attack prompt information may be displayed, and since the attack prompt information may indicate the influence degree of the distance between the virtual object and the target object on the attribute value of the target object when the attack operation is triggered, in the process of controlling the virtual object to move to the target object, the player may determine the time or the position of controlling the virtual object to release the attack skill according to the attack prompt information, thereby improving the game score and the game experience of the player.
In accordance with the above-described method embodiment, referring to a schematic structural diagram of a virtual object control apparatus in a game shown in fig. 8, a graphical user interface is provided through a terminal device, where the graphical user interface includes a virtual object and a target object, and the apparatus includes: a display module 80, configured to display attack prompt information in response to a locking operation for a target object; wherein, attack prompt message is used for indicating: when the attack operation is triggered, the distance between the virtual object and the target object influences the attribute value of the target object; a control module 81 for controlling the virtual object to move toward the target object in response to a movement control operation for the virtual object; and an updating module 82, configured to update the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered, in response to the attack operation.
The present disclosure provides a virtual object control device in a game, which firstly responds to a locking operation for a target object to display attack prompt information; wherein, attack prompt message is used for indicating: when the attack operation is triggered, the distance between the virtual object and the target object influences the attribute value of the target object; then, responding to a movement control operation aiming at the virtual object, and controlling the virtual object to move towards the target object; finally, responding to the attack operation, and updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered; in the device, after the target object is locked, attack prompt information can be displayed, and as the attack prompt information can indicate the influence degree of the distance between the virtual object and the target object on the attribute value of the target object when the attack operation is triggered, a player can determine the time or the position for controlling the virtual object to release the attack skill according to the attack prompt information in the process of controlling the virtual object to move to the target object, so that the game score and the game experience of the player can be improved.
In an alternative embodiment, the display module 80 is further configured to: and responding to the locking operation aiming at the target object, displaying a moving path of the virtual object moving to the target object, and displaying attack prompt information at a designated position relative to the moving path.
In an alternative embodiment, the display module 80 is further configured to: displaying a moving path of the virtual object to the target object in response to a locking operation for the target object; displaying a plurality of sub-information of attack prompt information along at least a part of the moving path; wherein, each sub-information is different from the distance of the target object, at least 2 sub-information in a plurality of sub-information is used for indicating: when the virtual object moves to the position of the sub-information, if the virtual object triggers an attack operation, the attribute value of the target object is reduced.
In an alternative embodiment, at least 1 of the plurality of sub-information is used to indicate: when the virtual object moves to the position of the sub information, if the target object attacks the virtual object, whether the attribute value of the virtual object is reduced or not.
In an alternative embodiment, the display module 80 is further configured to: displaying a target position mark on the moving path; wherein the target location identification is used to indicate: the virtual object automatically performs the location point of the attack operation.
In an alternative embodiment, the display module 80 is further configured to: and adjusting the position of the target position mark on the moving path in response to the position adjustment operation for the target position mark.
In an alternative embodiment, the update module 82 is further configured to: and in response to the virtual object triggering an attack operation at the first location, updating the attribute value of the target object based on a first distance between the first location and the target object.
The implementation principle and the generated technical effects of the virtual object control device in the game provided by the embodiment of the present disclosure are the same as those of the virtual object control method in the game, and for the sake of brief description, reference may be made to corresponding contents in the virtual object control method in the game, where the embodiment of the virtual object control device in the game is not mentioned.
One embodiment of the present disclosure further provides an electronic device, referring to fig. 9, including a processor 130 and a memory 131, where the memory 131 stores machine executable instructions that can be executed by the processor 130, and the processor 130 executes the machine executable instructions to implement the virtual object control method in the game.
Further, the electronic device shown in fig. 9 further includes a bus 132 and a communication interface 133, and the processor 130, the communication interface 133, and the memory 131 are connected through the bus 132.
The memory 131 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 133 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 132 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in fig. 9, but not only one bus or one type of bus.
The processor 130 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuitry in hardware or instructions in software in processor 130. The processor 130 may be a general-purpose processor, including a central processing unit (Central Processing Unit, abbreviated as CPU), a network processor (Network Processor, abbreviated as NP), etc.; but may also be a digital signal Processor (DIGITAL SIGNAL Processor, DSP), application Specific Integrated Circuit (ASIC), field-Programmable gate array (FPGA) or other Programmable logic device, discrete gate or transistor logic device, discrete hardware components. The various methods, steps and logic blocks of the disclosure in the embodiments of the disclosure may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the embodiments of the present disclosure may be embodied directly in hardware, in a decoded processor, or in a combination of hardware and software modules in a decoded processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 131, and the processor 130 reads the information in the memory 131, and in combination with its hardware, performs the steps of the method of the foregoing embodiment.
An embodiment of the present disclosure further provides a machine-readable storage medium, where machine-executable instructions are stored, where the machine-executable instructions, when invoked and executed by a processor, cause the processor to implement a virtual object control method in the game, and specific implementation may refer to a method embodiment, which is not described herein.
The method, apparatus and computer program product of electronic device for controlling a virtual object in a game provided in one embodiment of the present disclosure includes a computer readable storage medium storing program code, where the program code includes instructions for executing the method described in the foregoing method embodiment, and specific implementation may refer to the method embodiment and will not be described herein.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on such understanding, the technical solution of the present disclosure may be embodied in essence or a part contributing to the prior art or a part of the technical solution, or in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in the embodiments of the present disclosure. And the aforementioned storage medium includes: a usb disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution of the present disclosure, and not for limiting the same; although the present disclosure has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some or all of the technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit of the corresponding technical solutions from the scope of the technical solutions of the embodiments of the present disclosure.
Claims (9)
1. A virtual object control method in a game, characterized in that a graphical user interface is provided by a terminal device, the graphical user interface including a virtual object and a target object, the method comprising:
responding to the locking operation aiming at the target object, displaying a moving path of the virtual object moving to the target object, and displaying attack prompt information at a designated position relative to the moving path; wherein, the attack prompt message is used for indicating: when an attack operation is triggered, the influence degree of the distance between the virtual object and the target object on the attribute value of the target object is reduced; the attribute values include: a vital value;
controlling the virtual object to move towards the target object in response to a movement control operation for the virtual object;
And responding to the attack operation, and updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered.
2. The method according to claim 1, wherein the step of displaying a moving path of the virtual object to the target object in response to the lock operation for the target object, and displaying the attack hint information at a specified position with respect to the moving path, comprises:
displaying a moving path of the virtual object to the target object in response to a locking operation for the target object;
displaying a plurality of sub-information of the attack prompt information along at least a portion of the movement path; wherein each piece of sub-information has a different distance from the target object, and at least 2 pieces of sub-information in the plurality of pieces of sub-information are used for indicating: and when the virtual object moves to the position of the sub-information, if the virtual object triggers the attack operation, reducing the attribute value of the target object.
3. The method of claim 2, wherein at least 1 of the sub-information in the plurality of sub-information is used to indicate: when the virtual object moves to the position of the sub information, if the target object attacks the virtual object, whether the attribute value of the virtual object is reduced or not.
4. The method according to claim 1, wherein the method further comprises:
displaying a target position mark on the moving path; wherein the target location identifier is used for indicating: and the virtual object automatically executes the position point of the attack operation.
5. The method according to claim 4, wherein the method further comprises:
And adjusting the position of the target position mark on the moving path in response to a position adjustment operation for the target position mark.
6. The method of claim 1, wherein in response to the attack operation, the step of updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered comprises:
And responding to the virtual object triggering the attack operation at a first position, and updating the attribute value of the target object based on a first distance between the first position and the target object.
7. A virtual object control apparatus in a game, wherein a graphic user interface including a virtual object and a target object is provided through a terminal device, the apparatus comprising:
The display module is used for responding to the locking operation aiming at the target object, displaying a moving path of the virtual object moving to the target object, and displaying attack prompt information at a designated position relative to the moving path; wherein, the attack prompt message is used for indicating: when an attack operation is triggered, the influence degree of the distance between the virtual object and the target object on the attribute value of the target object is reduced; the attribute values include: a vital value;
the control module is used for responding to the movement control operation aiming at the virtual object and controlling the virtual object to move towards the target object;
And the updating module is used for responding to the attack operation and updating the attribute value of the target object based on the distance between the virtual object and the target object when the attack operation is triggered.
8. An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the method of virtual object control in a game of any of claims 1-6.
9. A machine-readable storage medium storing machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of virtual object control in a game of any one of claims 1-6.
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