CN110215709B - Object selection method and device, storage medium and electronic equipment - Google Patents

Object selection method and device, storage medium and electronic equipment Download PDF

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CN110215709B
CN110215709B CN201910482685.0A CN201910482685A CN110215709B CN 110215709 B CN110215709 B CN 110215709B CN 201910482685 A CN201910482685 A CN 201910482685A CN 110215709 B CN110215709 B CN 110215709B
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skill
release
delay
initiator
state
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CN110215709A (en
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胡茂力
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The disclosure relates to an object selection method, an object selection apparatus, a computer-readable storage medium, and an electronic device. The method comprises the following steps: determining an initial release object of a skill release event, and acquiring the current state of a skill initiator; the current state comprises an instant trigger state and a delay trigger state; if the skill initiator is in an instant trigger state, selecting the initial release object as a target release object of the skill release event; if the skill initiator is in a delay triggering state, determining a delay triggering condition of the skill release event according to the delay triggering state; and when the delay triggering condition is met, determining first selectable release objects, and selecting a target release object of the skill release event from the first selectable release objects. The method and the device can avoid the problem of failure of target selection, improve the success rate of skill release, and further improve the continuity and the operation fluency of the skill release of the user.

Description

Object selection method and device, storage medium and electronic equipment
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to an object selection method, an object selection apparatus, a computer-readable storage medium, and an electronic device.
Background
An Action Role Playing Game (ARPG) is one of Role Playing Games (RPG), in which a user can play a Game Role in the ARPG Game and control the Game Role to play a Game scenario and interact with other roles in the Game, such as a dialogue and a battle.
Compared with other RPG games mainly based on game scenario promotion, the ARPG game has the advantages that a large number of fighting scenes are merged into the game, and users can control the attack of game characters and release various skills to win the fighting or finish the killing of other characters. Meanwhile, the game character controlled by the user can be controlled or killed by other characters in the game in a manner of attacking and releasing skills and the like.
When the user controls the game character to perform skill release, whether the skill can be smoothly released and whether the target can be accurately hit depends on the states of the game character and the release target and the timing of the skill release. For example, when a game character is in a controlled state (e.g., a control skill hit falling in a trap or released by an enemy) or the game character is in a state of releasing a skill, a user can release a new skill only by waiting for the game character to return to a normal state according to a general game setting. If the user applies an instruction to release the skill to the game character in a state where the game character cannot release the skill, the skill will largely fail to release, and even if the release is successful, it is difficult to hit a preferred skill release target because it is highly likely that the initially selected release target has died or departed from the maximum range of the skill release after the game character is restored to the normal state.
Therefore, in the ARPG game or other similar games, how to improve the continuity of skill release of game characters, reduce the failure of skill release, and reduce the operation burden of users is a problem to be solved.
It is to be noted that the information disclosed in the above background section is only for enhancement of understanding of the background of the present disclosure, and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure is directed to an object selection method, an object selection apparatus, a computer-readable storage medium, and an electronic device, which overcome at least to some extent the technical problems of poor continuity of skill release, high failure rate, and unsmooth user operation due to limitations and disadvantages of the related art.
According to an aspect of the present disclosure, there is provided an object selection method, including:
determining an initial release object of a skill release event, and acquiring the current state of a skill initiator; wherein the current state comprises an instant trigger state and a delay trigger state;
if the skill initiator is in an instant trigger state, selecting the initial release object as a target release object of the skill release event;
if the skill initiator is in a delay triggering state, determining a delay triggering condition of the skill release event according to the delay triggering state;
and when the delay triggering condition is met, determining first selectable release objects, and selecting a target release object of the skill release event from the first selectable release objects.
In some exemplary embodiments of the disclosure, based on the above technical solutions, the determining an initial release object of a skill release event includes:
acquiring an object selection mode of a skill release event; the object selection mode comprises an active selection mode and an automatic selection mode;
if the object selection mode is an active selection mode, receiving a target selection instruction and determining an initial release object of the skill release event according to the target selection instruction;
and if the object selection mode is an automatic selection mode, determining second selectable release objects, and selecting the initial release object of the skill release event from the second selectable release objects.
In some exemplary embodiments of the disclosure, based on the above technical solutions, the determining a first selectable release object includes:
acquiring a first object set selected by a client and a second object set selected by a server;
and taking a union set of the first object set and the second object set, and determining the objects in the union set as first selectable release objects.
In some exemplary embodiments of the present disclosure, based on the above technical solutions, selecting a target release object of the skill release event from the first selectable release objects includes:
and when the first selectable release object comprises a plurality of objects, screening the first selectable release object according to a preset screening rule to determine a target release object of the skill release event.
In some exemplary embodiments of the present disclosure, based on the above technical solutions, the delay triggering condition includes:
and the current state of the skill initiator is converted into an instant trigger state from a delay trigger state.
In some exemplary embodiments of the present disclosure, based on the above technical solutions, the method further includes:
triggering the skill release event for the target release object.
In some exemplary embodiments of the present disclosure, based on the above technical solutions, the method further includes:
if the skill initiator is in a delay triggering state, acquiring the delay waiting duration of the skill release event;
and when the delay waiting time is longer than the preset time, giving up triggering the skill release event.
According to an aspect of the present disclosure, there is provided an object selecting apparatus, the apparatus including:
the state acquisition module is configured to determine an initial release object of the skill release event and acquire the current state of the skill initiator; wherein the current state comprises an instant trigger state and a delay trigger state;
the first object selection module is configured to select the initial release object as a target release object of the skill release event if the skill initiator is in an instant trigger state;
the trigger condition determining module is configured to determine a delay trigger condition of the skill release event according to a delay trigger state if the skill initiator is in the delay trigger state;
and the second object selection module is configured to determine first selectable release objects when the delay triggering condition is met, and select a target release object of the skill release event from the first selectable release objects.
According to an aspect of the present disclosure, there is provided a computer-readable storage medium, on which a computer program is stored, characterized in that the computer program, when executed by a processor, implements the object selection method as described in any of the above.
According to one aspect of the present disclosure, there is provided an electronic device characterized by comprising a processor and a memory; wherein the memory is used for storing executable instructions of the processor, and the processor is configured to execute any one of the above object selection methods by executing the executable instructions.
In the exemplary embodiment of the disclosure, by judging the instant trigger state and the delayed trigger state of the skill initiator, the skill release object can be reselected as needed, so that the problem of target selection failure can be avoided, the success rate of skill release is improved, and the continuity and the operation fluency of the user release skill are improved.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the disclosure. It is to be understood that the drawings in the following description are merely exemplary of the disclosure, and that other drawings may be derived from those drawings by one of ordinary skill in the art without the exercise of inventive faculty.
Fig. 1 schematically illustrates a flowchart of steps of an object selection method in an exemplary embodiment of the present disclosure.
Fig. 2 schematically shows a flowchart of the steps of determining an initial release object in an exemplary embodiment of the present disclosure.
Fig. 3 schematically shows a flowchart of steps for determining a first selectable release object in an exemplary embodiment of the present disclosure.
Fig. 4 schematically illustrates a flowchart of a part of steps of an object selection method in an exemplary embodiment of the present disclosure.
Fig. 5 is a schematic flow chart of an object selection method in a game scene according to an exemplary embodiment of the disclosure.
Fig. 6A illustrates a game interface for determining an initial release object in a game scene according to an object selection method in an exemplary embodiment of the present disclosure.
Fig. 6B illustrates a game interface of the object selecting method for determining the target release object in a game scene according to an exemplary embodiment of the disclosure.
Fig. 7A illustrates a game interface for determining an initial release object in another game scenario by an object selection method in an exemplary embodiment of the present disclosure.
Fig. 7B illustrates a game interface in which the object selection method determines the target release object in another game scenario in an exemplary embodiment of the present disclosure.
Fig. 8 schematically illustrates a block diagram of an object selection apparatus according to an exemplary embodiment of the present disclosure.
Fig. 9 schematically illustrates a schematic diagram of a program product in an exemplary embodiment of the present disclosure.
Fig. 10 schematically illustrates a module diagram of an electronic device in an exemplary embodiment of the present disclosure.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus their repetitive description will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor devices and/or microcontroller devices.
In an exemplary embodiment of the present disclosure, first, an object selection method is provided, where the method may be mainly applied in a game application scene related to selecting a skill releasing object, and specifically may be applied to a terminal device, such as a mobile phone and a computer, on which a game client is installed, or may be applied to a server that provides a game service for the game client, and may also be applied to the game client and the server at the same time, which is not particularly limited by the present disclosure.
As shown in fig. 1, the object selecting method provided by the present exemplary embodiment may mainly include the following steps:
s110, determining an initial release object of a skill release event, and acquiring the current state of a skill initiator; wherein, the current state comprises an instant trigger state and a delay trigger state.
The characters involved in a game may generally include two types for a skill release event, namely, a skill initiator initiating a skill release and a skill release object bearing the skill. Where the skill initiator may be a user-controlled game character and the skill release object may be one or more other game characters that combat the game character. When the user controls the skill initiator to release the skill, the step may first determine an initial release object of the skill release event, where the initial release object is a skill release object initially selected from other game characters. Meanwhile, the current game state of the skill initiator is obtained, and the current state of the skill initiator can comprise an instant trigger state and a delayed trigger state. An immediate trigger state refers to a state in which the skill promoter is able to respond immediately to a skill release instruction, and a delayed trigger state refers to a state in which the skill promoter is not able to respond immediately to a skill release instruction.
And S120, if the skill initiator is in an instant trigger state, selecting an initial release object as a target release object of the skill release event.
The skill release object may be selected or adjusted according to the current state of the skill initiator obtained in step S110. If the skill promoter is currently in the immediate trigger state, it may be determined that the skill promoter is able to immediately respond to the current skill release instruction. In this state, in this step, the initial release object determined in step S110 may be used as the target release object for skill release, that is, the initially selected release object may be directly used as the target release object without adjusting the skill release object.
And S130, if the skill initiator is in a delay triggering state, determining a delay triggering condition of the skill release event according to the delay triggering state.
If the skill initiator is currently in the delay triggering state, it can be judged that the skill initiator cannot respond to the skill release instruction at present. The delayed trigger state may include a number of situations, such as the skill promoter being in a state of failing to release skills due to being hit by the controlling skills of other game characters, or the skill promoter being in the process of releasing a persistent skill (e.g., a skill requiring a release time of 2 seconds) and failing to release new skills. For the specific situation of the delay triggering state, the step may determine a delay triggering condition corresponding to the delay triggering state, where the delay triggering condition is a determination condition for a skill release opportunity and a skill release object. Alternatively, the delay trigger condition may be that the current state of the skill initiator is changed from the delay trigger state to the immediate trigger state. For example, if the skill initiator is hit by the control skills of other game characters and is in a delay trigger state, the delay trigger condition corresponding to the delay trigger state may be that the skill duration of the control skill is over; if the skill promoter is releasing a persistent skill while in a delayed trigger state, the delayed trigger condition corresponding to the delayed trigger state may be the end of the release time of the persistent skill. When the skill duration of the control skill or the release time of the continuous skill is finished, the skill initiator enters an instant trigger state capable of freely releasing the skill.
And S140, when the delay triggering condition is met, determining a first selectable release object, and selecting a target release object of the skill release event from the first selectable release object.
Based on the delay triggering condition corresponding to the delay triggering state determined in step S130, this step may perform real-time detection and judgment on the delay triggering condition. When the delay triggering condition is met, the step may determine the first selectable release object from one or more game characters, and the number of the first selectable release objects may also be one or more. For the determined first selectable release object, this step may select a target release object of the skill release event, which may be the same object as the initial release object determined in step S110 or a different object. When the first selectable release object includes only one object, the object may be a target release object. When the first selectable release object comprises a plurality of objects, the step may filter the first selectable release object according to a preset filtering rule to determine a target release object of the skill release event. For example, when the delay triggering condition is met, the step may determine, as the first selectable release object, a plurality of game characters within the skill release range of the skill initiator, and then determine one or more target release objects from the first selectable release object after calculating according to a certain calculation rule, for example, a position distance between each game character and the skill initiator, and state parameters (such as blood volume, magic volume, and the like) of each game character. In addition, in order to meet the operation habit of the user, the configuration information of the target selected by the user can be stored as the preset screening rule, so that the target release object selection result meeting the expectation of the user can be obtained.
In the exemplary embodiment, by judging the instant trigger state and the delayed trigger state of the skill initiator, the skill release object can be reselected as needed, the problem of failure in target selection can be avoided, the success rate of skill release is improved, and the continuity and the operation fluency of the user release skill are improved.
The object selection method provided by the present exemplary embodiment may be applied to the client or the server separately, or may be applied to both the client and the server.
For example, when the object selection method is applied to the client alone, the user sends a skill release instruction to the client through an interactive interface provided by the client or through an external input device such as a mouse, a keyboard, a joystick, or the like. The client responds to the skill release instruction, and executes the steps S110 to S140 in the object selection method to complete the selection of the target release object. After determining the target release object, the client may trigger a skill release event for the target release object, and present a corresponding skill release effect on the game screen. If necessary, the client can also synchronously upload the execution result of the skill releasing event to the server, and the server synchronously displays the execution result on the client display interfaces of other game users.
When the object selection method is applied to the server alone, the user sends a skill release instruction to the client through an interactive interface provided by the client or through an external input device such as a mouse, a keyboard, a gamepad, and the like, and then the client transmits the skill release instruction to the server. After receiving the skill release instruction transmitted by the client, the server executes the steps S110 to S140 of the object selection method to complete the selection of the target release object, and then returns the selection result of the target release object to the client, where the client triggers the skill release event for the target release object selected by the server and presents a corresponding skill release effect on the game screen.
When the object selection method is applied to both the client and the server, the user sends a skill release instruction to the client through an interactive interface provided by the client or through an external input device such as a mouse, a keyboard, a game pad, etc., the client will execute step S110 and step S120 in the object selection method in response to the skill release instruction, and the server executes step S130 and step S140 at the same time. Specifically, the client may first determine the current state of the skill initiator, and if the skill initiator is in the instant trigger state, the client may directly select an initial release object as a target release object of the skill release event. And if the skill initiator is in the delay triggering state, the skill releasing event is saved in a cache stack created by the server. Once the delay triggering condition corresponding to the delay triggering state is met, the server determines the first selectable release objects and selects the target release object of the skill release event from the first selectable release objects. The client executes the skill release event in the instant trigger state and the server executes the skill release event in the delayed trigger state, so that the calculation pressure of the server can be reduced, and the service performance of the server is ensured on the premise of improving the timeliness and the accuracy of event response.
As shown in fig. 2, on the basis of the above exemplary embodiment, the determining of the initial release object of the skill release event in step S110 may include the following steps:
s210, acquiring an object selection mode of a skill release event; the object selection mode comprises an active selection mode and an automatic selection mode.
Two object selection modes can be provided for one skill release event, namely an active selection mode requiring the user to actively select the skill release object and an automatic selection mode not requiring the user to actively select the skill release object.
Step S220, if the object selection mode is the active selection mode, receiving a target selection instruction and determining an initial release object of the skill release event according to the target selection instruction.
When the object selection mode of the skill release event is the active selection mode, a user can send a target selection instruction to the client through an interactive interface provided by the client or through external input equipment such as a mouse, a keyboard, a game handle and the like, and the initial release object of the skill release event can be directly determined according to the target selection instruction. The target selection instruction in this step may be an operation instruction continuous with the skill release instruction, for example, the user first sends out the skill release instruction by clicking the skill control on the interactive interface, and then sends out the target selection instruction by clicking one game role in the game; for example, the user may press the skill control and slide to a game character to issue the skill release command and the target selection command simultaneously with a consistent trigger action.
And S230, if the object selection mode is the automatic selection mode, determining a second selectable release object, and selecting the initial release object of the skill release event from the second selectable release object.
When the object selection mode of the skill release event is the automatic selection mode, after the user sends out the skill release instruction, the game system automatically completes the selection of the skill release object without applying other object selection operations by the user. The system may specifically select the skill release object by determining one or more second selectable release objects from the game characters that may be involved, and then selecting the initial release object of the skill release event from the second selectable release objects. This step may screen the second selectable release object using the same or similar preset screening rules as the first selectable release object to determine the initial release object of the skill release event. For example, in this step, a plurality of game characters within the skill release range of the skill initiator may be determined as second selectable release objects, and then one or more initial release objects may be determined from the second selectable release objects after calculation according to the position distance between each game character and the skill initiator, and the state parameters (such as blood volume, magic volume, etc.) of each game character according to a certain calculation rule. In addition, in order to meet the operation habit of the user, the configuration information of the target selected by the user can be stored as the preset screening rule, so that the initial release object selection result meeting the expectation of the user can be obtained.
As shown in fig. 3, in another exemplary embodiment of the present disclosure, the determining the first selectable release object in step S140 may include the steps of:
step S310, a first object set selected by the client and a second object set selected by the server are obtained.
And S320, taking a union set of the first object set and the second object set, and determining the objects in the union set as first optional release objects.
In order to avoid the problem of time delay in selecting a target, the exemplary embodiment adopts a method in which the client and the server simultaneously select a part of objects, that is, a first object set is selected by the client and a second object set is selected by the server, and a union of the first object set and the second object set can be used as a composition set of the first selectable release object. And then the server selects a target release object of the skill release event from the composition set.
For example, for a certain skill release event, the skill initiator is in a delay trigger state, and the client may select other game characters having the same level as the skill initiator to form a first object set. The client may unify and upload the first set of objects when transmitting information related to the skill release event to the server. And then the server selects game roles through the selection interface of the skill release object to form a second object set, and then the first object set and the second object set are combined. The union has the problem of interference items, and through one-by-one screening (distance, visual field, target effectiveness and the like), the most appropriate target release object which meets the technology can be selected.
As shown in fig. 4, on the basis of the above exemplary embodiments, the method for selecting an object for a skill release event may further include the following steps:
and S410, if the skill initiator is in a delay triggering state, acquiring the delay waiting time of the skill release event.
And S420, when the delay waiting time is longer than the preset time, giving up the trigger skill release event.
In some possible game scenarios, for a skill initiator in a delayed trigger state, there is a case where a client can instantly select a skill release object, and the object is not selectable when a server performs target selection. For example, the data transmission between the client and the server and the delay of the logic operation may cause the target view to be inconsistent with the skill release during the object selection, thereby causing the skill failure. To solve this problem, a mechanism of view delay loss may be introduced. In the visual field delay loss mechanism, when the A object is out of the visual field range of the B object, the A object is not set to be invisible immediately, but the A object is set to be invisible after the set visual field loss delay time is over. Usually, the visual field loss delay is set according to the uplink and downlink delay of the network and in combination with the human visual perception delay boundary value.
Specifically, in the present exemplary embodiment, when the skill initiator is in the delay triggering state, the delay waiting duration of the current skill release event may be obtained first, if the delay waiting duration is less than or equal to a preset duration (such as the lost-of-view delay in the above example), the skill may be effectively released, and if the delay waiting duration is greater than the preset duration, the skill release event may be discarded. By setting the delay waiting, the success rate of the skill applying method can be improved.
It should be noted that although the above exemplary embodiments describe the various steps of the methods of the present disclosure in a particular order, this does not require or imply that these steps must be performed in that particular order, or that all of the steps must be performed, to achieve the desired results. Additionally or alternatively, certain steps may be omitted, multiple steps combined into one step execution, and/or one step broken down into multiple step executions, etc.
The following describes an object selection method provided in the exemplary embodiment of the present disclosure in detail with reference to specific application scenarios.
For a skill release event, if the current state of the skill initiator is a delay trigger state, the skill release event needs to be saved in a cache stack of a server, and the delay trigger condition is met before the skill release event can be triggered. Thus, the skills corresponding to the delayed trigger state may be considered cache skills. In contrast, if the current state of the skill initiator is an immediate trigger state, then the skill release event may be triggered immediately, and the skill corresponding to the immediate trigger state is not a cached skill. In addition, for the object selection mode of the skill release event, the skill corresponding to the automatic selection mode can be regarded as the skill of the intelligent application method, and a game system can intelligently and automatically select a proper skill release object; the skill corresponding to the active selection mode is not the skill of the intelligent enforcement, and the user is required to manually select the game role as the skill release object.
As shown in fig. 5, when the user controls the game character to release the skill, it is first determined whether the skill is a cache skill. If not, corresponding to the instant trigger state, the skill initiator can directly use the initial release object as a target release object to complete skill release, namely, the skill can be released according to the target of the client. When the skill is judged to be the caching skill, whether the skill is an intelligent exercise can also be judged. And if the skill releasing is intelligent, the server reselects the target to release the skill corresponding to the delay triggering state. If the skill releasing is not intelligent, the skill releasing can be continuously carried out according to the target of the client without reselecting the target.
As shown in fig. 6A, a game character 610 in the game screen is a skill promoter controlled by the user. In this game scenario, the user first controls the game character 610 to release a "shift" skill, at which point the game character 610 will move a rapid distance forward along a path. In the process of the game character 610 moving forward, the user releases a "injury" skill again, and determines the game character 620 within the skill release range as the initial release object. Since the game character 610 is releasing the "displacement" skill and cannot respond immediately to the release instruction of the "injury" skill, the "injury" skill is saved as a cache skill in the cache stack of the server. After the release of the "displacement" skill is finished, the server can judge that the delay triggering condition is met, the game role 610 can release the "injury" skill, and the server can reselect a skill release object for the "injury" skill. As shown in fig. 6B, at this time, the positional relationship between the game character 610 and another object in the game screen has changed, that is, the game character 630 located above the screen also enters a release range of the "injury" skill, and the server determines both the game character 620 and the game character 630 as the first optional release objects. Since the blood volume of the game character 630 is lower than that of the game character 620 and is a more appropriate skill release object, the server picks the game character 630 as a target release object and releases the "injury" skill thereto.
As shown in fig. 7A and 7B, the game character 710 acts as a skill promoter, again releasing the "injury" skill in the process of releasing the "displacement" skill. In the game screen shown in fig. 7A, the game character 710 is in the process of releasing the "displacement" skill, i.e., in the delayed trigger state. There is now only one object, namely the game character 720, in its field of view. Thus, the client may determine game character 720 as the initial release object of the "injury" skill, but does not immediately release the "injury" skill thereto. Only after the release of the 'displacement' skill is finished, the server judges that the delay triggering condition is met, the game role 710 can release the 'injury' skill, and the server can reselect a skill release object for the 'injury' skill. As shown in fig. 7B, after the "displacement" skill release is finished, the game character 710 enters the bush area, and at this time, the game character 730 located in the bush area also enters the visual field of the game character 710, and the server determines both the game character 720 and the game character 730 as the first optional release objects. Since the blood volume of the game character 730 is lower than that of the game character 720 and is a more appropriate skill release object, the server picks the game character 730 as a target release object and releases the "injury" skill thereto.
In an exemplary embodiment of the present disclosure, an object selecting apparatus is also provided. As shown in fig. 8, the object selecting apparatus 800 may mainly include: the system comprises a state acquisition module 810, a first object selection module 820, a trigger condition determination module 830 and a second object selection module 840. Wherein the state acquisition module 810 is configured to determine an initial release object of the skill release event and acquire a current state of the skill initiator; wherein the current state comprises an instant trigger state and a delay trigger state; the first object selection module 820 is configured to select the initial release object as a target release object of the skill release event if the skill initiator is in an instant trigger state; the trigger condition determining module 830 is configured to determine a delay trigger condition of the skill release event according to a delay trigger state if the skill initiator is in the delay trigger state; the second object selection module 840 is configured to determine first selectable release objects when the delay trigger condition is met, and select a target release object for the skill release event from the first selectable release objects.
The specific details of the object selection apparatus have been described in detail in the corresponding object selection method, and therefore are not described herein again.
It should be noted that although in the above detailed description several modules or units of the device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functions of two or more modules or units described above may be embodied in one module or unit, according to embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.
In an exemplary embodiment of the present disclosure, there is also provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, can implement the above-mentioned object selection method of the present disclosure. In some possible embodiments, various aspects of the disclosure may also be implemented in the form of a program product comprising program code; the program product may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, or a removable hard disk, etc.) or on a network; when the program product is run on a computing device (which may be a personal computer, a server, a terminal apparatus, or a network device, etc.), the program code is configured to cause the computing device to perform the method steps in the above exemplary embodiments of the disclosure.
Referring to fig. 9, a program product 900 for implementing the above method according to an embodiment of the present disclosure may employ a portable compact disc read only memory (CD-ROM) and include program code, and may run on a computing device (e.g., a personal computer, a server, a terminal device, or a network device, etc.). However, the program product of the present disclosure is not limited thereto. In the exemplary embodiment, the 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.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium.
The readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, 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.
A readable signal medium may include a propagated data signal with 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 readable signal medium may be any readable medium that is not a 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 readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations of the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C + + or the like and conventional procedural programming languages, such as the C language or similar programming languages. The program code may execute entirely on the user computing device, partly on the user computing device, as a stand-alone software package, partly on the user computing device and partly on a remote computing device, or entirely on the remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device over any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), etc.; alternatively, the connection may be to an external computing device, such as through the Internet using an Internet service provider.
In an exemplary embodiment of the present disclosure, there is also provided an electronic device comprising at least one processor and at least one memory for storing executable instructions of the processor; wherein the processor is configured to perform the method steps in the above-described exemplary embodiments of the disclosure via execution of the executable instructions.
The electronic apparatus 1000 in the present exemplary embodiment is described below with reference to fig. 10. The electronic device 1000 is only one example and should not bring any limitations to the functionality or scope of use of embodiments of the present disclosure.
Referring to FIG. 10, an electronic device 1000 is shown in the form of a general purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processing unit 1010, at least one memory unit 1020, a bus 1030 that couples various system components including the processing unit 1010 and the memory unit 1020, and a display unit 1040.
Wherein the storage unit 1020 stores program code which may be executed by the processing unit 1010 such that the processing unit 1010 performs the method steps in the above-described exemplary embodiments of the present disclosure.
The memory unit 1020 may include readable media in the form of volatile memory units, such as a random access memory unit 1021 (RAM) and/or a cache memory unit 1022, and may further include a read-only memory unit 1023 (ROM).
Storage unit 1020 may also include a program/utility 1024 having a set (at least one) of program modules 1025, including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may comprise an implementation of a network environment.
Bus 1030 may be any one or more of several types of bus structures including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
The electronic device 1000 may also communicate with one or more external devices 1100 (e.g., keyboard, pointing device, bluetooth device, etc.), with one or more devices that enable a user to interact with the electronic device 1000, and/or with any devices (e.g., router, modem, etc.) that enable the electronic device 1000 to communicate with one or more other computing devices. Such communication may occur through input/output (I/O) interfaces 1050. Also, the electronic device 1000 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) through the network adapter 1060. As shown in FIG. 10, the network adapter 1060 may communicate with other modules of the electronic device 1000 via the bus 1030. It should be understood that although not shown in the figures, other hardware and/or software modules may be used in conjunction with the electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, to name a few.
As will be appreciated by one skilled in the art, various aspects of the present disclosure may be embodied as a system, method or program product. Accordingly, various aspects of the disclosure may be embodied in the form of: an entirely hardware embodiment, an entirely software embodiment (including firmware, microcode, etc.), or an embodiment combining hardware and software may be collectively referred to herein as a "circuit," module, "or" system.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments, and the features discussed in connection with the embodiments are interchangeable, if possible. In the above description, numerous specific details are provided to give a thorough understanding of embodiments of the disclosure. One skilled in the relevant art will recognize, however, that the embodiments of the disclosure may be practiced without one or more of the specific details, or with other methods, components, materials, and so forth. In other instances, well-known structures, materials, or operations are not shown or described in detail to avoid obscuring aspects of the disclosure.

Claims (10)

1. An object selection method, comprising:
determining an initial release object of a skill release event, and acquiring the current state of a skill initiator; the current state comprises an instant trigger state and a delay trigger state, the instant trigger state is used for representing that the skill initiator can respond to the skill release instruction immediately, and the delay trigger state is used for representing that the skill initiator cannot respond to the skill release instruction immediately;
if the skill initiator is in an instant trigger state, selecting the initial release object as a target release object of the skill release event;
if the skill initiator is in a delay triggering state, determining a delay triggering condition of the skill release event according to the delay triggering state;
and when the delay triggering condition is met, determining first selectable release objects, and selecting a target release object of the skill release event from the first selectable release objects.
2. The method for selecting an object as claimed in claim 1, wherein the determining the initial release object of the skill release event comprises:
acquiring an object selection mode of a skill release event; the object selection mode comprises an active selection mode and an automatic selection mode;
if the object selection mode is the active selection mode, receiving a target selection instruction and determining an initial release object of the skill release event according to the target selection instruction;
and if the object selection mode is an automatic selection mode, determining second selectable release objects, and selecting the initial release object of the skill release event from the second selectable release objects.
3. The object selection method according to claim 1, wherein the determining a first selectable release object comprises:
acquiring a first object set selected by a client and a second object set selected by a server;
and taking a union set of the first object set and the second object set, and determining the objects in the union set as first selectable release objects.
4. The object selection method according to claim 1, wherein selecting the target release object of the skill release event from the first selectable release objects comprises:
and when the first selectable release object comprises a plurality of objects, screening the first selectable release object according to a preset screening rule to determine a target release object of the skill release event.
5. The object selection method according to claim 1, wherein the delay triggering condition comprises:
and the current state of the skill initiator is converted into an instant trigger state from a delay trigger state.
6. The object selection method according to any one of claims 1 to 5, wherein the method further comprises:
triggering the skill release event for the target release object.
7. The object selection method according to any one of claims 1 to 5, wherein the method further comprises:
if the skill initiator is in a delay triggering state, acquiring the delay waiting time of the skill release event;
and when the delay waiting time is longer than the preset time, giving up triggering the skill release event.
8. An object selection apparatus, comprising:
the state acquisition module is configured to determine an initial release object of the skill release event and acquire the current state of the skill initiator; the current state comprises an instant trigger state and a delay trigger state, the instant trigger state is used for representing that the skill initiator can respond to the skill release instruction immediately, and the delay trigger state is used for representing that the skill initiator cannot respond to the skill release instruction immediately;
the first object selection module is configured to select the initial release object as a target release object of the skill release event if the skill initiator is in an instant trigger state;
the trigger condition determining module is configured to determine a delay trigger condition of the skill release event according to a delay trigger state if the skill initiator is in the delay trigger state;
and the second object selection module is configured to determine first selectable release objects when the delay triggering condition is met, and select a target release object of the skill release event from the first selectable release objects.
9. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the object selection method of any one of claims 1 to 7.
10. An electronic device, comprising:
a processor;
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the object selection method of any one of claims 1-7 via execution of the executable instructions.
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