CN110812838B - Virtual unit control method and device in game and electronic equipment - Google Patents

Virtual unit control method and device in game and electronic equipment Download PDF

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Publication number
CN110812838B
CN110812838B CN201911109908.5A CN201911109908A CN110812838B CN 110812838 B CN110812838 B CN 110812838B CN 201911109908 A CN201911109908 A CN 201911109908A CN 110812838 B CN110812838 B CN 110812838B
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target
game
skill
virtual unit
formation control
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CN110812838A (en
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李伟
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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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress

Abstract

The invention provides a virtual unit control method, a virtual unit control device and electronic equipment in a game, and relates to the technical field of game development, wherein in the control method, a target formation control is determined from formation controls by responding to a first touch operation acting on a formation selection area; then, responding to a second touch operation acted on the graphical user interface, determining a target place in the game scene and controlling a target virtual unit corresponding to the target formation control to move towards the target place; and finally, responding to a third touch operation acted on the target formation control, and controlling the target virtual unit corresponding to the target formation control to release skills. The method simplifies the operation of the player and improves the operation efficiency of the game in the mobile terminal game.

Description

Virtual unit control method and device in game and electronic equipment
Technical Field
The present invention relates to the field of game development technologies, and in particular, to a method and an apparatus for controlling a virtual unit in a game, and an electronic device.
Background
Most of the mainstream mobile terminals today have abandoned keyboards and employed touch operations, as are games running in mobile terminals. Taking a smart phone as an example, because the area of a touch screen of the smart phone is limited, when running a game of an instant strategy, it is difficult for a user to precisely control multiple roles in a picture through the screen of the smart phone, and especially when selecting a large number of roles like troops to fight, it is difficult to achieve only by touching the screen of the smart phone.
Disclosure of Invention
The embodiment of the invention aims to provide a virtual unit control method, a device and electronic equipment in a game, so as to solve the technical problem that in the prior art, a user has difficulty in controlling a role in the game through a mobile terminal.
In a first aspect, an embodiment of the present invention provides a method for controlling virtual units in a game, where a game screen of the game is displayed through a graphical user interface of a display component, where the game screen at least partially includes a game scene of the game, the game scene includes a plurality of virtual units, the graphical user interface includes a formation selection area, and the formation selection area includes at least one formation control, and the formation control corresponds to at least one target virtual unit in the plurality of virtual units;
the method comprises the following steps:
determining a target formation control from the formation controls in response to a first touch operation acting on the formation selection area;
responding to a second touch operation acted on the graphical user interface, determining a target place in the game scene and controlling a target virtual unit corresponding to the target formation control to move towards the target place;
and responding to a third touch operation acted on the target formation control, and controlling the target virtual unit corresponding to the target formation control to release skills.
In some embodiments, the controlling the target virtual unit release skill corresponding to the target formation control includes:
and controlling the target virtual units corresponding to the target formation control to release skills to the target place.
In some embodiments, the controlling the target virtual unit release skill corresponding to the target formation control includes:
and controlling the target virtual units corresponding to the target formation control to release skills according to the automatic target determination rule.
In some embodiments, the controlling the target virtual unit release skill corresponding to the target formation control includes:
and controlling the target virtual unit corresponding to the target formation control to release skills to the target place and move to the target place.
In some embodiments, the third touch operation is: and the duration of the continuous touch control target formation control reaches the preset duration.
In some embodiments, the controlling the target virtual unit corresponding to the target formation control to release the skill according to the automatic target determination rule includes:
detecting whether a skill target unit exists in a skill release range of a target virtual unit corresponding to the target formation control;
if so, the control target virtual unit releases the skills to the skill target unit.
In some embodiments, after detecting whether the skill target unit exists in the skill range of the target virtual unit corresponding to the target formation control, the method further includes:
if not, continuing to move to the target place, and continuously detecting whether a skill target unit exists in the skill range of the target virtual unit;
and when detecting that the skill target unit exists in the skill range of the target virtual unit, controlling the target virtual unit to release the skill to the skill target unit.
In some embodiments, the above method further comprises:
and after the target virtual unit releases skills according to the automatic target determination rule, continuing to move to the target place.
In a second aspect, an embodiment of the present invention provides a virtual unit control device in a game, where a game screen of the game is displayed through a graphical user interface of a display component, where the game screen at least partially includes a game scene of the game, the game scene includes a plurality of virtual units, the graphical user interface includes a formation selection area, and the formation selection area includes at least one formation control, and the formation control corresponds to at least one target virtual unit in the plurality of virtual units; the device comprises the following modules:
the first interaction module is used for responding to a first touch operation acting on the formation selection area and determining a target formation control from the formation controls;
And the second interaction module is used for responding to a second touch operation acted on the graphical user interface, determining a target place in the game scene and controlling a target virtual unit corresponding to the target formation control to move towards the target place.
And the third interaction module is used for responding to a third touch operation acted on the target formation control and controlling the target virtual unit release skill corresponding to the target formation control.
In some embodiments, the third control module further includes:
and the skill releasing module is used for controlling the target virtual units corresponding to the target formation control to release the skills to the target place.
In some embodiments, the skill release module described above includes:
and the first skill releasing module is used for controlling the target virtual units corresponding to the target formation control to release the skills according to the automatic target determining rule.
In some embodiments, the skill release module described above includes:
and the second skill releasing module is used for controlling the target virtual units corresponding to the target formation control to release the skills to the target place and move to the target place.
In some embodiments, the third touch operation is: and the duration of the continuous touch control target formation control reaches the preset duration.
In some embodiments, the first skill release module includes:
the first skill release range detection module is used for detecting whether a skill target unit exists in the skill release range of the target virtual unit corresponding to the target formation control;
and the first skill release control module is used for controlling the target virtual unit to release the skill to the skill target unit if the skill is released.
In some embodiments, the first skill release module further comprises:
the second skill release range detection module is used for continuously moving to the target place and continuously detecting whether a skill target unit exists in the skill range of the target virtual unit if the first skill release range detection module does not have the skill target unit;
and the second skill release control module is used for controlling the target virtual unit to release the skill to the skill target unit when detecting that the skill target unit exists in the skill range of the target virtual unit.
In some embodiments, the virtual unit control device in the game further includes:
and the movement control module is used for continuously moving to the target place after the target virtual unit releases skills according to the automatic target determination rule.
In a third aspect, an embodiment of the present invention provides an electronic device, including a memory, and a processor, where the memory stores a computer program executable on the processor, and the processor implements steps of a virtual unit control method in the game when the processor executes the computer program.
In a fourth aspect, embodiments of the present invention provide a computer readable medium having non-volatile program code executable by a processor, the program code causing the processor to perform the steps of a virtual unit control method in a game as described above.
The embodiment of the invention provides a virtual unit control method, a virtual unit control device and electronic equipment in a game, wherein a game picture of the game is displayed through a graphical user interface of a display component, the game picture at least partially comprises a game scene of the game, the game scene comprises a plurality of virtual units, the graphical user interface comprises a formation selection area, the formation selection area comprises at least one formation control, and the formation control corresponds to at least one target virtual unit in the plurality of virtual units. In the virtual unit control method in the game, a target formation control is first determined from the formation controls by responding to a first touch operation acting on the formation selection area. And then determining a target place in the game scene and controlling a target virtual unit corresponding to the target formation control to move towards the target place by responding to a second touch operation acted on the graphical user interface. And after responding to the third touch operation acted on the target formation control, controlling the target virtual unit corresponding to the target formation control to release skills. The method realizes the flexible switching of the selected target virtual unit between the moving state and the attack state, and can attack enemy units in the attack range in the moving process.
By adopting the method and the device for controlling the virtual units in the game and the electronic equipment provided by the embodiment of the invention, the operation efficiency of the mobile terminal in game playing can be improved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described, and it is obvious that the drawings in the description below are some embodiments of the present invention, and other drawings can be obtained according to the drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a virtual unit control method in a game provided by an embodiment of the present invention;
FIG. 2 is a flowchart showing a step of releasing skills according to an automatic targeting rule by a target virtual unit in a virtual unit control method in a game according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of a first game interface according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of a second game interface according to an embodiment of the present invention;
FIG. 5 is a schematic diagram of a third game interface according to an embodiment of the present invention;
FIG. 6 is a schematic diagram of a virtual unit control device in a game according to an embodiment of the present invention;
Fig. 7 is a schematic diagram of an electronic device according to an embodiment of the invention.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the present invention will be clearly and completely described in conjunction with the embodiments, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
With the development of mobile terminal devices, particularly touch-sensitive smartphones, games are increasingly being applied in such mobile terminals. Compared with the games in the traditional personal computers, the mobile terminal has the advantages of convenience in carrying, convenience in networking, capability of playing games at any time and the like, so that the games are gradually popularized in mobile terminal equipment, such as games of MOBA, RTS (instant strategy), FPS and the like in the mobile terminal. The game in the traditional personal computer is operated by a mouse and a keyboard, so that a player can conveniently and rapidly select roles by using various shortcut keys, and fine control can be performed on the roles by the mouse. In most mobile terminal devices, a mouse and a keyboard are not generally configured, so that a game in the mobile terminal generally performs a game operation by means of touch control on a screen. Due to the limited screen size of mobile terminal devices, especially for smartphones, the smaller screen size makes it very difficult to operate the more populated forces in the game.
Taking an instant strategy game as an example, in the prior art, operations on characters in the instant strategy game of a mobile terminal mainly include the following two forms:
firstly, setting a touch area capable of controlling the direction of a character at the left lower part of a screen, and controlling the moving direction of the character; a touch area for controlling the skills of the character is arranged at the right lower part of the screen and is used for controlling the character to use various skills; an attribute area of the character is arranged above the screen and used for displaying or controlling the attribute of the character. All the above control is realized by the player touching the screen of the mobile terminal device, but the operation mode is mainly used for the instant strategic game of the individual combat class or the online tactical competition game of multiple persons (Multiplayer Online Battle Arena, MOBA for short), and if the roles of multiple units need to be controlled, the touch mode is difficult to realize. Because the available area of the mobile phone screen is limited, the touch area often occupies more screen positions, and more touch areas are needed to be added for controlling roles of a plurality of units, so that the game display is very chaotic and the ornamental value is reduced.
Second, for a munition or army, the characters of the units are made to perform an automatic combat mode according to combat scenes, and the player does not manually select to enable the munition or army to automatically attack enemies. Although the game operation is simpler, finer operation cannot be performed, and the game fun is greatly reduced.
Aiming at the problem of operation of characters in a mobile terminal game, the embodiment of the invention provides a virtual unit control method, a device and electronic equipment in the game.
The embodiment of the invention provides a virtual unit control method in a game, wherein a battle field is displayed in a game interface of the interactive method, and the battle field comprises target virtual units controlled by players. And displaying a game picture of the game through a graphical user interface of the display assembly, wherein the game picture at least partially comprises a game scene of the game, the game scene comprises a plurality of virtual units, the graphical user interface comprises a formation selection area, the formation selection area comprises at least one formation control, and the formation control corresponds to at least one target virtual unit in the plurality of virtual units. As shown in fig. 1, the virtual unit control method in the game includes the steps of:
step S101: a target formation control is determined from the formation controls in response to a first touch operation acting on the formation selection area.
Target formation refers to a game character that a player can handle, typically a Legion or army consisting of multiple single characters. The target formation may be selected by a target formation control provided in the mobile terminal game interface, which may be composed of buttons, scroll bars, etc., or a combination of buttons and scroll bars. The location of the target formation control is typically set around the game screen, and the location is typically fixed.
Specifically, the mobile terminal game interface includes various game scene related components and control buttons, such as a battle field of a game, a touch area for controlling the movement direction of a character, a skill selection button, a character status display area, and a game setting button area.
In the process of the first touch operation of the formation selection area, the first touch operation can be single click, double click on the same position and long press on the same position; the first touch operation may further include a pressing operation on the screen if a pressure sensor is provided in the screen of the mobile device.
And determining a target formation control from the formation controls by responding to the button corresponding to the first touch operation acting on the formation selection area, so that a target virtual unit corresponding to the button can be obtained.
Step S102: and responding to a second touch operation acted on the graphical user interface, determining a target place in the game scene and controlling a target virtual unit corresponding to the target formation control to move towards the target place.
The target location in this step is a location selected by the player through the first touch operation in the battlefield. The target location may also consider a specific game scenario, e.g., the player selects the target location as a river or cliff, and the target location may be set to the river or cliff edge; the target virtual unit may also be set to a pause state, i.e., when the player clicks on the river after selecting the target virtual unit, the target virtual unit stops moving until the player again selects a safe target place in the battlefield.
When the mobile terminal game is a network game, in the process that the target virtual unit moves to the target place, when the mobile terminal is accidentally disconnected from the network of the server, if the game server receives the target place, the game server background continues to execute the relevant service of the target virtual unit movement, and when the network is restored, the battle place is refreshed again, namely the target virtual unit which has completed moving is obtained at the target place. If the game server does not receive the target location when the network is disconnected accidentally, the target virtual unit is in an offline state, and the target virtual unit in the server side can be moved according to the setting of the scene requirement, for example: and stopping moving the target virtual unit to be in a standby state, or automatically returning the target virtual unit to the departure position.
In the process of disconnecting the mobile terminal from the network of the server, although the target virtual unit is in an offline state, touch operation can be performed according to a specific scenario, for example: and in a certain threshold time, the user can operate the target virtual unit in an offline state to move to a new target place, and after the server receives a new target place event after the network is restored, the server refreshes the battlefield to continue playing.
The second touch operation may include: the second touch operation acts on the graphical user interface to determine the target location in the game scene, for example, the user needs to move the target formation to a required position, and the user can click or double click at the position, can also perform long press, and can also drag the target formation control to the required position, thereby realizing the movement of the corresponding target virtual unit.
Step S103: and responding to a third touch operation acted on the target formation control, and controlling the target virtual unit corresponding to the target formation control to release skills.
And triggering skill release of the target virtual unit by the third touch operation, and responding by the target formation control. The touch operation may include: single click, double click, long press, drag, etc. The virtual units corresponding to the target formation control may be controlled to release skills, such as aggressive skills or non-aggressive skills (e.g., skills to increase a vital value), by a third touch operation acting on the target formation control confirmed in the previous step. Optionally, the third touch operation is different from the second touch operation.
According to the virtual unit control method in the game, in the moving process of the selected target virtual unit, the flexible switching between the moving state and the attacking state is realized by responding to the touch operation of the attacking control area, so that the enemy unit in the attacking range can be attacked in the moving process. The problem that the virtual unit is difficult to operate when the existing mobile terminal plays the game is solved, meanwhile, the operation of a player is simplified, and the operation efficiency of the game is improved.
In some embodiments, the step S103 of controlling the target virtual unit release skill corresponding to the target formation control includes:
and in the implementation process, the target virtual unit corresponding to the control target formation control releases the skill to the target place and moves to the target place.
The selection of the target location may be achieved by the user clicking a game scene area in the game screen, specifically, the user clicking a blank area in the game scene, and guiding the virtual unit to move, where the virtual unit is selected in advance by clicking a formation control corresponding to the virtual unit. If there is no enemy near the target site, the skill released by the target virtual unit is independent of the attack status, e.g., the skill is moving fast, slow, or patrol, etc.; if enemies exist near the target site, the target unit can attack the nearby enemies in the process of moving to the target site, and the skills related to the attack state are released.
In some embodiments, the controlling the target virtual unit release skill corresponding to the target formation control includes: and controlling the target virtual units corresponding to the target formation control to release skills according to the automatic target determination rule.
Unlike the description of the above embodiment, in this embodiment, the target virtual units will release skills according to automatic targeting rules. As shown in fig. 2, the method specifically includes:
step S201, detecting whether a skill target unit exists in the skill release range of the target virtual unit corresponding to the target formation control.
In the above detection process, the skill release range is the attack range of the target virtual unit, the skill release range is determined by the attack capability of the target virtual unit, and in colloquial terms, the farther the attack range of the target virtual unit is, the larger the skill release range is; conversely, the closer the attack range of the target virtual unit, the smaller the skill release range thereof.
The skill release range may be set at the combat view of the target virtual unit, i.e., the area of the screen display. When no enemy unit exists in the area displayed on the screen, the enemy unit is not in the attack range, and the scene is applicable to be fixed at the center of the screen at the position of the selected target virtual unit, and is similar to a first-person game scene. If the position of the selected target virtual unit is not fixed at the center of the screen, the attack range may be set according to the self combat level of the target virtual unit, for example, the attack range is set by taking the position of the unit on the my side as the center of a circle and taking the circular area with the attack range as the radius as the attack range, and the larger the range value of the unit on the my side is, the larger the attack range is.
Step S202, if yes, controlling the target virtual unit to release skills to the skill target unit; if not, continuing to move to the target place, and continuously detecting whether a skill target unit exists in the skill range of the target virtual unit; and when detecting that the skill target unit exists in the skill range of the target virtual unit, controlling the target virtual unit to release the skill to the skill target unit. The above effect is equivalent to the "a floor" operation in the instant strategic game of the computer terminal.
The detection process is similar to the inspection process, the target virtual unit performs the specification of a detection route and the judgment of a detection target through an automatic target determination rule, and the final purpose has two results, namely, the target position specified in the automatic target determination rule is reached in the detection process, the attack is performed if an enemy is found before the target position is reached, and the target virtual unit continues to move to the specified target position after the attack process is finished until the target position is reached; and the other is that no target position exists, only inspection tour is performed, attack is performed when enemy is found, and tour is continued after attack is finished until the inspection state is contacted.
In some embodiments, the third touch operation is: and the duration of the continuous touch control target formation control reaches the preset duration.
The process of touching the target formation control, i.e., the "long press" operation, is continued, which is a process in which the player presses and holds the screen in the mobile terminal device with a finger or other tool. If the pressure sensor is arranged in the screen of the mobile terminal device, the pressure applied by the player can be collected in the long-press operation process, and different functions can be realized aiming at different pressures. The preset time is set according to game scenes in the game development process, and can also be determined according to hardware attribute parameters in the mobile terminal equipment.
In the embodiment, a touch control mode different from other modes is realized through continuous pressing, and more interaction possibilities can be provided for different devices and under different scenes.
In some embodiments, the above method further comprises:
and after the target virtual unit releases skills according to the automatic target determination rule, continuing to move to the target place.
The following describes a procedure of virtual unit control in the above game by way of a specific example, and a certain game interface is provided with a virtual button selection area 310 on the left side of the game interface, and 5 virtual buttons, namely, a first virtual button 311, a second virtual button 312, a third virtual button 313, a fourth virtual button 314, and a fifth virtual button 315 are provided in the virtual button selection area 310, respectively, as shown in fig. 3. Each button corresponds to each type of my troops, and selection of the corresponding type of my troops can be accomplished by clicking on a button within the area of attack. Even when the formations of the various types of troops on my side are confused, the selection of the required type of troops can be quickly completed by selecting the button of the attack area. The battle field 320 is arranged on the right side of the game interface and is used for providing a field when a game is battle, and players can realize the movement or attack of various armies by interacting with the battle field 320.
The virtual buttons in the virtual button selection area 310 may be generated in advance according to all types of forces in the game, for example, there are 5 forces in the game, and there are 5 buttons in the virtual button selection area 310 after the game starts to be executed. If one type of forces is all destroyed during the game, the button corresponding to that type of forces is still maintained in the virtual button selection area, and the button may be set to an unclonable state at this time in order to prevent conflicting operations.
The virtual buttons in the virtual button selection area 310 may also be dynamically generated according to the progress of the game, for example, only the corresponding 2 forces in 311 and 312 are at the beginning of the game, and then only the corresponding 2 buttons 311 and 312 are entered into the post-game virtual button selection area 310. If, during the course of the game, my unlocking other kinds of forces, such as a force corresponding to any one or more of 313, 314, 315 obtained after winning a battle with an enemy, the above 313, 314, 315 buttons corresponding to this type of force are added at the virtual button selection area 310, the generation of which is accomplished as the course of unlocking the force. Similar to the dynamic generation, when all of the aforementioned forces of one type are destroyed, the corresponding button is also removed.
It can be seen that the buttons in virtual button selection area 310 are closely related to the troop data in game battlefield 320, and when entering a game, statistics are first made on the roles and categories of all troops in the game battlefield. After the statistics are completed, the state of the corresponding button in the virtual button selection area 310 is updated. In order to distinguish between different kinds of buttons in the virtual button selection area 310, thumbnail images of the army character may be set in the buttons, or army names may be set, or may be distinguished by other different patterns or different colors. The buttons may also display attributes of the corresponding forces, such as the number of characters, the life status of the characters, etc. As shown in fig. 3, when a player enters a game, statistics is first performed on all kinds of people contained in a battlefield 320, and 13 people and 5 kinds of troops are total, wherein the number of people corresponding to 311 kinds of troops is 4; the number of people corresponding to the type 312 army is 3; the number of people corresponding to the 313-type army is 1; the number of people corresponding to the type 314 army is 2; the number of people corresponding to the 315 type army is 3.
When the player performs a selection operation on the virtual button of the virtual button selection area 310, the operation is noted as a third touch operation. And selecting a target virtual unit corresponding to any selected virtual button by responding to a third touch operation acted on the selected virtual button.
For convenience of description, the army corresponding to 311 is denoted as the first army; 312 is noted as a second army. When the player clicks the virtual button 311 of the virtual button selection area 310, the first army is selected, and the first army in the battlefield is in the selected state, the states of the other armies are unchanged. In the process, the user is not required to manually click each role in the first army any more, the selection of the first army can be realized by clicking the virtual button, and particularly, similar armies can be quickly selected by clicking the virtual button when the roles are numerous in the battlefield. Similarly, the player may quickly pick all of the second forces in the battle field by clicking on the virtual button 312 associated with the second force in the virtual button selection area 310.
If the player picks both the first and second forces, virtual buttons 311 and 312 associated with each of the first and second forces may be simultaneously touched. If the screen of the mobile terminal does not support multi-touch, that is, the screen hardware can only perform single-point touch, when the player selects the first army and the second army simultaneously, the virtual button 311 and the virtual button 312 can be clicked successively. To prevent conflicts with other operations, a certain time interval is required to be met when clicking the two virtual buttons to achieve simultaneous selection, for example: if the user clicks the virtual button 311 and the virtual button 312 in succession within 1 second, the corresponding forces are selected simultaneously; if the interval time between the two virtual buttons exceeds 1 second, only the army corresponding to the last button is selected.
The third touch operation may further include a sliding operation, for example, after the user touches the screen of the mobile terminal to select the virtual button 311 corresponding to the first army, the user presses the virtual button 311 and slides in the screen, and when the user slides to the virtual button 312 corresponding to the second army, the user releases the virtual button, so that the user can simultaneously select the first army corresponding to the virtual button 311 and the second army corresponding to the virtual button 312.
Because the number of the troops in the battlefield is large, the troops in the selected state are prompted, for example, the color of the selected troops is lightened, or the prompting icons are added in the roles of the selected troops, so that the player can conveniently observe the positions of the selected troops, and the deployment and combat of the troops by the player are facilitated. Similarly, cues may be added to the virtual buttons after player selection, such as highlighting the virtual buttons, or adding color or other selected indicia to the virtual buttons.
When a player selects a required army, a first touch operation is performed on a target place in the battle field, and the selected army is controlled to move towards the target place by responding to the first touch operation on the target place on the battle field. As shown in fig. 4, at this time, the game includes 2 types of troops, so that the virtual button selection area 410 includes 2 virtual buttons, namely a virtual button 411 and a virtual button 412, wherein the troops corresponding to the virtual button 411 have 4 roles in total; virtual buttons 412 correspond to a total of 3 characters in the army. When the player selects the virtual button 411 of the area 410 by clicking the virtual button, 4 characters of the corresponding type of army in the battlefield 420 are in the selected state. After the army is in the selected state, the player performs the first touch operation on the target site 421 in the battlefield, and the army in the selected state moves to the target site.
The first touch operation is consistent with the interaction operation commonly used in the screen, and may include: single click, multiple clicks at the same position, long press at the same position, sliding and the like, and different kinds of touch operation can correspond to different movement states of the army. For example, if a click is made at target location 421 in fig. 4, the selected army is invoked to move to the target location; if a double click is made at the target location 421, the fast moving troop moves to the target location; if a long press is made at the target location 421, a submenu may be called up at the target location for more settings; if a slide is initiated at the target site 421, a slide trajectory may be recorded and the selected army may move according to the slide trajectory.
Because the roles in the selected army of the same class can be dispersed at different positions, the selected army can complete gathering in advance and then move to a target place when moving, and the place where gathering in advance can be the place closest to all the roles; or a place of a certain character, and after other characters all go to the position of the character, the gathering is completed. All the roles of the same selected army can also independently move to the target place, and the gathering is completed at the target place.
During the moving process, if the player clicks other target places, the selected army abandons the previous target place, re-plans the path and moves to the new target place.
During the movement of the selected army, the user can attack the enemy through the corresponding virtual button in the virtual button selection area, and the selected army is controlled to attack the enemy in the attack range by responding to the second touch operation acted on the attack control area.
In this embodiment, the virtual buttons are attack control areas, as shown in fig. 5, and the game includes 2 types of troops, so that the virtual button selection area 510 includes 2 virtual buttons, namely a virtual button 511 and a virtual button 512, where the first troops corresponding to the virtual button 511 have 4 roles in total; the virtual button 512 corresponds to a total of 3 characters in the second army. The two virtual buttons also have the function of attacking the control area, and when the virtual button 511 responds to the second touch operation, the first army attacks the enemy units in the attack range; when the virtual button 512 responds to the second touch operation, the second army attacks enemy units within the attack range.
All characters corresponding to the virtual buttons are contained in the battlefield 520, and enemy 521 is also contained. When the player selects the first army corresponding to 511 and is in the moving process, if the player performs the second touch operation on the virtual button 511 (attack control area) at this time, the first army corresponding to the virtual button 511 attacks the enemy 521 in the attack range.
The second touch operation acts on the virtual button, and the interaction mode of the second touch operation is distinguished from that of the third touch operation, so that collision is prevented. If the third touch operation enables selection of a corresponding army for clicking the virtual button, the second touch operation may be configured to continuously press the virtual button. The duration of the continuous pressing needs to reach a preset duration to realize the second touch operation, and if the duration of the continuous pressing does not meet the preset duration, the third touch operation is realized. For example, the preset duration is set to be 1 second, and if the duration of the player pressing the virtual button exceeds 1 second, the army corresponding to the virtual button attacks the enemy; if the duration of the player's pressing of the virtual button does not exceed 1 second, the army corresponding to the virtual button is in the selected mode and remains unchanged in the state before the pressing.
The scope of attack of the target virtual unit is determined by the army selected by the player, and can be set at the field of view of the battle, i.e., the area of the screen display. When no enemies are present in the screen, this indicates that the enemies are not in the attack range, and the scene is applicable to be fixed in the center of the screen at the selected army position. If the selected army position is not fixed at the center of the screen, the attack range can be set according to the combat level of the army, for example, a round area taking the role as the center of a circle and taking the attack force of the role as the radius is taken as the attack range, and the larger the attack force of the role is, the larger the attack range of the role is.
The player continuously presses the attack area, and detects whether an enemy unit exists in the attack range of the selected target virtual unit when the player monitors a second touch operation acting on the attack control area; if so, the control target virtual unit attacks the enemy units in the attack range. In fig. 5, when the player continuously presses the virtual button 511, the army corresponding to the virtual button 511 always detects the battle field 520 around within the attack range during the movement, and if the enemy 521 enters the attack range, the army corresponding to the virtual button 511 attacks the enemy 521.
In the process of attacking the enemy, the army corresponding to the virtual button 511 will temporarily deviate from the original route, and if the player keeps continuously pressing the virtual button 511, the army corresponding to the virtual button 511 will select the nearest route to reach the area where the enemy 521 is located, and attack the enemy 521. If the player releases the virtual button 511 in the above process, the army corresponding to the virtual button 511 resumes the moving state and re-plans the route to move to the original target location, and the moving process is not in the attack mode, that is, if the enemy enters the attack range, the army will not launch the attack. If the battle is over, the player wins, and the player continuously presses the virtual button 511, the troop of the battle is completed to recover the moving state, the path is planned to move towards the target place again, real-time detection is still kept in the moving process, and if other enemies enter the attack area of the troop, the operation is repeated, and the automatic attack process of the troop is completed.
During the attack of the enemy, the player continuously presses the virtual button 511, but another target site is selected in the battlefield 520, and the army in the attack state resumes the movement state, and the path is re-planned to move to the new target site. Because the enemy still keeps attacking at this moment, the player army can be in the state of being attacked in the process of moving to the target place, so the army can keep the attacking mode to attack the enemy in the moving process.
Most of traditional instant strategy games are computer games, players realize game interaction through a mouse and a keyboard, usually, various shortcut keys are input through the keyboard to realize character selection, and then the selected characters are attacked or moved through the mouse. Therefore, for the usage habit of the player, the left hand uses the keyboard to realize character selection, and the right hand uses the mouse to realize character movement or attack. For the instant strategy game in the mobile terminal device, most of the mobile terminal devices interact in a screen touch mode, so that the positions of components used in the interaction method need to be reasonably arranged according to the usage habits of users. As can be seen from fig. 3, 4 and 5, the virtual button selection area is located on the left side of the game interface and occupies a larger area, and the virtual buttons contained in the virtual button selection area are also large, which is designed to facilitate the player's operation with the left hand. The battle field of the game is arranged on the right side of the game interface, and the purpose of the battle field is to facilitate the operation of the player by using the right hand. Therefore, according to the virtual unit control method in the game provided by the embodiment, the player completes the selection of the roles through the left hand and completes the movement or attack of the roles through the right hand, and the interaction mode of the virtual unit control method in the game is consistent with that of the instant strategic game at the traditional computer end. Therefore, the interactive method of the mobile terminal game provided by the embodiment reserves the traditional input mode of the instant strategy game, and for players familiar with computer terminal operation, the interactive method provided by the embodiment can also quickly play the instant strategy game of the mobile terminal.
In the virtual unit control method in the game mentioned in the above embodiment, the player controls the movement and attack of different types of troops in the target virtual unit by controlling the virtual button in the attack control area. The interaction method reserves the attack operation of the user on the troops, has more game interestingness than the automatic attack mode in the existing mobile terminal instant strategy game, realizes the accurate selection of various troops through the virtual button in the attack control area, and relieves the condition that the selection of the roles of the same type troops is difficult in the existing mobile terminal instant strategy game.
The embodiment of the invention provides a virtual unit control device in a game, which displays a game picture of the game through a graphical user interface of a display component, wherein the game picture at least partially comprises a game scene of the game, the game scene comprises a plurality of virtual units, the graphical user interface comprises a formation selection area, the formation selection area comprises at least one formation control, and the formation control corresponds to at least one target virtual unit in the plurality of virtual units; as shown in fig. 6, the apparatus includes:
a first interaction module 601, configured to determine a target formation control from the formation controls in response to a first touch operation acting on the formation selection area;
The second interaction module 602 is configured to determine a target location in the game scene and control a target virtual unit corresponding to the target formation control to move towards the target location in response to a second touch operation acting on the graphical user interface;
and the third interaction module 603 is configured to control the target virtual unit release skill corresponding to the target formation control in response to a third touch operation acting on the target formation control.
In some embodiments, the third control module further includes:
and the skill releasing module is used for controlling the target virtual units corresponding to the target formation control to release the skills to the target place.
In some embodiments, the skill release module described above includes:
and the first skill releasing module is used for controlling the target virtual units corresponding to the target formation control to release the skills according to the automatic target determining rule.
In some embodiments, the skill release module described above includes:
and the second skill releasing module is used for controlling the target virtual units corresponding to the target formation control to release the skills to the target place and move to the target place.
In some embodiments, the third touch operation is: and the duration of the continuous touch control target formation control reaches the preset duration.
In some embodiments, the first skill release module includes:
the first skill release range detection module is used for detecting whether a skill target unit exists in the skill release range of the target virtual unit corresponding to the target formation control;
and the first skill release control module is used for controlling the target virtual unit to release the skill to the skill target unit if the skill is released.
In some embodiments, the first skill release module further comprises:
the second skill release range detection module is used for continuously moving to the target place and continuously detecting whether a skill target unit exists in the skill range of the target virtual unit if the first skill release range detection module does not have the skill target unit;
and the second skill release control module is used for controlling the target virtual unit to release the skill to the skill target unit when detecting that the skill target unit exists in the skill range of the target virtual unit.
In some embodiments, the virtual unit control device in the game further includes:
and the movement control module is used for continuously moving to the target place after the target virtual unit releases skills according to the automatic target determination rule.
The virtual unit control device in the game provided by the embodiment of the present invention has similar technical features as the virtual unit control method in the game provided by the above embodiment, and detailed implementation is not repeated in this embodiment.
The embodiment also provides an electronic device, and a schematic structural diagram of the electronic device is shown in fig. 7, where the device 700 includes a processor 701 and a memory 702; the memory 702 is used to store one or more computer instructions that are executed by the processor to implement the virtual unit control method for use in a game described above.
The server shown in fig. 7 further comprises a bus 703 and a communication interface 704, the processor 701, the communication interface 704 and the memory 702 being connected by the bus 703. The server may be a network edge device.
The memory 702 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 magnetic disk memory. Bus 703 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. 7, but not only one bus or type of bus.
The communication interface 704 is configured to connect to at least one user terminal and other network units through a network interface, and send the encapsulated IPv4 message or the IPv4 message to the user terminal through the network interface.
The processor 701 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 701 or by instructions in the form of software. The processor 701 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), and the like; but also digital signal processors (Digital Signal Processor, DSP for short), application specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), field-programmable gate arrays (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, 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 a memory 702, and the processor 701 reads information in the memory 702 and, in combination with its hardware, performs the steps of the method of the previous embodiment.
Embodiments of the present invention provide a computer readable medium having non-volatile program code executable by a processor to cause the processor to perform the steps of the method provided by the embodiments presented in the marketplace.
In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods may be implemented in other ways. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, indirect coupling or communication connection of devices or units, electrical, mechanical, or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
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 non-volatile computer readable storage medium executable by a processor. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-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 examples are only specific embodiments of the present invention, and are not intended to limit the scope of the present invention, but it should be understood by those skilled in the art that the present invention is not limited thereto, and that the present invention is described in detail with reference to the foregoing examples: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (11)

1. A virtual unit control method in a game, characterized in that a game picture of the game is displayed through a graphical user interface of a display component, the game picture at least partially comprises a game scene of the game, the game scene comprises a plurality of virtual units, the graphical user interface comprises a formation selection area, the formation selection area comprises at least one formation control, and the formation control corresponds to at least one target virtual unit in the plurality of virtual units; the method comprises the following steps:
determining a target formation control from the formation controls in response to a first touch operation acting on the formation selection area;
responding to a second touch operation acting on the graphical user interface, determining a target place in the game scene and controlling a target virtual unit corresponding to the target formation control to move towards the target place;
and responding to a third touch operation acted on the target formation control, and controlling the target virtual unit release skill corresponding to the target formation control.
2. The method of claim 1, wherein the controlling the target virtual unit release skill corresponding to the target formation control comprises:
And controlling the target virtual units corresponding to the target formation control to release skills to the target place.
3. The method of claim 1, wherein the controlling the target virtual unit release skill corresponding to the target formation control comprises:
and controlling the target virtual units corresponding to the target formation control to release skills according to the automatic target determination rule.
4. The method of claim 1, wherein the controlling the target virtual unit release skill corresponding to the target formation control comprises:
and controlling the target virtual unit corresponding to the target formation control to release skills to the target place and move to the target place.
5. The method of claim 1, wherein the third touch operation is: and continuously touching the target formation control until the duration reaches the preset duration.
6. A method according to claim 3, wherein controlling the target virtual units corresponding to the target formation control to release skills according to automatic target determination rules comprises:
detecting whether a skill target unit exists in a skill release range of a target virtual unit corresponding to the target formation control;
And if so, controlling the target virtual unit to release skills to the skill target unit.
7. The method of claim 6, further comprising, after detecting whether there is a skill goal unit within a skill range of a goal virtual unit corresponding to the goal formation control:
if not, continuing to move to the target place, and continuously detecting whether a skill target unit exists in the skill range of the target virtual unit;
and when detecting that the skill range of the target virtual unit is provided with the skill target unit, controlling the target virtual unit to release the skill to the skill target unit.
8. A method according to claim 3, further comprising:
and the target virtual unit continues to move to the target place after releasing skills according to an automatic target determination rule.
9. A virtual unit control device in a game, characterized in that a game picture of the game is displayed through a graphical user interface of a display component, the game picture at least partially comprises a game scene of the game, the game scene comprises a plurality of virtual units, the graphical user interface comprises a formation selection area, the formation selection area comprises at least one formation control, and the formation control corresponds to at least one target virtual unit in the plurality of virtual units; the device comprises the following modules:
The first interaction module is used for responding to a first touch operation acting on the formation selection area and determining a target formation control from the formation controls;
the second interaction module is used for responding to a second touch operation acting on the graphical user interface, determining a target place in the game scene and controlling a target virtual unit corresponding to the target formation control to move towards the target place;
and the third interaction module is used for responding to a third touch operation acted on the target formation control and controlling the target virtual unit release skill corresponding to the target formation control.
10. An electronic device comprising a memory, a processor, the memory having stored therein a computer program executable on the processor, characterized in that the processor, when executing the computer program, implements the steps of the method of any of the preceding claims 1 to 8.
11. A computer readable medium having non-volatile program code executable by a processor, the program code causing the processor to perform the steps of the method of any one of claims 1 to 8.
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