CN111729309B - Method and device for controlling virtual attack in game, electronic equipment and storage medium - Google Patents

Method and device for controlling virtual attack in game, electronic equipment and storage medium Download PDF

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Publication number
CN111729309B
CN111729309B CN202010583304.0A CN202010583304A CN111729309B CN 111729309 B CN111729309 B CN 111729309B CN 202010583304 A CN202010583304 A CN 202010583304A CN 111729309 B CN111729309 B CN 111729309B
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Prior art keywords
center
virtual
user interface
attack
graphical user
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CN111729309A (en
Inventor
张泽权
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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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The embodiment of the invention provides a method, a device, electronic equipment and a storage medium for controlling virtual attack in a game, wherein a graphical user interface is provided through first terminal equipment, and the method comprises the following steps: providing a first centroid on the graphical user interface, the first centroid being for indicating a first location of a virtual attack; providing a second centroid on the graphical user interface in response to a centroid triggering operation acting on the graphical user interface, the second centroid being for indicating a second location of a virtual attack; and responding to a virtual attack trigger event, and executing virtual attack according to the first position indicated by the first center and the second position indicated by the second center. So that the player can quickly adjust the second heart attack secondary enemy while using the first heart attack primary target.

Description

Method and device for controlling virtual attack in game, electronic equipment and storage medium
Technical Field
The present invention relates to the field of game interaction control technologies, and in particular, to a method and apparatus for controlling virtual attack in a game, an electronic device, and a storage medium.
Background
Currently, in some athletic gaming applications, a player character may hold a weapon or have multiple skills, but only provide a unique center of gravity in the center of the screen, and only attack the same location based on that center of gravity. When a player controls the shooting center to aim and attack a primary enemy, the player needs to face the potential threat of a secondary enemy, if the player wants to attack the secondary enemy, the shooting center can only aim at the secondary enemy, so that the player can not flexibly adjust the attack point, and the player can attack targets outside the center by using weapons or skills.
Disclosure of Invention
In view of the foregoing, embodiments of the present invention have been made to provide an in-game virtual attack control method and a corresponding in-game virtual attack control device that overcome or at least partially solve the foregoing problems.
The embodiment of the invention discloses a method for controlling virtual attack in a game, which comprises the steps of:
providing a first centroid on the graphical user interface, the first centroid being for indicating a first location of a virtual attack;
providing a second centroid on the graphical user interface in response to a centroid triggering operation acting on the graphical user interface, the second centroid being for indicating a second location of a virtual attack;
And responding to a virtual attack trigger event, and executing virtual attack according to the first position indicated by the first center and the second position indicated by the second center.
Optionally, the graphical user interface includes an aiming control area therein, and the method further includes:
the first center of gravity is moved in response to a first aiming control operation acting in the aiming control region.
Optionally, the content displayed by the graphical user interface includes a game scene presented in a current orientation of a virtual principal angle, the virtual principal angle being a virtual character controlled by a game player to execute game instructions in a game; the first center of gravity is located at a designated location of the graphical user interface.
Optionally, the moving the first center of gravity in response to a first sighting control operation acting on the sighting control zone includes:
in response to a first aiming control operation acting on the aiming control region, an orientation of the virtual principal angle in the game scene is adjusted, the first center of gravity moving relative to the game scene during the adjustment of the orientation.
Optionally, the method further comprises:
the virtual main angle is controlled to move in the game scene in response to a first operation in a movement control area acting on the graphical user interface.
Optionally, the method further comprises:
after providing the second center, the second center is moved in response to a second aiming control operation acting in an aiming control area of the graphical user interface.
Optionally, the center-triggered operation is continuous with the second aiming control operation.
Optionally, the moving the second center of collimation in response to a second collimation control operation acting in a collimation control area of the graphical user interface comprises:
and controlling the second center to move in the game scene corresponding to the current direction under the condition that the game scene corresponding to the current direction is kept unchanged in response to a second aiming control operation acted in an aiming control area of the graphical user interface.
Optionally, the graphical user interface includes an aiming control area, the method further comprising:
the first and second centers are moved simultaneously in response to a third aiming control operation acting on the aiming control region.
Optionally, the third aiming control operation includes a first sub-sliding operation and a second sub-sliding operation; the responding to a third aiming control operation acting on the aiming control region while moving the first and second centers, comprising:
Moving the first center of gravity in response to a first sub-sliding operation acting on the aiming control region;
the second center of gravity is moved in response to a second sub-sliding operation acting on the aiming control region.
Optionally, the moving the first center of gravity in response to a first sub-sliding operation acting on the aiming control region includes:
responding to a first sub-sliding operation acting on the aiming control area, and moving the first center to aim at a first target virtual object, wherein the first target virtual object is a virtual object which is closest to an ending operation point of the first sub-sliding operation within a preset distance, and the virtual object is an acting object of the virtual attack;
said moving said second center in response to a second sub-sliding operation acting on said aiming control region, comprising:
and responding to a second sub-sliding operation acting on the aiming control area, and moving the second center to aim at a second target virtual object, wherein the second target virtual object is a virtual object which is closest to an ending operation point of the second sub-sliding operation within a preset distance, and the virtual object is an acting object of the virtual attack.
Optionally, among the multiple virtual objects meeting the preset distance with the ending operation point of the first sub-sliding operation, an included angle between a line segment formed by the position of the first target virtual object and the initial operation point of the first sub-sliding operation and a line segment corresponding to the first sub-sliding operation is the smallest;
and in a plurality of virtual objects which meet the preset distance with the ending operation point of the second sub-sliding operation, the included angle between the position of the second target virtual object and the line segment formed by the initial operation point of the second sub-sliding operation and the line segment corresponding to the second sub-sliding operation is the smallest.
Optionally, the virtual attack trigger event is a trigger event formed in response to a trigger operation acting on the graphical user interface.
Optionally, the method further comprises:
responding to a second operation acting on the graphical user interface, and performing split-screen processing on the graphical user interface to obtain a first display interface and a second display interface; the first display interface is a picture obtained by amplifying the preset range of the first center, and the second display interface is a picture obtained by amplifying the preset range of the second center.
Optionally, the first quasi-center corresponds to a first virtual attack weapon, and the second quasi-center corresponds to a second virtual attack weapon;
the performing a virtual attack according to the first location indicated by the first centroid and the second location indicated by the second centroid includes:
controlling the first virtual attack weapon to execute a virtual attack to a first location indicated by the first centre;
and controlling the second virtual attack weapon to execute virtual attack to the second position indicated by the second center.
Optionally, the virtual attack trigger event includes a first trigger event and a second trigger event;
the responding to the virtual attack triggering event, the executing virtual attack according to the first quasi-center and the second quasi-center, includes:
controlling the first virtual attack weapon to execute a virtual attack to a first location indicated by the first centroid in response to the first trigger event;
and responding to the second trigger event, and controlling the second virtual attack weapon to execute virtual attack to the second position indicated by the first center of gravity.
Optionally, the method further comprises:
the second center of gravity is coincident with the first center of gravity in response to a third operation acting on the graphical user interface.
Optionally, the method further comprises:
and responding to the virtual attack triggering event after the second center coincides with the first center, and executing virtual attack according to the first position indicated by the first center.
Optionally, the virtual attack includes a release skill.
The embodiment of the invention also discloses a virtual attack control device in the game, which provides a graphical user interface through the first terminal equipment, and the device comprises:
a first center providing module for providing a first center on the graphical user interface, the first center being for indicating a first location of a virtual attack;
a second center providing module for providing a second center on the graphical user interface in response to a center triggering operation acting on the graphical user interface, the second center being used to indicate a second location of a virtual attack;
and the virtual attack execution module is used for responding to a virtual attack trigger event and executing virtual attack according to the first position indicated by the first center and the second position indicated by the second center.
The embodiment of the invention also discloses an electronic device, which comprises:
one or more processors; and
one or more machine-readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the steps of one or more methods according to embodiments of the present invention.
Embodiments of the present invention also disclose a computer-readable storage medium having instructions stored thereon, which when executed by one or more processors, cause the processors to perform the steps of one or more methods according to embodiments of the present invention.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, the first center is provided on the graphical user interface, the second center is provided on the graphical user interface in response to the center triggering operation acting on the graphical user interface, the virtual attack is executed according to the first position indicated by the first center and the second position indicated by the second center in response to the virtual attack triggering event, so that a player can quickly adjust the second center to attack a secondary enemy while using the first center to attack a main target, and the requirements of the player for flexibly adjusting a plurality of attack positions in a game and using weapons or skills to attack targets outside the center are met.
Drawings
FIG. 1 is a flow chart of steps of an embodiment of a method for controlling in-game virtual attacks in accordance with the present invention;
FIG. 2A is a schematic illustration of two concentric pairs of the present invention;
FIG. 2B is a schematic illustration of misalignment of two collimators in accordance with the present invention;
FIG. 3 is a schematic diagram of the present invention for simultaneously attacking different locations;
FIG. 4 is a schematic illustration of the present invention releasing game skills to a location pointed by a second center of gravity;
fig. 5 is a block diagram showing the configuration of an embodiment of an in-game virtual attack control device according to the present invention.
Detailed Description
In order that the above-recited objects, features and advantages of the present invention will become more readily apparent, a more particular description of the invention will be rendered by reference to the appended drawings and appended detailed description.
The method for controlling virtual attack in game in one embodiment of the present invention may be executed on a terminal device or a server. The terminal device may be a local terminal device. When the virtual attack control method in the game runs on the server, the virtual attack control method in the game can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the virtual attack control method in the game are completed on the cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal equipment of the virtual attack control method in the game is a cloud game server of the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
Referring to fig. 1, a flowchart illustrating steps of an embodiment of a method for controlling virtual attack in a game according to the present invention, a graphical user interface is provided by a first terminal device, which may specifically include the following steps:
step 101, providing a first center on the graphical user interface, wherein the first center is used for indicating a first position of a virtual attack;
It should be noted that the first terminal device may be the aforementioned local terminal device, or may be a client device in the aforementioned cloud interaction system. The operating system of the first terminal device may include Android (Android), IOS, windows Phone, windows, etc., and may generally support running of various game applications. By running the game application on the first terminal device and rendering a graphical user interface on the display of the first terminal device, the player can perform game interaction through the graphical user interface.
During play of the game, a first centroid may be provided on the graphical user interface, the first centroid being configured to indicate a first location of the virtual attack, the first centroid being configured to be located at a designated location of the graphical user interface, the designated location being a pre-designated location, such as the designated location being a center location. When the player controls the virtual principal angle to perform virtual attack, the virtual units of the enemy at the first position can be damaged, such as damage to the virtual units controlled by other players in shooting games, or damage to virtual monsters in shooting games with dead bodies.
Step 102, responding to a center triggering operation acted on the graphical user interface, and providing a second center on the graphical user interface, wherein the second center is used for indicating a second position of the virtual attack;
specifically, when the player needs to attack other targets (may refer to enemy virtual units other than the target aimed by the first center), a center triggering operation may be performed on the graphical user interface to trigger and display the second center, where the center triggering operation refers to an operation for triggering and displaying the second center, and includes long press, click, double click, and other operations that act on the preset area. For example, the operation of triggering the quasi-center may include an operation of long pressing, clicking, double clicking, etc. on the first quasi-center, an operation of long pressing, clicking, double clicking, etc. on a blank area of the graphical user interface, an operation of long pressing, clicking, double clicking, etc. on a virtual attack prop (weapon) held by the virtual main angle, or an operation of long pressing, clicking, double clicking, etc. on a preset control (the preset control refers to a preset control, such as a mirror opening control). In addition, the center-of-gravity triggering operation can be set as other user operations according to actual needs, which is not limited by the embodiment of the invention.
After receiving the center triggering operation acted on the graphic user interface, the game application can respond to the center triggering operation and provide a second center on the graphic user interface, wherein the second center is used for indicating a second position of the virtual attack. The second alignment center may have an initial position, e.g., the initial position is coincident with the first alignment center, and the provided second alignment center may be displayed at the initial position, and the position of the second alignment center may be adjusted so that the targets aimed at by the first alignment center and the second alignment center are different, thereby implementing simultaneous attack on two different targets.
To facilitate distinguishing between the first and second centers, a morphological or color distinction may be provided between the first and second centers, e.g., the first center may be morphologically smaller than the second center, and/or the second center may be red and the second center green, etc. After providing the second center, the player may adjust the second center alone so that the second center points to other targets that need to be attacked.
And step 103, responding to a virtual attack trigger event, and executing the virtual attack according to the first position indicated by the first center and the second position indicated by the second center.
The virtual attack trigger event refers to a trigger event formed in response to a trigger operation applied to the graphical user interface, for example, an attack control, such as a shooting control, a skill control, or the like, is included in the graphical user interface, and when the game application receives the trigger operation for the attack control in the graphical user interface, the occurrence of the virtual attack trigger event is considered to be detected. The triggering operation may include a clicking operation, a long-press operation, or the like.
The gaming application may respond to the virtual attack trigger event by executing a virtual attack in accordance with the first location indicated by the first centroid and the second location indicated by the second centroid. The virtual attack may be a logic program for performing an attack, and after the virtual attack is performed, if the aimed position has an enemy unit, a certain injury can be caused to the enemy unit at the position, and then the injured effect of the enemy unit can be displayed, and the corresponding animation special effect of the virtual attack is displayed. Since there are two centers (including the first center and the second center), when virtual attack is performed, the positions to which the two centers are directed can be simultaneously attacked, respectively.
In an embodiment of the present invention, the virtual attack may include launching a shot, and the virtual attack may also include releasing skills that do not require a virtual home angle hand-held weapon for which the shot is to be launched. As an example, in a shooting-type game, a virtual principal angle manipulated by a player may hold two virtual attack props, with the two virtual attack props shooting a first position indicated by a first center and a second position indicated by a second center, respectively, or in a non-shooting-type game, the virtual principal angle may be controlled to release skill to the first position indicated by the first center and the second position indicated by the second center, respectively. In addition, when the virtual attack is executed, the first position indicated by the first center and/or the second position indicated by the second center can be adjusted in the continuous attack process, so that the enemy virtual unit is attacked more accurately. For example, if the player fires while holding the right button of the mouse, the player can change the first position indicated by the first center and/or the second position indicated by the second center by moving the mouse, so as to fire the target while moving the center.
In a preferred embodiment of the present invention, the graphical user interface includes an aiming control area, and the method may further include the steps of:
the first center of gravity is moved in response to a first aiming control operation acting in the aiming control region.
Specifically, the graphical user interface includes an aiming control region, which refers to a region for controlling the aiming center. When the player needs to adjust the first focus to target the target to be attacked, a first aiming control operation may be performed in an aiming control area of the graphical user interface. The first aiming control operation may include a sliding operation when applied to a game running on the mobile terminal, and may include an operation of long-pressing and moving a preset key, such as an operation of long-pressing and moving a left button of a mouse, when applied to a game running on the PC terminal.
Upon receiving a first aiming control operation acting in an aiming control region of the graphical user interface, the gaming application may move the first center of gravity in response to the first aiming control operation. In particular, the position of the first center relative to the graphical user interface may be maintained unchanged, and the game scene displayed in the graphical user interface may be adjusted such that the first position at which the first center is pointed in the game scene changes.
In a preferred embodiment of the invention, the method may further comprise the steps of:
the virtual main angle is controlled to move in the game scene in response to a first operation in a movement control area acting on the graphical user interface.
In an embodiment of the invention, the content displayed by the graphical user interface includes a game scene presented at a current orientation of a virtual principal angle, which is a virtual character controlled by a game player to execute game instructions in a game.
A movement control area may be included in the graphical user interface for controlling the virtual principal angle to move, such as forward, reverse, steer, etc. When the player needs to control the virtual principal angle to move, a first operation may be performed in a movement control area of the graphical user interface. Wherein the first operation refers to an operation for controlling the movement of the virtual main angle, in a specific implementation, the movement control area may have a virtual rocker control, and the virtual main angle movement is controlled by the first operation acting on the virtual rocker control in the movement control area.
After receiving a first operation acting on a movement control area of the graphical user interface, the gaming application may control the virtual main angle to move in the game scene in response to the first operation. Specifically, the virtual main angle can be realized by moving the game scene in the graphical user interface, namely, the position of the virtual main angle relative to the graphical user interface is unchanged, the game scene presented by the graphical user interface is changed by adjusting the orientation of the virtual main angle in the game scene, and the virtual main angle is moved in the game scene by acting on the first operation in the movement control area of the graphical user interface.
The first centroid may be located at a designated location of the graphical user interface, which may be a pre-designated location, such as a designated location centered on the location. It should be noted that, when the game scene in the graphical user interface is adjusted, the position of the first center in the graphical user interface is unchanged, and the first position pointed to in the game scene is changed.
In a preferred embodiment of the invention, said moving said first center of gravity in response to a first sighting control operation acting on said sighting control zone comprises:
in response to a first aiming control operation acting on the aiming control region, an orientation of the virtual principal angle in the game scene is adjusted, the first center of gravity moving relative to the game scene during the adjustment of the orientation.
Specifically, the first aiming control operation may include a moving direction and a moving distance, and the game application may adjust an orientation of the virtual main angle in the game scene according to the moving direction and the moving distance in the first aiming control operation in response to the first aiming control operation after receiving the first aiming control operation acting on the aiming control area. The first center of gravity may be bound to the orientation of the virtual character in the game, the first center of gravity moving relative to the game scene during adjustment of the orientation of the virtual principal angle in the game scene.
In a preferred embodiment of the invention, the method further comprises:
after providing the second center, the second center is moved in response to a second aiming control operation acting in an aiming control area of the graphical user interface.
After providing the second focus, the player may aim at a second target in need of attack by performing a second aim control operation in an aim control area of the graphical user interface. Wherein the second aiming control operation refers to an operation for controlling the second center to move. When applied to a game running on the mobile terminal, the second aiming control operation may include a click operation or a double click operation, etc., and the second aiming control operation may be moved to a trigger position corresponding to the click operation or the double click operation. When applied to a game running on the PC side, the second aiming control operation may include an operation of long-pressing and moving a preset key, such as an operation of long-pressing and moving a right button of a mouse.
The game application, upon receiving a second aiming control operation in the aiming control region acting on the graphical user interface, may move the second center of gravity in response to the second aiming control operation. When the second center is moved, the position of the second center in the graphical user interface is adjusted, and the direction of the virtual main angle in the game scene is unchanged, so that the second position pointed by the second center in the game scene is changed, and a second target in the game scene is aimed. Fig. 2A-2B are schematic diagrams of a centering in a game scene, wherein in fig. 2A, a first centering and a second centering are both located at a center of a graphical user interface, and in fig. 2B, after the second centering is adjusted, the second centering is not coincident with the first centering, and the second centering is located on the right side of the first centering.
In a preferred embodiment of the invention, the center-triggered operation is continuous with the second aiming control operation.
The operation of triggering the center and the operation of controlling the second aiming may be one continuous operation, that is, after the player triggers the provision of the second center by performing the operation of triggering the center on the graphical user interface through the operation medium, the operation medium does not leave the graphical user interface, and the player continues to perform the operation of controlling the second aiming on the graphical user interface through the operation medium to move the second center so as to aim at the second target to be attacked. The operation medium may be a finger of a player, a stylus, a mouse or a keyboard, or the like, which may input signals to the first terminal device.
In addition, the operation of triggering the center and the operation of controlling the second aiming may not be continuous, that is, after the player triggers the provision of the second center by performing the operation of triggering the center on the graphical user interface through the operation medium, the operation medium may leave the graphical user interface, and then, when the second center is moved, the operation medium acts on the graphical user interface again, and the second center is moved by performing the operation of controlling the second aiming on the graphical user interface through the operation medium.
In a preferred embodiment of the invention, said moving said second center in response to a second aiming control operation acting in an aiming control area of said graphical user interface comprises:
and controlling the second center to move in the game scene corresponding to the current direction under the condition that the game scene corresponding to the current direction is kept unchanged in response to a second aiming control operation acted in an aiming control area of the graphical user interface.
In particular, the second aiming control operation may carry a trigger position, and after receiving the second aiming control operation acting on the aiming control region of the graphical user interface, the trigger position in the second aiming control operation may be extracted, and the second center of gravity may be moved to the trigger position. The trigger position may refer to a position located in the graphical user interface, and by keeping the game scene corresponding to the current direction unchanged, a new second position of the second center in the game scene corresponding to the current direction may be calculated according to the trigger position, and the second center is controlled to move in the game scene corresponding to the current direction according to the second position.
In a preferred embodiment of the invention, the graphical user interface comprises an aiming control area, the method further comprising:
The first and second centers are moved simultaneously in response to a third aiming control operation acting on the aiming control region.
The third aiming control operation may refer to an operation for simultaneously controlling the first and second centers to move, for example, a two-finger sliding operation, in which each finger's sliding operation controls one center to move, respectively. Responsive to a third aiming control operation by receiving a third aiming control operation by the player acting on the aiming control area, the first and second centers are moved simultaneously.
In a preferred embodiment of the present invention, the third aiming control operation includes a first sub-sliding operation and a second sub-sliding operation; the responding to a third aiming control operation acting on the aiming control region while moving the first and second centers, comprising:
moving the first center of gravity in response to a first sub-sliding operation acting on the aiming control region; the second center of gravity is moved in response to a second sub-sliding operation acting on the aiming control region.
The first sub-sliding operation and the second sub-sliding operation are both sliding operations, and are performed simultaneously, and the first sub-sliding operation and the second sub-sliding operation can respectively carry corresponding sliding directions and sliding distances. And moving the first centering according to the sliding direction and the sliding distance in the first sub-sliding operation and moving the second centering according to the sliding direction and the sliding distance in the second sub-sliding operation by receiving the first sub-sliding operation and the second sub-sliding operation, respectively in response to the first sub-sliding operation and the second sub-sliding operation.
In a preferred embodiment of the invention, said moving said first center in response to a first sub-sliding operation acting on said aiming control area comprises:
responding to a first sub-sliding operation acting on the aiming control area, and moving the first center to aim at a first target virtual object, wherein the first target virtual object is a virtual object which is closest to an ending operation point of the first sub-sliding operation within a preset distance, and the virtual object is an acting object of the virtual attack;
since in some games (such as shooting games of the attack mortuary type) there is a specific shooting trajectory, as long as there is a virtual object in the shooting trajectory that initiates the attack, the virtual object can be injured without purposely aiming the virtual object, wherein the virtual object is the acting object of the virtual attack. Therefore, a preset distance can be set, and the virtual object is automatically aimed as long as the distance between the first center of gravity and the virtual object meets the preset distance. The preset distance may be a preset distance threshold.
In an embodiment of the present invention, after receiving the first sub-sliding operation acting on the aiming control area, the first center may be moved to the position of aiming the first target virtual object, such as to the first target virtual object, in response to the first sub-sliding operation. Specifically, a first target virtual object closest to an end operation point of the first sub-sliding operation may be determined, whether a distance between the end operation point and the first target virtual object is smaller than a preset distance is determined, if the distance between the end operation point and the first target virtual object is smaller than the preset distance, the first center is moved to aim at the first target virtual object, and if the distance between the end operation point and the first target virtual object is greater than or equal to the preset distance, the first center is moved to the end operation point.
In a preferred embodiment of the invention, said adjusting the position of said second center of gravity in response to a second sub-sliding operation acting on said aiming control area comprises:
and responding to a second sub-sliding operation acting on the aiming control area, and moving the second center to aim at a second target virtual object, wherein the second target virtual object is a virtual object which is closest to an ending operation point of the second sub-sliding operation within a preset distance, and the virtual object is an acting object of the virtual attack.
In an embodiment of the present invention, after receiving the second sub-sliding operation acting on the aiming control region, the second center of gravity may be moved to the position of aiming the second target virtual object, such as to the second target virtual object, in response to the second sub-sliding operation. Specifically, a second target virtual object closest to the end operating point of the second sub-sliding operation may be determined, whether the distance between the end operating point and the second target virtual object is smaller than a preset distance is determined, if the distance between the end operating point and the first target virtual object is smaller than the preset distance, the second center is moved to aim at the second target virtual object, and if the distance between the end operating point and the second target virtual object is greater than or equal to the preset distance, the second center is moved to the end operating point.
In this way, when the player adjusts the first center and the second center simultaneously through the third aiming control operation (double-finger sliding operation) on the graphical user interface, even if the direction of the first sub-sliding operation and/or the second sub-sliding operation has a certain deviation from the actual direction corresponding to the target virtual object, the center can be accurately positioned to the target virtual object corresponding to the first sub-sliding operation and/or the second sub-sliding operation to launch the attack, so that the game operation experience is improved.
In a preferred embodiment of the present invention, among a plurality of virtual objects satisfying a preset distance from an end operation point of the first sub-sliding operation, an included angle between a position of the first target virtual object and a line segment formed by an initial operation point of the first sub-sliding operation is the smallest;
and in a plurality of virtual objects which meet the preset distance with the ending operation point of the second sub-sliding operation, the included angle between the position of the second target virtual object and the line segment formed by the initial operation point of the second sub-sliding operation and the line segment corresponding to the second sub-sliding operation is the smallest.
Specifically, after the first sub-sliding operation is received, a plurality of virtual objects which meet a preset distance with an end operation point of the first sub-sliding operation can be determined, a plurality of line segments formed by positions of the plurality of virtual objects and an initial operation point of the first sub-sliding operation are determined, a plurality of included angle angles between the plurality of line segments and the line segments corresponding to the first sub-sliding operation are calculated, and a virtual object with the smallest included angle is selected as a first target virtual object.
After the second sub-sliding operation is received, a plurality of virtual objects which meet the preset distance with the ending operation point of the second sub-sliding operation can be determined, a plurality of line segments formed by the positions of the plurality of virtual objects and the initial operation point of the second sub-sliding operation are determined, a plurality of included angle angles between the plurality of line segments and the line segments corresponding to the second sub-sliding operation are calculated, and the virtual object with the smallest included angle is selected as a second target virtual object.
In this way, when the player adjusts the first center and the second center simultaneously through the third aiming control operation (double-finger sliding operation) on the graphical user interface, even if the sliding angle of the first sub-sliding operation and/or the second sub-sliding operation has a certain deviation from the actual angle corresponding to the target virtual object, the center can be accurately positioned to the target virtual object corresponding to the first sub-sliding operation and/or the second sub-sliding operation to initiate attack, so that the game operation experience is improved.
In a preferred embodiment of the invention, the method may further comprise the steps of:
responding to a second operation acting on the graphical user interface, and performing split-screen processing on the graphical user interface to obtain a first display interface and a second display interface; the first display interface displays a picture obtained by amplifying the preset range of the first center, and the second display interface displays a picture obtained by amplifying the preset range of the second center.
In some game scenarios, the player may open the high power mirror to assist in targeting the target, and in particular, may perform a second operation on the graphical user interface, where the second operation may be a user operation for opening the high power mirror, for example, including a mirror opening control on the graphical user interface, and the second operation may be a click operation or a press-and-hold operation on the mirror opening control.
After receiving a second operation acting on the graphical user interface, responding to the second operation, and performing split-screen processing on the graphical user interface to obtain a first display interface and a second display interface, wherein the first display interface is a picture obtained after amplifying a preset range of the first center, and the second display interface is a picture obtained after amplifying a preset range of the second center. The preset range may be a preset range size, for example, a circular or square region having a diameter of 20 cm.
In a preferred embodiment of the invention, the first centre corresponds to a first virtual attack weapon and the second centre corresponds to a second virtual attack weapon;
the performing a virtual attack according to the first location indicated by the first centroid and the second location indicated by the second centroid includes:
Controlling the first virtual attack weapon to execute a virtual attack to a first location indicated by the first centre; and controlling the second virtual attack weapon to execute virtual attack to the second position indicated by the second center.
The virtual attack weapon may be a weapon in a game scenario, such as a shooting rifle, and in some game application scenarios the virtual main angle may be attacked using two virtual attack weapons simultaneously. In the embodiment of the invention, the first virtual attack weapon can be controlled to execute the virtual attack to the first position indicated by the first center, and the second virtual attack weapon can be controlled to execute the virtual attack to the second position indicated by the second center.
It should be noted that, the first virtual attack weapon may be a weapon with a left hand at a virtual main angle, or may be a weapon with a right hand at a virtual main angle, and similarly, the second virtual attack weapon may be a weapon with a left hand at a virtual main angle, or may be a weapon with a right hand at a virtual main angle. The left hand weapon attacks a relatively left-hand aiming at the graphical user interface and the right hand weapon attacks a relatively right-hand aiming at the graphical user interface, e.g. when the second aiming is located on the left side of the display screen, the left hand weapon fires towards the second aiming. Fig. 3 shows a schematic diagram of the present invention for executing a virtual attack, where a virtual master angle holds two virtual attack weapons while executing the virtual attack on two different locations, achieving two different targets for simultaneous attack.
In a preferred embodiment of the present invention, the virtual attack trigger event comprises a first trigger event and a second trigger event;
the responding to the virtual attack triggering event, the executing virtual attack according to the first quasi-center and the second quasi-center, includes:
controlling the first virtual attack weapon to execute a virtual attack to a first location indicated by the first centroid in response to the first trigger event; and responding to the second trigger event, and controlling the second virtual attack weapon to execute virtual attack to the second position indicated by the first center of gravity.
In the embodiment of the invention, the virtual attack trigger event comprises a first trigger event and a second trigger event, wherein the first trigger event refers to a trigger event aiming at a first virtual attack weapon, and the second trigger event refers to a trigger event aiming at a second virtual attack weapon. And controlling the first virtual attack weapon to execute virtual attack to the first position indicated by the first center by responding to the first trigger event, and controlling the second virtual attack weapon to execute virtual attack to the second position indicated by the first center by responding to the second trigger event so as to realize the simultaneous attack of two different targets.
In a preferred embodiment of the invention, the method further comprises:
the second center of gravity is coincident with the first center of gravity in response to a third operation acting on the graphical user interface.
The third operation may refer to an operation for resetting the position of the second center, such as a double click operation for the second center, or a click operation for a right button of the mouse, or the like.
After receiving a third operation on the graphical user interface, the second center of gravity may be coincident with the first center of gravity in response to the third operation. Specifically, the first center is located at a designated position in the graphical user interface, and the second center may be moved to the designated position in the graphical user interface, for example, the second center may be moved to a center position in the graphical user interface to coincide with the first center.
In a preferred embodiment of the present invention, the method further comprises:
and responding to the virtual attack triggering event after the second center coincides with the first center, and executing virtual attack according to the first position indicated by the first center.
In the embodiment of the invention, after the second center coincides with the first center, virtual attack can be executed according to the first position indicated by the first center in response to a virtual attack trigger event. Specifically, if the virtual main angle is a double-hold weapon, the first virtual attack weapon and the second virtual attack weapon can be controlled, and virtual attack is executed to the first position indicated by the first center at the same time, if the enemy target exists at the first position, double damage can be caused to the enemy target, and the enemy target is accelerated to be killed.
In a preferred embodiment of the invention, the virtual attack may comprise releasing skills, i.e. the virtual principal angle does not require a hand weapon, directly to the aimed target and causes injury thereto.
The embodiment of the invention is not only suitable for shooting games, but also suitable for other types of games, and can release skills to the second position pointed by the second center when the occurrence of the virtual attack trigger event is monitored. After the action of releasing the skills is completed (e.g., playing the skill animation is completed), the position of the second quasimmons may be automatically reset and hidden. A schematic diagram of the present invention for releasing game skills to the location pointed by the second center of gravity is shown in fig. 4.
Referring to fig. 5, there is shown a block diagram of an embodiment of an in-game virtual attack control device according to the present invention, in which a graphical user interface is provided by a first terminal device, and may specifically include the following modules:
a first center providing module 501, configured to provide a first center on the graphical user interface, where the first center is used to indicate a first location of a virtual attack;
a second center providing module 502, configured to provide a second center on the graphical user interface in response to a center triggering operation acting on the graphical user interface, where the second center is used to indicate a second location of a virtual attack;
A virtual attack execution module 503, configured to respond to a virtual attack trigger event, and execute a virtual attack according to the first position indicated by the first center and the second position indicated by the second center.
In a preferred embodiment of the invention, the graphical user interface includes an aiming control area therein, the device further comprising:
a first center movement module for moving the first center in response to a first aiming control operation acting in the aiming control area.
In a preferred embodiment of the present invention, the content displayed by the graphical user interface includes a game scene presented at a current orientation of a virtual principal angle, the virtual principal angle being a virtual character controlled by a game player to execute game instructions in a game; the first center of gravity is located at a designated location of the graphical user interface.
In a preferred embodiment of the present invention, the first center shift module includes:
in response to a first aiming control operation acting on the aiming control region, an orientation of the virtual principal angle in the game scene is adjusted, the first center of gravity moving relative to the game scene during the adjustment of the orientation.
In a preferred embodiment of the invention, the device further comprises:
and the virtual principal angle moving module is used for responding to a first operation in a movement control area of the graphical user interface and controlling the virtual principal angle to move in the game scene.
In a preferred embodiment of the invention, the device further comprises:
a second centering movement module for moving the second centering in response to a second aiming control operation acting in an aiming control area of the graphical user interface after providing the second centering.
In a preferred embodiment of the invention, the center-triggered operation is continuous with the second aiming control operation.
In a preferred embodiment of the present invention, the second center shift module includes:
and the second centering moving sub-module is used for responding to a second aiming control operation in an aiming control area of the graphical user interface and controlling the second centering to move in the game scene corresponding to the current direction under the condition of keeping the game scene corresponding to the current direction unchanged.
In a preferred embodiment of the invention, the graphical user interface comprises an aiming control area, the device further comprising:
And a simultaneous movement module for simultaneously moving the first and second centers in response to a third aiming control operation acting on the aiming control region.
In a preferred embodiment of the present invention, the third aiming control operation includes a first sub-sliding operation and a second sub-sliding operation; the simultaneous movement module includes:
a first movement sub-module for moving the first center of gravity in response to a first sub-sliding operation acting on the aiming control region;
a second movement sub-module for moving the second center of gravity in response to a second sub-sliding operation acting on the aiming control area.
In a preferred embodiment of the invention, the first moving submodule comprises:
the first moving unit is used for responding to a first sub-sliding operation acting on the aiming control area and moving the first center to aim at a first target virtual object, wherein the first target virtual object is a virtual object which is closest to an ending operation point of the first sub-sliding operation within a preset distance, and the virtual object is an acting object of the virtual attack;
the second motion sub-module includes:
And the second moving unit is used for responding to a second sub-sliding operation acting on the aiming control area and moving the second center to aim at a second target virtual object, wherein the second target virtual object is a virtual object which is closest to the ending operation point of the second sub-sliding operation within a preset distance, and the virtual object is an acting object of the virtual attack.
In a preferred embodiment of the present invention, among a plurality of virtual objects satisfying a preset distance from an end operation point of the first sub-sliding operation, an included angle between a position of the first target virtual object and a line segment formed by an initial operation point of the first sub-sliding operation is the smallest;
and in a plurality of virtual objects which meet the preset distance with the ending operation point of the second sub-sliding operation, the included angle between the position of the second virtual object and the line segment formed by the initial operation point of the second sub-sliding operation and the line segment corresponding to the second sub-sliding operation is the smallest.
In a preferred embodiment of the present invention, the virtual attack trigger event is a trigger event formed in response to a trigger operation acting on the graphical user interface.
In a preferred embodiment of the present invention, further comprising:
the split screen processing module is used for responding to a second operation acting on the graphical user interface, and performing split screen processing on the graphical user interface to obtain a first display interface and a second display interface; the first display interface is a picture obtained by amplifying the preset range of the first center, and the second display interface is a picture obtained by amplifying the preset range of the second center.
In a preferred embodiment of the invention, the first centre corresponds to a first virtual attack weapon and the second centre corresponds to a second virtual attack weapon;
the virtual attack execution module 503 includes:
a first attack control sub-module for controlling the first virtual attack weapon to perform a virtual attack to a first location indicated by the first centroid;
and the second attack control sub-module is used for controlling the second virtual attack weapon to execute virtual attack to the second position indicated by the second center of gravity.
In a preferred embodiment of the present invention, the virtual attack trigger event comprises a first trigger event and a second trigger event;
the virtual attack execution module 503 includes:
A first attack control unit for controlling the first virtual attack weapon to execute a virtual attack to a first location indicated by the first center of gravity in response to the first trigger event;
and the second attack control unit is used for responding to the second trigger event and controlling the second virtual attack weapon to execute virtual attack to the second position indicated by the first center.
In a preferred embodiment of the invention, the device further comprises:
and the center alignment module is used for aligning the second center with the first center in response to a third operation on the graphical user interface.
In a preferred embodiment of the present invention, further comprising:
and the first virtual attack execution module is used for responding to the virtual attack trigger event after the second center coincides with the first center and executing virtual attack according to the first position indicated by the first center.
In a preferred embodiment of the invention, the virtual attack comprises a release skill.
For the device embodiments, since they are substantially similar to the method embodiments, the description is relatively simple, and reference is made to the description of the method embodiments for relevant points.
The embodiment of the invention also provides electronic equipment, which comprises:
one or more processors; and
one or more machine readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the steps of the methods described by the embodiments of the present invention.
Embodiments of the present invention also provide a computer-readable storage medium having instructions stored thereon, which when executed by one or more processors, cause the processors to perform the steps of the methods described in the embodiments of the present invention.
In this specification, each embodiment is described in a progressive manner, and each embodiment is mainly described by differences from other embodiments, and identical and similar parts between the embodiments are all enough to be referred to each other.
It will be apparent to those skilled in the art that embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the invention may take the form of a computer program product on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiment and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it is further noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article or terminal device comprising the element.
The above description of the present invention provides a method for controlling a virtual attack in a game and a device for controlling a virtual attack in a game, an electronic device and a computer readable storage medium, and specific examples are applied to illustrate the principles and embodiments of the present invention, and the description of the above examples is only for helping to understand the method and core ideas of the present invention; meanwhile, as those skilled in the art will have variations in the specific embodiments and application scope in accordance with the ideas of the present invention, the present description should not be construed as limiting the present invention in view of the above.

Claims (17)

1. A method for controlling virtual attacks in a game, characterized in that a graphical user interface is provided by a first terminal device, the graphical user interface comprising an aiming control area, the content displayed by the graphical user interface comprising a game scene presented in a current orientation of a virtual principal angle, the virtual principal angle being a virtual character controlled by a game player to execute game instructions in the game, the method comprising:
providing a first center at a designated location of the graphical user interface, the first center being used to indicate a first location of a virtual attack;
Providing a second centroid on the graphical user interface in response to a centroid triggering operation acting on the graphical user interface, the second centroid being for indicating a second location of a virtual attack;
responding to a virtual attack trigger event, and executing virtual attack according to a first position indicated by the first center and a second position indicated by the second center;
the method further comprises the steps of:
adjusting an orientation of the virtual principal angle in the game scene in response to a first aiming control operation acting on the aiming control region, the first center of gravity moving relative to the game scene during the adjustment of the orientation;
after the second centering is provided, the second centering is controlled to move in the game scene corresponding to the current direction in response to a second aiming control operation acting in the aiming control region while keeping the game scene corresponding to the current direction unchanged.
2. The method according to claim 1, wherein the method further comprises:
the virtual main angle is controlled to move in the game scene in response to a first operation in a movement control area acting on the graphical user interface.
3. The method of claim 1, wherein the center-triggered operation is continuous with the second aiming control operation.
4. The method of claim 1, wherein the graphical user interface comprises an aiming control area, the method further comprising:
the first and second centers are moved simultaneously in response to a third aiming control operation acting on the aiming control region.
5. The method of claim 4, wherein the third aiming control operation comprises a first sub-slide operation and a second sub-slide operation; the responding to a third aiming control operation acting on the aiming control region while moving the first and second centers, comprising:
moving the first center of gravity in response to a first sub-sliding operation acting on the aiming control region;
the second center of gravity is moved in response to a second sub-sliding operation acting on the aiming control region.
6. The method of claim 5, wherein moving the first center of gravity in response to a first sub-sliding operation acting on the aiming control region comprises:
responding to a first sub-sliding operation acting on the aiming control area, and moving the first center to aim at a first target virtual object, wherein the first target virtual object is a virtual object which is closest to an ending operation point of the first sub-sliding operation within a preset distance, and the virtual object is an acting object of the virtual attack;
Said moving said second center in response to a second sub-sliding operation acting on said aiming control region, comprising:
and responding to a second sub-sliding operation acting on the aiming control area, and moving the second center to aim at a second target virtual object, wherein the second target virtual object is a virtual object which is closest to an ending operation point of the second sub-sliding operation within a preset distance, and the virtual object is an acting object of the virtual attack.
7. The method according to claim 6, wherein among the plurality of virtual objects satisfying a preset distance from an end operation point of the first sub-sliding operation, an included angle between a position of the first target virtual object and a line segment formed by an initial operation point of the first sub-sliding operation is the smallest;
and in a plurality of virtual objects which meet the preset distance with the ending operation point of the second sub-sliding operation, the included angle between the position of the second target virtual object and the line segment formed by the initial operation point of the second sub-sliding operation and the line segment corresponding to the second sub-sliding operation is the smallest.
8. The method of claim 1, wherein the virtual attack trigger event is a trigger event formed in response to a trigger operation acting on the graphical user interface.
9. The method as recited in claim 1, further comprising:
responding to a second operation acting on the graphical user interface, and performing split-screen processing on the graphical user interface to obtain a first display interface and a second display interface; the first display interface is a picture obtained by amplifying the preset range of the first center, and the second display interface is a picture obtained by amplifying the preset range of the second center.
10. The method of claim 1, wherein the first center corresponds to a first virtual attack weapon and the second center corresponds to a second virtual attack weapon;
the performing a virtual attack according to the first location indicated by the first centroid and the second location indicated by the second centroid includes:
controlling the first virtual attack weapon to execute a virtual attack to a first location indicated by the first centre;
and controlling the second virtual attack weapon to execute virtual attack to the second position indicated by the second center.
11. The method of claim 10, wherein the virtual attack trigger event comprises a first trigger event and a second trigger event;
the responding to the virtual attack triggering event, the executing virtual attack according to the first quasi-center and the second quasi-center, includes:
controlling the first virtual attack weapon to execute a virtual attack to a first location indicated by the first centroid in response to the first trigger event;
and responding to the second trigger event, and controlling the second virtual attack weapon to execute virtual attack to the second position indicated by the first center of gravity.
12. The method according to claim 1, wherein the method further comprises:
the second center of gravity is coincident with the first center of gravity in response to a third operation acting on the graphical user interface.
13. The method as recited in claim 12, further comprising:
and responding to the virtual attack triggering event after the second center coincides with the first center, and executing virtual attack according to the first position indicated by the first center.
14. The method of claim 1, wherein the virtual attack comprises releasing skills.
15. An in-game virtual attack control apparatus characterized in that a graphic user interface including an aiming control area is provided through a first terminal device, and contents displayed in the graphic user interface include a game scene presented in a current direction of a virtual principal angle, the virtual principal angle being a virtual character controlled by a game player to execute a game instruction in a game, the apparatus comprising:
a first center providing module, configured to provide a first center at a specified location of the graphical user interface, where the first center is used to indicate a first location of a virtual attack;
a second center providing module for providing a second center on the graphical user interface in response to a center triggering operation acting on the graphical user interface, the second center being used to indicate a second location of a virtual attack;
the virtual attack execution module is used for responding to a virtual attack trigger event and executing virtual attack according to the first position indicated by the first center and the second position indicated by the second center;
the apparatus is further for adjusting an orientation of the virtual principal angle in the game scene in response to a first aiming control operation acting on the aiming control region, the first center of gravity moving relative to the game scene during the adjustment of the orientation;
After the second centering is provided, the second centering is controlled to move in the game scene corresponding to the current direction in response to a second aiming control operation acting in the aiming control region while keeping the game scene corresponding to the current direction unchanged.
16. An electronic device, comprising:
one or more processors; and
one or more machine readable media having instructions stored thereon, which when executed by the one or more processors, cause the electronic device to perform the steps of the method of any of claims 1-14.
17. A computer-readable storage medium having instructions stored thereon, which when executed by one or more processors, cause the processors to perform the steps of the method of any of claims 1-14.
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