WO2016202119A1 - 控制与虚拟目标进行交互的方法、终端和存储介质 - Google Patents
控制与虚拟目标进行交互的方法、终端和存储介质 Download PDFInfo
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- WO2016202119A1 WO2016202119A1 PCT/CN2016/081484 CN2016081484W WO2016202119A1 WO 2016202119 A1 WO2016202119 A1 WO 2016202119A1 CN 2016081484 W CN2016081484 W CN 2016081484W WO 2016202119 A1 WO2016202119 A1 WO 2016202119A1
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- virtual target
- interaction
- virtual
- range
- distance
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04842—Selection of displayed objects or displayed text elements
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
Definitions
- the present invention relates to the field of computer technologies, and in particular, to a method, a terminal, and a storage medium for controlling interaction with a virtual target.
- the controlled virtual character selects one or more virtual targets as objects in the game scene to interact.
- a virtual target closest to the controlled virtual character is selected to interact by default. If the selected virtual target is not the virtual target that the controlled virtual character wants to interact with, it is also required.
- a lot of unnecessary data processing is generated, resulting in waste of resources.
- a method of controlling interaction with a virtual target comprising the steps of:
- a terminal comprising a memory and a processor, the memory storing instructions that, when executed by the processor, cause the processor to perform the following steps:
- One or more non-transitory computer readable storage media storing computer executable instructions, when executed by one or more processors, cause the one or more processors to perform the following steps:
- the method for controlling the interaction with the virtual target, the terminal, and the storage medium by acquiring the interaction instruction, and detecting whether there is a virtual target within the interaction distance range corresponding to the interaction instruction, and if yes, acquiring the preset priority data, according to the The priority data selects a virtual target within the range of the interaction distance, and finally controls the controlled virtual character to interact with the selected virtual target according to the interaction instruction, and selects a closest distance from the controlled virtual character by default in the traditional method.
- the virtual target interacts, and a more reasonable virtual target can be selected and interacted within the interaction distance according to the preset priority data, thereby reducing resource waste.
- FIG. 1 is an application environment diagram of a method for controlling interaction with a virtual target in an embodiment
- FIG. 2 is a schematic diagram showing the internal structure of a terminal in an embodiment
- FIG. 3 is a flow chart of a method of controlling interaction with a virtual target in one embodiment
- FIG. 5 is a specific flowchart of controlling an activated virtual character to interact with a selected virtual target according to an interaction instruction in an embodiment
- FIG. 6 is a schematic diagram of a process of controlling a method of interacting with a virtual target to be applied to a game scene
- Figure 7 is a logic flow diagram of the execution of a skill cast instruction in one embodiment
- Figure 8 is a logic flow diagram for execution of a normal attack command in one embodiment
- Figure 9 is an operation interface diagram in a specific game scenario
- FIG. 10 is a block diagram showing the internal structure of an apparatus for controlling interaction with a virtual target in one embodiment
- FIG. 11 is a block diagram showing the internal structure of an apparatus for controlling interaction with a virtual target in another embodiment
- Figure 12 is a block diagram showing the internal structure of a module selected in an embodiment.
- the application environment includes a terminal 102 and a server 104.
- the terminal 102 can be a mobile phone, a personal notebook, a tablet computer, or a desktop computer; the terminal 102 and the server 104 communicate via a network.
- the terminal 102 includes a processor, a storage medium, a memory, a network interface, a display screen, and an input device connected by a system bus.
- the storage medium of the terminal stores an operating system, and further includes a device for controlling interaction with the virtual target, and the device for controlling interaction with the virtual target is used to implement a method for controlling interaction with the virtual target.
- the processor is used to provide computing and control capabilities to support the operation of the entire terminal 102.
- the memory in the terminal 102 is an operation providing environment for the device in the storage medium to control the interaction with the virtual target, and the network interface is used for network communication with the server 104, such as uploading the virtual character, the virtual target data to the server 104, and the receiving server 104. Returned virtual characters, data related to virtual targets, and so on.
- the display screen of the terminal 102 is used to display an operation interface of the game scene, etc., and the input device may be a touch layer covered on the display screen, or may be a button, a trackball or a touchpad provided on the outer casing of the terminal 102, or may be externally connected. Keyboard, trackpad or mouse. It will be understood by those skilled in the art that the structure shown in FIG.
- FIG. 2 is only a block diagram of a part of the structure related to the solution of the present application, and does not constitute a limitation on the terminal to which the solution of the present application is applied.
- the specific terminal may include a ratio. More or lower components are shown in the figures, or some components are combined, or have different component arrangements.
- FIG. 3 is a flow diagram of a method of controlling interaction with a virtual target in one embodiment.
- the method of controlling interaction with the virtual target in FIG. 3 is exemplified by the terminal 102 operating in FIG.
- Controlling interaction with a virtual target involves the following steps:
- Step S302 Acquire an interactive instruction.
- the interactive instruction here refers to an instruction that controls the interaction between the controlled virtual character and the virtual target.
- the interaction instruction input by the user is obtained through the provided operation interface.
- the interaction instruction input by the user may be acquired through an operation interface in the game scenario, and the interaction instruction includes but is not limited to various attack instructions and conversations. Instructions, etc.
- the interactive instruction can be obtained through the I/O device.
- the I/O device can be a mouse, a keyboard, a touch screen, or the like. For example, when a user uses a touch screen to display a skill button at a county level on a terminal or click on a virtual target, an interactive instruction is generated.
- Step S304 Detect whether there is a virtual target within the range of the interaction distance corresponding to the interaction instruction. If yes, go to step S306, otherwise, go to step S308.
- the range of interaction distances here refers to the range of distances that interactive commands can make. Specifically, different interaction instructions have different interaction distance ranges. After acquiring the interaction instruction, the location data of the virtual target and the virtual target in the scene is first acquired, and the distance between each virtual target and the controlled virtual character in the scenario is calculated according to the location data of the two. If the distance between a virtual target and the controlled virtual character is less than or equal to the interaction distance corresponding to the interaction instruction, the virtual target is within the interaction distance corresponding to the interaction instruction; otherwise, the virtual target is outside the interaction distance corresponding to the interaction instruction.
- the interaction distance corresponding to the normal attack instruction is 5 meters and the interaction distance corresponding to the skill application instruction is 7 meters
- the obtained interactive instruction is a normal attack instruction
- the controlled virtual is obtained.
- the position and the position data of each virtual target in the scene and calculate the distance between each virtual target and the controlled virtual character according to the location data of the two, and detect whether there is a virtual distance within the range of 5 meters from the controlled virtual character in the scene. aims.
- the obtained interactive instruction is a skill casting instruction, it is detected whether there is a virtual target in the scene that is within a range of 7 meters from the controlled virtual character.
- Step S306 Acquire pre-set priority data, and select a virtual target within the interaction distance range according to the priority data.
- the pre-set priority data refers to the priority condition data for selecting various types of virtual targets, and the conditions for preferentially selecting the virtual target may be set in advance according to actual needs.
- a setting interface may be provided for the user to set the condition for selecting the virtual target, for example, setting the priority condition of the virtual target selected by the setting interface in the game scene to be the distance priority or the target attribute value first.
- the priority data may be that the virtual target is selected from the near to the farthest according to the distance, or the virtual target is selected from the low to the high according to the attribute value of the virtual target.
- the terminal obtains the priority data input by the user through the setting interface, and stores the priority data in the storage device according to the identifier of the controlled virtual character.
- the terminal may also upload the identifier of the controlled virtual character and the corresponding priority data to the storage device of the server for storage. Therefore, when the terminal does not obtain the priority data from the local device, the priority data corresponding to the identifier of the controlled virtual character may be obtained from the storage device of the server.
- the pre-set priority data is to select a virtual target from near to far according to the distance, then when the virtual target is selected, the closest virtual target is preferentially selected. In one embodiment, if the closest virtual target is selected If there are more than two, then randomly select the virtual target from the two or more virtual targets or select the virtual target with the lowest attribute value. If the pre-set priority data is to select the virtual target from the low to the high according to the attribute value, then when the virtual target is selected, the virtual target with the lowest attribute value is preferentially selected. In one embodiment, if there are more than two virtual targets with the lowest attribute value, then the virtual target is randomly selected from the two or more virtual targets or the closest virtual target is selected.
- Step S308 End or execute the interactive instruction according to the type of the interactive instruction.
- the obtained interactive instruction is a normal attack command or a single attack skill command, if there is no virtual target within the interaction distance range corresponding to the interactive command, neither of the instructions can be executed directly. End; when the obtained interactive instruction is a directional skill instruction, if there is no virtual target within the interaction distance corresponding to the interactive instruction, the interactive instruction is executed to the current orientation of the controlled virtual character; when the acquired interactive instruction is a specified skill When the instruction is executed, if there is no virtual target within the range of the interaction distance corresponding to the interactive instruction, the interactive instruction is executed to the default position.
- Step S310 Control the controlled virtual character to interact with the selected virtual target according to the interaction instruction.
- the controlled virtual character may be controlled to interact with the selected virtual target according to the interaction instruction.
- the data generated by selecting the virtual target and the data generated by the interaction between the controlled virtual character and the selected virtual target according to the interaction instruction may be uploaded to the server to implement data synchronization.
- the method for controlling the interaction with the virtual target by acquiring the interaction instruction, and detecting whether there is a virtual target within the interaction distance range corresponding to the interaction instruction, and if yes, acquiring the preset priority data, and interacting according to the priority data
- the virtual target is selected within the range of the interaction distance corresponding to the instruction, and finally the controlled virtual character is controlled to interact with the selected virtual target according to the interaction instruction, and a virtual target closest to the controlled virtual character is selected by default in the traditional method, According to the preset priority data, a more reasonable virtual target can be selected and interacted within the interaction distance range, thereby reducing resource waste.
- the steps of selecting a virtual target within the range of the interaction distance according to the priority data include:
- Step S402 Acquire a level included in the virtual target existing in the range of the interaction distance, and select the virtual target with the highest level.
- the priority data includes a level of the virtual target and a selection priority condition set for the virtual target of the different level, the virtual target is divided into different levels, the virtual target of the high level is usually preferentially selected, and so on.
- the level of the virtual target existing in the range of the interaction distance needs to be acquired, and then the virtual target with the highest level is selected.
- the virtual target may include different target types such as a virtual character, a virtual creature, and a virtual facility, wherein the virtual character is a first-level virtual target, the virtual animal is a secondary virtual target, and the virtual facility is a three-level virtual target. If the virtual target existing in the range of the interaction distance includes the first-level virtual target, the second-level virtual target, and the third-level virtual target, the highest-level one-level virtual target among the three virtual targets is selected. If the virtual target existing in the range of the interaction distance contains only the secondary virtual target and the third-level virtual target, then the highest-level secondary virtual target among the two virtual targets is selected. Other circumstances and so on, will not be repeated here.
- target types such as a virtual character, a virtual creature, and a virtual facility
- the virtual character is a first-level virtual target
- the virtual animal is a secondary virtual target
- the virtual facility is a three-level virtual target.
- Step S404 Select, according to the priority data, the virtual target having the lowest virtual target attribute value in the virtual target with the highest level or the virtual target with the highest selection level among the virtual targets with the highest level.
- a plurality of virtual targets with the highest level may be selected, and one virtual target is selected from the plurality of virtual targets with the highest level according to the preset priority data.
- the virtual target closest to the controlled virtual character is selected from the plurality of highest level virtual targets.
- the virtual target with the lowest virtual target attribute value is selected from the plurality of highest level virtual targets.
- the method further includes: acquiring, by using the setting interface, the first parameter and the second parameter corresponding to the type of the controlled virtual character, and storing the type of the controlled virtual character and the first parameter and the second parameter The steps of the correspondence.
- the method further includes:
- Step S502 Acquire an interactive instruction.
- the interaction instruction input by the user is obtained by providing an operation interface.
- the interaction instruction input by the user may be acquired through an operation interface in the game scenario, and the interaction instruction includes but is not limited to various attack instructions and dialog instructions. Wait.
- Step S504 It is detected whether the distance between the currently selected virtual target and the controlled virtual character exceeds a first range corresponding to the interaction instruction. If no, step S506 is performed, and if so, step S508 is performed.
- first acquiring the type of the controlled virtual character after acquiring the interaction instruction, first acquiring the type of the controlled virtual character, and further acquiring the first parameter and the second parameter corresponding to the type of the controlled virtual character, and obtaining the first range and the second by calculating range.
- the first range is a sum of an interaction distance corresponding to the interaction instruction and the first parameter, and is used to represent a range of interaction distances of the controlled virtual character;
- the second range is a sum of the interaction distance corresponding to the interaction instruction and the second parameter, Used to indicate the scope of the virtual target being sought by the controlled virtual character.
- the controlled virtual character can be divided into a close-range interactive virtual character and a long-distance interactive virtual character according to the distance of its interaction range. If the controlled virtual character is a close-range interactive virtual character, the first range and the second range corresponding to the close-range interactive virtual character can be obtained by acquiring the first parameter and the second parameter corresponding to the close-range interactive virtual character. Similarly, if the controlled virtual character is a remote interactive virtual character, the first range and the second range corresponding to the remotely interacting virtual character can be obtained by acquiring the first parameter and the second parameter corresponding to the remotely interacting virtual character. .
- Step S506 Continue to control the controlled virtual character to interact with the selected virtual target according to the interactive instruction.
- the distance between the currently selected virtual target and the controlled virtual character does not exceed the first range corresponding to the interaction instruction, it indicates that the currently selected virtual target is still within the interaction distance range of the controlled virtual character, and continues to be controlled according to the interactive instruction.
- the controlled virtual character interacts with the selected virtual target.
- Step S508 It is detected whether the currently selected virtual target is in the second range corresponding to the interaction instruction. If yes, go to step S510, if no, go to step S512.
- the distance between the currently selected virtual target and the controlled virtual character exceeds the first range corresponding to the interaction instruction, it indicates that the currently selected virtual target is not within the interaction distance range of the controlled virtual character, and the current detection is further detected. Whether the selected virtual target is in the second range corresponding to the interaction instruction, that is, searching for the currently selected virtual target in the second range.
- Step S510 Control the mobile controlled virtual character to interact the controlled virtual character with the currently selected virtual target.
- Step S512 detecting whether there is a virtual target within the range of the interaction distance corresponding to the interaction instruction, if not, executing step S514, and if yes, executing step S516.
- the currently selected virtual target can only be discarded, and the interaction distance corresponding to the interaction instruction is detected according to the interaction instruction. There are other virtual targets.
- Step S514 End or execute the interactive instruction according to the type of the interactive instruction.
- the obtained interactive instruction is a normal attack command or a single attack skill command, if there is no virtual target within the interaction distance range corresponding to the interactive command, neither of the instructions can be executed directly. End; when the obtained interactive instruction is a directional skill instruction, if there is no virtual target within the interaction distance corresponding to the interactive instruction, the interactive instruction is executed to the current orientation of the controlled virtual character; when the acquired interactive instruction is a specified skill When the instruction is executed, if there is no virtual target within the range of the interaction distance corresponding to the interactive instruction, the interactive instruction is executed to the default position.
- Step S516 Acquire pre-set priority data, and select a virtual target within the interaction distance range according to the priority data.
- step S516 is performed.
- the priority data set in advance refers to the priority condition data for selecting various types of virtual targets, and the conditions for preferentially selecting the virtual target may be set in advance according to actual needs.
- a setting interface may be provided for the user to set the conditions for selecting the virtual target, for example, setting the distance priority or the target attribute value priority in the game scene through the provided setting interface.
- the priority data may be that the virtual target is selected from the near to the farthest according to the distance, or the virtual target is selected from the low to the high according to the attribute value of the virtual target.
- the terminal obtains the priority data input by the user through the setting interface, and may store the identifier corresponding to the controlled virtual character.
- the terminal may also upload the identifier of the controlled virtual character and the corresponding priority data to the server for storage. Therefore, when the terminal does not obtain the priority data locally, the priority data corresponding to the identifier of the controlled virtual character may be acquired from the server.
- Step S518 Control the controlled virtual character to interact with the selected virtual target according to the interaction instruction.
- the controlled virtual character is controlled to interact with the selected virtual target according to the interaction instruction.
- data selected by the virtual target and controlling the controlled virtual character to interact with the selected virtual target according to the interactive instruction may be uploaded to the server to implement data synchronization.
- the controlled virtual character A is a close-range interactive virtual character, and an interactive instruction input by the user through the input device is acquired through an operation interface in the game scene.
- the virtual targets B, C, and D are first-level virtual targets
- the virtual targets a, b, and c are secondary virtual targets
- the virtual targets ⁇ and ⁇ are three-level virtual targets.
- the interaction instruction acquired by the terminal is a skill casting instruction
- it is detected whether the distance to the close interaction virtual character A is less than or equal to the virtual distance in the range of the interaction distance R (such as R 20 meters) corresponding to the skill application instruction.
- FIG. 6 there are one level virtual target B and C, two level virtual targets a, b and three level virtual target ⁇ in the range of interaction distance corresponding to the skill casting instruction; there is one outside the range of the interaction distance corresponding to the skill casting instruction
- Level virtual target D, secondary virtual target c, and tertiary virtual target ⁇ there are one level virtual target B and C, two level virtual targets a, b and three level virtual target ⁇ in the range of interaction distance corresponding to the skill casting instruction; there is one outside the range of the interaction distance corresponding to the skill casting instruction
- Level virtual target D, secondary virtual target c, and tertiary virtual target ⁇ there are one level virtual target B and C, two level virtual targets a, b and
- the first level virtual targets B and C are selected as the virtual targets, and the virtual target B with the highest level is selected according to the priority data.
- the distance between the C and the short-distance interaction virtual character A is the closest or the virtual target with the highest level of the virtual target B and C has the lowest virtual target attribute value.
- the virtual target of the virtual target B and C with the highest level is closest to the virtual target A of the close-range interaction virtual character A according to the priority data, and the distance between the first virtual target B and the close-range interactive virtual character A is 1.5 meters, The distance between the first-level virtual target C and the short-distance interactive virtual character A is 3 meters, then the first-level virtual target B is selected as the virtual target, and the close-range interactive virtual character A and the selected first-level virtual target B are controlled according to the interaction instruction.
- the virtual target A has the closest distance or the virtual target with the lowest virtual target attribute value in the virtual target with the highest level.
- FIG. 6 there are two levels of virtual target a and three levels of virtual target ⁇ in the range of interaction distance corresponding to the common attack command; there are first-level virtual targets B, C, and D outside the range of the interaction distance corresponding to the common attack command.
- Secondary virtual target b, c three-level virtual target ⁇ .
- the second-level virtual target a with the highest level is selected as the virtual target. If there is no virtual target within the range of the interaction distance corresponding to the normal attack command, it will end directly.
- Figure 8 for a logic flow diagram for the execution of a normal attack command.
- controlled virtual character A is a remote interactive virtual character
- the process of controlling the interaction with the virtual target is the same as the above, except that the detection range is different, and details are not described herein again.
- the method for controlling interaction with a virtual target provided by the embodiment of the present invention is preferably applied to a network game, in particular, a MOBA (Multiplayer) Online Battle Arena Games, multiplayer online tactical competitive games) type of game.
- a network game in particular, a MOBA (Multiplayer) Online Battle Arena Games, multiplayer online tactical competitive games) type of game.
- the hero 902 is a controlled virtual character, and the user can click the general attack command 904 to input a normal attack command or click the skill button 906 to input a skill cast command in the operation interface in the game scene.
- the hero 908 is a first-level virtual target having a hostile relationship with the hero 902
- the mob 910 is a secondary virtual target having a hostile relationship with the hero 902
- the building 912 is a three-level virtual hostile relationship with the hero 902. aims.
- an interactive distance range is formed in the game scene, and whether a virtual target exists within the interactive distance range is detected.
- the hero 908 is included in the range of the interaction distance corresponding to the skill casting instruction, and the hero 902 selects the hero 908 with the highest level as the virtual target. If there is no virtual target within the range of the interaction distance corresponding to the normal attack command, it will end directly.
- the controlled virtual character and each virtual target in the game scene have their corresponding attribute values.
- the display box 914 can display the attribute values such as the blood volume value and the experience value of the hero 902.
- the virtual object with the highest level in the virtual target with the highest level or the virtual object with the highest level in the virtual target with the highest level is selected according to the priority data. The target interacts.
- an apparatus 1000 for controlling interaction with a virtual target includes an interaction instruction acquisition module 1002, a detection module 1004, a selection module 1006, and an interaction control module 1008.
- the interactive instruction acquisition module 1002 is configured to acquire an interactive instruction.
- the detecting module 1004 is configured to detect whether there is a virtual target within a range of the interaction distance corresponding to the acquired interaction instruction.
- the selection module 1006 is configured to acquire preset priority data, and select a virtual target within the interaction distance range according to the priority data.
- the interaction control module 1008 is configured to control the controlled virtual character to interact with the selected virtual target according to the interaction instruction.
- an apparatus 1100 for controlling interaction with a virtual target includes an interaction instruction acquisition module 1102, a detection module 1104, a selection module 1106, an interaction control module 1108, a parameter acquisition module 1110, and The storage module 1112.
- the interactive instruction acquisition module 1102 is configured to acquire an interactive instruction.
- the detecting mode 1104 is configured to detect whether there is a virtual target within a range of the interaction distance corresponding to the acquired interactive instruction.
- the selection module 1106 is configured to acquire preset priority data, and select a virtual target within the interaction distance range according to the priority data.
- the interaction control module 1108 is configured to control the controlled virtual character to interact with the selected virtual target according to the interaction instruction.
- the parameter obtaining module 1110 is configured to obtain, by using the setting interface, the first parameter and the second parameter that are input corresponding to the type of the controlled virtual character.
- the storage module 1112 is configured to store a correspondence between a type of the controlled virtual character and the first parameter and the second parameter.
- interaction instruction acquisition module 1102 is further configured to acquire an interaction instruction after the interaction control module 1108 controls the controlled virtual character to interact with the selected virtual target according to the interaction instruction.
- the detecting module 1104 is further configured to detect whether the distance between the currently selected virtual target and the controlled virtual character exceeds a first range corresponding to the interaction instruction, and if yes, the detecting module 1104 further detects whether the currently selected virtual target is In the second range corresponding to the interaction instruction, if yes, the interactive control module 1108 controls the mobile controlled virtual character to interact with the currently selected virtual target.
- the interactive control module 1108 continues to control the controlled virtual character to interact with the selected virtual target according to the interactive instruction.
- the first range is the sum of the interaction distance corresponding to the interaction instruction and the first parameter; the second range is the sum of the interaction distance corresponding to the interaction instruction and the second parameter.
- the detecting module 1104 is further configured to detect whether there is a virtual target within a range of the interaction distance corresponding to the interaction instruction when the distance between the currently selected virtual target and the controlled virtual character exceeds the second range, and if yes, The pre-set priority data is obtained by the selection module 1106, the virtual target is selected within the interaction distance range according to the priority data, and the controlled virtual character is controlled by the interaction control module 1108 according to the interaction instruction to interact with the selected virtual target.
- the selection module 1200 includes a level acquisition unit 1202 and a selection unit 1204.
- the level obtaining unit 1202 is configured to acquire a level included in the virtual target existing in the range of the interaction distance.
- the selecting unit 1204 is configured to select the virtual target with the highest level, and select the closest to the controlled virtual character in the virtual target with the highest level according to the priority data or select the virtual target in the virtual target with the highest level.
- the virtual target with the lowest attribute value is configured to select the virtual target with the highest level, and select the closest to the controlled virtual character in the virtual target with the highest level according to the priority data or select the virtual target in the virtual target with the highest level. The virtual target with the lowest attribute value.
- the storage medium may be a magnetic disk, an optical disk, or a read-only storage memory (Read-Only) Memory, ROM), etc.
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Abstract
Description
Claims (11)
- 一种控制与虚拟目标进行交互的方法,包括:通过I/O设备获取交互指令;检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则从存储设备中获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标;及根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
- 根据权利要求1所述的方法,其特征在于,所述根据所述优先级数据在所述交互距离范围内选取虚拟目标,包括:获取在所述交互距离范围内存在的虚拟目标所包含的级别,选取级别最高的虚拟目标;按照所述优先级数据选取所述级别最高的虚拟目标中与所述被控虚拟角色的距离最近或者选取所述级别最高的虚拟目标中虚拟目标属性值最低的虚拟目标。
- 根据权利要求1所述的方法,其特征在于,所述方法还包括:通过设置界面获取输入的与被控虚拟角色的类型对应的第一参数和第二参数,存储被控虚拟角色的类型与第一参数、第二参数之间的对应关系。
- 根据权利要求3所述的方法,其特征在于,在所述根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互之后,所述方法还包括:获取交互指令;检测当前选取的虚拟目标与被控虚拟角色之间的距离是否超出与所述交互指令对应的第一范围,若是,则进一步检测所述当前选取的虚拟目标是否在与所述交互指令对应的第二范围内,若是,则控制移动所述被控虚拟角色使所述被控虚拟角色与所述当前选取的虚拟目标进行交互;如果当前选取的虚拟目标与被控虚拟角色之间的距离没有超出所述第一范围,则根据所述交互指令继续控制所述被控虚拟角色与所述选取的虚拟目标进行交互;其中,所述第一范围是与所述交互指令对应的交互距离与所述第一参数的和;所述第二范围是与所述交互指令对应的交互距离与所述第二参数的和。
- 根据权利要求4所述的方法,其特征在于,还包括:如果当前选取的虚拟目标与被控虚拟角色之间的距离超出所述第二范围,则检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标,根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
- 一种终端,包括存储器和处理器,所述存储器存储有指令,所述指令被所述处理器执行时,可使得所述处理器执行以下步骤:获取交互指令;检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标;及根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
- 根据权利要求6所述的终端,其特征在于,所述处理器执行所述根据所述优先级数据在所述交互距离范围内选取虚拟目标的步骤包括:获取在所述交互距离范围内存在的虚拟目标所包含的级别,选取级别最高的虚拟目标;按照所述优先级数据选取所述级别最高的虚拟目标中与所述被控虚拟角色的距离最近或者选取所述级别最高的虚拟目标中虚拟目标属性值最低的虚拟目标。
- 根据权利要求6所述的终端,其特征在于,所述处理器还被用于执行通过设置界面获取输入的与被控虚拟角色的类型对应的第一参数和第二参数的步骤,将被控虚拟角色的类型与第一参数、第二参数之间的对应关系存储至所述存储器中。
- 根据权利要求8所述的终端,其特征在于,在所述根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互的步骤之后,所述处理器还被用于执行以下步骤:获取交互指令;检测当前选取的虚拟目标与被控虚拟角色之间的距离是否超出与所述交互指令对应的第一范围,若是,则进一步检测所述当前选取的虚拟目标是否在与所述交互指令对应的第二范围内,若是,则控制移动所述被控虚拟角色使所述被控虚拟角色与所述当前选取的虚拟目标进行交互;如果当前选取的虚拟目标与被控虚拟角色之间的距离没有超出所述第一范围,则根据所述交互指令继续控制所述被控虚拟角色与所述选取的虚拟目标进行交互;其中,所述第一范围是与所述交互指令对应的交互距离与所述第一参数的和;所述第二范围是与所述交互指令对应的交互距离与所述第二参数的和。
- 根据权利要求9所述的终端,其特征在于,所述处理器还被用于执行以下步骤:如果当前选取的虚拟目标与被控虚拟角色之间的距离超出所述第二范围,则检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标,根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
- 一个或多个存储有计算机可读指令的非易失性存储介质,所述计算机可读指令被一个或多个处理器执行时,使得所述一个或多个处理器执行以下步骤:获取交互指令;检测与所述交互指令对应的交互距离范围内是否存在虚拟目标,若是,则获取预先设置的优先级数据,根据所述优先级数据在所述交互距离范围内选取虚拟目标;及根据所述交互指令控制被控虚拟角色与选取的虚拟目标进行交互。
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