WO2019015596A1 - 游戏场景中的目标对象锁定方法、装置、电子设备及存储介质 - Google Patents

游戏场景中的目标对象锁定方法、装置、电子设备及存储介质 Download PDF

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Publication number
WO2019015596A1
WO2019015596A1 PCT/CN2018/096070 CN2018096070W WO2019015596A1 WO 2019015596 A1 WO2019015596 A1 WO 2019015596A1 CN 2018096070 W CN2018096070 W CN 2018096070W WO 2019015596 A1 WO2019015596 A1 WO 2019015596A1
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Prior art keywords
area
sub
terminal
region
target
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PCT/CN2018/096070
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English (en)
French (fr)
Inventor
潘佳绮
陈亚骏
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腾讯科技(深圳)有限公司
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Priority to KR1020197029901A priority Critical patent/KR102317522B1/ko
Priority to EP18835082.1A priority patent/EP3603761A4/en
Priority to JP2020522779A priority patent/JP6976526B2/ja
Publication of WO2019015596A1 publication Critical patent/WO2019015596A1/zh
Priority to US16/546,037 priority patent/US11331574B2/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation
    • G06T11/20Drawing from basic elements, e.g. lines or circles
    • G06T11/203Drawing of straight lines or curves
    • 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
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Definitions

  • the present application relates to the field of data processing technologies, and more particularly to a target object locking method, apparatus, electronic device, and storage medium in a game scenario.
  • an application can implement a user's ability to apply skills to one or more objects (such as people or things), for example, in a MOBA (Multiplayer Online Battle Arena) game.
  • Skills applied to the enemy include: spellcasting, etc.
  • Skills that can be applied in sports action games include: passing the ball. Precisely locking an object is key in applying skills to an object.
  • the application example provides a target object locking method in a game scenario, including:
  • the object to be applied corresponding to the target sub-area is determined as the target object.
  • the application example further provides a target object locking device in a game scenario, including:
  • a first determining module configured to determine at least one object to be applied corresponding to the skill currently triggered by the terminal
  • a generating module configured to generate, in the rocker active area, a sub-area corresponding to the number of the at least one object to be applied, where one sub-area corresponds to an object to be applied;
  • a second determining module configured to determine, from the at least one sub-area, a target sub-area indicated by the joystick corresponding to the skill
  • a third determining module configured to determine an object to be applied corresponding to the target sub-region as a target object.
  • the application example further provides an electronic device, including: a memory for storing a program; the processor is configured to execute the program, and the program is specifically configured to execute the foregoing method.
  • the present application also provides a non-transitory computer readable storage medium storing computer readable instructions that can be executed by at least one processor.
  • FIG. 1 is a schematic diagram of applying skills in a MOBA-like game provided by an example of the present application
  • FIG. 2 is a structural diagram of an electronic device according to an example of the present application.
  • FIG. 3 is a schematic diagram of an interface of a sports action game provided by an example of the present application.
  • FIG. 4 is a flowchart of a method for locking a target object in a game scenario provided by an example of the present application
  • FIG. 5 is a schematic diagram of each sub-area in a rocker active area provided by an example of the present application.
  • FIG. 6 is another schematic diagram of each sub-area in a rocker active area provided by an example of the present application.
  • FIG. 7 is a schematic diagram of mapping the terminal object and two objects to be applied in FIG. 3 into a drawing area
  • FIG. 8 is another schematic diagram of mapping the terminal object and two objects to be applied in FIG. 3 into a drawing area
  • FIG. 9 is still another schematic diagram of mapping a terminal object and each object to be applied to a drawing area according to an example of the present application.
  • FIG. 10 is a schematic diagram of the corresponding relationship between each sub-area in the active area of the rocker of FIG. 9 and the object to be applied;
  • FIG. 11 is a schematic structural diagram of a target object locking apparatus in a game scenario according to an example of the present application.
  • the target object locking method in the game scene provided by the example of the present application can be applied to various types of APP, for example, MOBA (for example, the strongest NBA game), sports action, and the like.
  • An electronic device or terminal to which an APP of the above type is installed has a function shown by a target object locking method in a game scene.
  • the electronic device or the terminal may be a notebook computer, a mobile phone, a PAD (tablet computer), a vehicle-mounted terminal, or a smart wearable device.
  • the user can determine the direction in which the object is located by the joystick displayed in the APP, where the joystick is an operational control displayed in the APP, for example, dragging the joystick to the direction of the pointing object in the active area of the joystick
  • the joystick is an operational control displayed in the APP, for example, dragging the joystick to the direction of the pointing object in the active area of the joystick
  • Figure 1 is a schematic diagram of the skills applied in a MOBA game. Assuming that the user object A represents the user itself, and the user object A needs to apply the skill to the object B, the rocker 12 can be dragged to the position indicating the direction of the object B in the rocker active area 11, which can be specifically in FIG.
  • the electronic device can include a display 21, a memory 22, and a processor 23, wherein:
  • the display 21 is used to display an interface of the APP, and the joystick and the joystick active area may be displayed in the interface.
  • the display 21 may display the interface as shown in FIG. 1; and the interface of the sports action game as shown in FIG. 3 may also be displayed. .
  • the memory 22 is used to store corresponding data and programs of the APP installed by the electronic device.
  • the processor 23 is operative to execute the program.
  • the program is configured to: determine at least one object to be applied corresponding to the skill currently triggered by the terminal (ie, at least one object to be applied corresponding to the skill triggered by the terminal); generate and the at least one object to be applied in the rocker active area a plurality of sub-regions; a target sub-region indicated by the joystick corresponding to the skill is determined from the at least one sub-region; and the object to be applied corresponding to the target sub-region is determined as a target object, wherein one to be applied The object corresponds to a sub-region, and in some instances, the number of objects to be applied is equal to the number of sub-regions.
  • the terminal object marked with a triangle in FIG. 3 is an object representing the user's own selection selected by the user at the terminal.
  • the terminal object can pass the basketball to its own teammate, that is, the object A to be applied and the object B to be applied. Since there are two objects to be applied, the rocker active area can be divided into at least two sub-areas, as shown in FIG.
  • the boundary line L1 divides the rocker active area 11 into two sub-areas.
  • the terminal object when the rocker 12 is in position 1 as shown at 301 in Figure 3, the terminal object can accurately pass the basketball to the object A to be applied; when the rocker 12 is in the position shown at 302 in FIG. At 2 o'clock, the terminal object can accurately pass the basketball to the object B to be applied.
  • the processor 23 can confirm that the user needs to pass the object to be applied A; when the rocker 12 is at the area boundary line L1 When any position of the sub-area on the right side is made, the processor 23 can confirm that the user needs to pass the object B to be applied. Since each sub-area includes a plurality of positions indicating different directions, and each of the sub-areas includes a position indicating a different direction corresponding to the corresponding object to be applied, the user may Dragging the joystick to any position in the target sub-area does not require precise dragging to the position indicating the direction of the target object, so the tolerance range is large.
  • the technical solution can enable the user to quickly and accurately lock one of the plurality of objects to be applied, thereby reducing the time for the user to lock the object. It is avoided that the user does not apply the skill to the object to be applied because the direction of dragging the rocker in the active area of the joystick is slightly deviated from the direction of the object to be applied, or the object to be applied is slightly moved.
  • a flowchart of a target object locking method in a game scenario provided by an example of the present application includes:
  • Step S401 Determine at least one object to be applied corresponding to the skill currently triggered by the terminal.
  • the skill is different from the object to be applied. For example, if the skill is “passing”, the object to be applied is a member belonging to the same team as the member, not a member of the teammate of the other party; if the skill is “casting”, the candidate is Apply the object as an "enemy" instead of your own teammate.
  • the second type obtaining an application range corresponding to the skill; determining the at least one object to be applied according to the application range.
  • the range of application of some skills is the range currently displayed by the display.
  • the range of application of the skill may be the range currently displayed by the display.
  • the object that is within the application range corresponding to the skill and that can be applied to the skill is determined as the object to be applied.
  • Figure 3 can be a game scenario for the strongest NBA game.
  • the determining the at least one object to be applied according to the application range may include:
  • An object having the smallest distance from the terminal object in the connection straight line is determined as an object to be applied.
  • the direction of applying the skill may start from the map location where the terminal object is located, and the location of the terminal object and the target object.
  • the direction of the line is the direction in which the skill is applied.
  • the object is determined as the object to be applied, that is, when only one object is included in the connecting line, the object is the object with the smallest distance from the terminal object.
  • the connecting straight line includes the corresponding positions of the at least two objects, the object having the smallest distance from the terminal object among the at least two objects is determined as the object to be applied.
  • the above location may refer to the location of the terminal object and each object in the map, or may refer to mapping the location of the terminal object and each object to a location in the rendering area in the background.
  • Step S402 generating a sub-area corresponding to the number of the at least one object to be applied in the rocker active area, and one sub-area corresponds to an object to be applied.
  • the rocker active area is a sub-area corresponding to the object to be applied.
  • the rocker active area can be equally divided into M sub-areas.
  • the at least one to be applied may be generated in the rocker active area based on the relative positional relationship between the terminal object and each object to be applied. The corresponding sub-area of the number of objects.
  • the sub-area on the left side of the area boundary line L1 corresponds to the object A; the sub-area on the right side of the area boundary line L1 is Object B corresponds.
  • Step S403 Determine, from the at least one sub-area, a target sub-area indicated by the joystick corresponding to the skill.
  • the target sub-region indicated by the joystick corresponding to the skill in the example of the present application includes the following cases:
  • the rocker can only move in the active area of the rocker, and/or the edge of the area of the active area of the rocker, and the target sub-area indicated by the rocker is the target sub-area where the joystick is located.
  • FIG. 5 is a schematic diagram of each sub-area in a rocker active area provided by an example of the present application.
  • the rocker active area includes three sub-areas as an example, and the three sub-areas are: sub-area 1, sub-area 2, and sub-area 3.
  • the rocker 12 can be moved within the rocker active area, as shown at position 501 in 501 of FIG. 5; and/or, the rocker 12 can be moved over the edge of the area of the rocker active area, such as shown at 502 in FIG. Position 4. Regardless of whether the rocker is in position 3 or in position 4, the processor confirms that the rocker 12 is in the sub-area 1.
  • the joystick can be moved in the entire interface currently displayed by the display 21.
  • the target sub-region indicated by the joystick can be the target sub-region where the joystick is located, and can also be the fan-shaped radiation region of the target sub-region where the joystick is located.
  • FIG. 6 is another schematic diagram of each sub-region in a rocker active area provided by an example of the present application.
  • the rocker active area includes three sub-areas as an example, and the three sub-areas are: sub-area 1, sub-area 2, and sub-area 3.
  • the rocker 12 can be moved within the rocker active area, as shown at position 601 in 601 of FIG. 6; and/or, the rocker can be moved over the edge of the rocker active area, such as position 4 shown at 602 in FIG. And/or, the rocker can also move outside the edge of the area of the active area of the rocker, such as position 5 shown at 603 in FIG. In summary, the rocker can be moved anywhere in the interface displayed by display 21.
  • the dotted line extension line of each area boundary line (such as the solid line shown by 604) in FIG. 6 is the sector-shaped radiation area of each sub-area. If the rocker 12 is located in the sector-shaped radiation area of a certain sub-area, the processor determines the rocker. 12 indicates the sub-area. For example, if the rocker 12 is at position 5 shown at 603 in FIG. 6, the processor confirms that the target sub-region indicated by the joystick is sub-region 1.
  • Step S404 Determine an object to be applied corresponding to the target sub-area as a target object.
  • the object to be applied corresponding to the target sub-region may be determined as the target object.
  • the area boundary line L1 and the edge of the area of the rocker active area form a boundary of the area dividing the sub-area.
  • the area boundary divides the rocker active area into two sub-areas.
  • the rocker 12 is located at any position of the sub-area on the left side of the area boundary line L1, for example, as shown by position 301 in FIG. 3, it is determined that the sub-area located on the left side of the area boundary line L1 is the target sub-area.
  • the object A corresponding to the sub-area is the target object.
  • the rocker 12 is located at any position of the sub-region on the right side of the region boundary line L2, for example, at position 2 as shown by 302 in FIG. 3, it is determined that the sub-region located on the right side of the region boundary line L1 is the target sub-region.
  • the object B corresponding to the sub-area is the target object.
  • the corresponding skill is applied to the target object.
  • At least one object to be applied corresponding to the skill currently triggered by the terminal is first determined; then, in the rocker active area, corresponding to the number of the at least one object to be applied is generated. a sub-area; from the at least one sub-area, determining a target sub-area indicated by the joystick corresponding to the skill.
  • the object to be applied corresponding to the target sub-area is determined as the target object. Since each sub-area includes a plurality of positions indicating different directions, and each of the sub-areas includes a position indicating a different direction corresponding to the corresponding object to be applied, the user is in the process of locking the target object through the terminal.
  • step S402 may be the foregoing third implementation manner. The specific implementation will be described below.
  • Step S402 may specifically include:
  • a sub-region corresponding to the at least one object to be applied is generated in the rocker active area.
  • the key to generating sub-regions in the rocker active area is to obtain the area boundaries for distinguishing the sub-areas. It can be understood that, in the process of obtaining the area boundary of each sub-area, the electronic device may be executed in the background, so the location of the terminal object and the at least one object to be applied in the map needs to be mapped to the background drawing area.
  • generating a sub-region corresponding to the at least one object to be applied in the rocker active area includes:
  • the location referred to in this application example may refer to the corresponding location coordinates.
  • the coordinate system corresponding to the terminal object displayed by the display and the at least one object to be applied may be a two-dimensional coordinate system or a three-dimensional coordinate system, and the coordinate system corresponding to the active area of the rocker is generally a two-dimensional coordinate system, so the terminal is When the object and the position of the at least one object to be applied are mapped to the drawing area in the background, the coordinate system may also need to be converted, and the coordinate system is converted in multiple ways.
  • the example of the present application provides but is not limited to the following method:
  • the coordinate system corresponding to the coordinates of the at least one object to be applied is a three-dimensional coordinate system, and in the process of mapping to the corresponding position of the drawing area in the background, the terminal object and the coordinates of the at least one object to be applied may be directly used in the coordinate of the object to be applied.
  • the coordinates indicating the height from the ground are deleted, so that the two-dimensional coordinates of the terminal object and the at least one object to be applied are obtained. If the coordinate system to which the position coordinates of the terminal object and the at least one object to be applied belong is the same as the coordinate system to which the joystick active area belongs, coordinate conversion is not required.
  • the position of the terminal object in the map may be first mapped to the first in the drawing area. a preset position, and then mapping the at least one object to be applied to a corresponding position in the drawing area based on a relative positional relationship between the terminal object in the map and the at least one object to be applied; or, first Mapping a position of the first object to be applied in the map to the drawing area in the at least one object to be applied, and then based on the relative position of the terminal object and other objects to be applied in the map and the first object to be applied, the terminal object and The position of other objects to be applied in the map is mapped to the drawing area.
  • the position coordinate of the terminal object and the position of the at least one object to be applied may be determined according to Coordinates, directly in the drawing area, a ratio of 1:1 mapping, for example, if the lateral distance between the terminal object and the first object to be applied is 5 meters and the longitudinal distance is 6 meters, then in the drawing area, the terminal object and the The lateral distance of the object to be applied is 5 meters and the longitudinal distance is 6 meters.
  • the mapping of the preset ratio can also be performed. For example, if the lateral distance between the terminal object and the first object to be applied is 5 meters and the longitudinal distance is 6 meters, in the drawing area, the terminal object and the first object to be applied are laterally The distance is 5 cm and the longitudinal distance is 6 cm.
  • the specific value of the preset ratio may be determined according to actual conditions, and is not limited herein.
  • the preset ratio of the relative distance between the terminal object and the at least one object to be applied is the same during the mapping process.
  • the sub-areas can be determined directly in the drawing area.
  • a region boundary specifically: the generating, according to the terminal object and the corresponding position of the at least one object to be applied in the drawing region, corresponding to the at least one object to be applied in the rocker active region
  • Sub-areas include:
  • the sub-area is the rocker active area, and the area boundary for the regional molecular area is the edge of the area of the rocker active area.
  • the position coordinates of the two objects to be applied in the drawing area may be connected.
  • the connecting line segments can be obtained.
  • the starting position of one connecting line segment is the ending position of another connecting line segment, one The end position of the connecting line segment is the starting position of the other connecting line segment.
  • overlapping connecting line segments are allowed as two connecting line segments, and when the number of objects to be applied is 3, the overlapping connecting line segments are one connecting line segment.
  • a non-endpoint target point is determined from the obtained connected line segments, and in some instances, the target point is the midpoint of the connected line segment.
  • the first preset position and the target point are connected to form a quasi-boundary line corresponding to the number of connected line segments, and the first preset position is a position of the terminal object in the drawing area.
  • an area boundary is formed by forming a boundary line of the area corresponding to each of the quasi-boundary lines by a second preset position in the active area of the rocker mapped in the drawing area.
  • FIG. 7 is a schematic diagram of mapping the terminal object and two objects to be applied in FIG. 3 into a drawing area.
  • Figure 7 can be a game scenario for the strongest NBA game.
  • connection position A and the position B can be Obtain the connecting line segment AB, or obtain the connecting line segment AB and the connecting line segment BA.
  • the terminal object at the preset position C can pass the basketball to the object A or to the object B.
  • the second preset position in the rocker active area mapped in the drawing area may be the center of the rocker active area, forming and The boundary line of the corresponding boundary line of each quasi-boundary line.
  • the second preset position is used as the parallel line L1 of L2.
  • L1 is the area boundary line, and both ends of the area boundary line L1 are located on the edge of the area of the rocker active area.
  • the area boundary line L1 forms an area boundary with the area edge of the rocker active area, and each area boundary divides the rocker active area into two sub-areas.
  • the connecting line segment AB and the connecting line segment BA are obtained.
  • the determined target point of the connecting line segment AB is point D
  • the determined target point of the connecting line segment BA is the point F overlapping with the point D (may not overlap) , here is only an example)
  • connecting the first preset positions C and D and connecting the first preset positions C and F, obtaining the quasi-boundary line L2 and the quasi-boundary line L3, and forming through the second preset position
  • One end of the area boundary line L4 is a second preset position, and the other end is located on the edge of the area of the active area of the rocker; one end of the area boundary line L5 is a second preset position, and the other end is located on the edge of the active area of the rocker.
  • the area boundary line L4 and the area boundary line L5 form an area boundary with the area edge of the rocker active area, and each area boundary divides the rocker active area into two sub-areas.
  • the number of objects to be applied is greater than or equal to 3.
  • the method includes:
  • the positions of the objects to be applied are sequentially connected in the drawing area to obtain a plurality of connecting line segments, wherein one position is an end point of two connecting line segments;
  • a region boundary is formed by forming a boundary line of the region corresponding to each of the quasi-boundary lines by a second preset position in the rocker active region mapped in the drawing region.
  • FIG. 9 is still another schematic diagram of mapping a terminal object and each object to be applied to a drawing area according to an example of the present application.
  • the number of objects to be applied is three as an example. It is assumed that the positions of the objects to be applied in the drawing area are position A, position B, and position G, respectively, and the position of the terminal object in the drawing area is the first preset position C.
  • the positions of the objects to be applied in the drawing area are sequentially connected to obtain a plurality of connecting line segments.
  • the positions of the objects to be applied in the drawing area may be sequentially connected in a clockwise direction or a counterclockwise direction.
  • AB, BG, and GA may be sequentially connected to obtain three connection segments AB, BG, and GA; and GB, BA, and AG may be sequentially connected to obtain three connection segments GB, BA, and AG; and AGs may be sequentially connected.
  • the positions of the objects to be applied in the drawing area are sequentially connected as long as each position is the end point of the two line segments. And the positions of the objects to be applied in the drawing area are sequentially connected to obtain a closed figure.
  • the case where the number of objects to be applied is 2 is applicable, and the specific manner may be as shown in FIG. 7 and will not be described herein.
  • the three connected line segments obtained are the connecting line segment AB, the connecting line segment BG and the connecting line segment GA, assuming that the target point determined from the connecting line segment AB is H, and the target point determined from the connecting line segment BG is K, and is determined from the connecting line segment GA.
  • the target point is N. Connecting the first preset position C and the target point H to obtain a quasi-boundary line CH; connecting the first preset position C and the target point K to obtain a quasi-boundary line CK; connecting the first preset position C and the target point N to obtain a standard
  • the boundary line is CN.
  • "forming a region boundary line corresponding to each quasi-boundary line by a second preset position within the rocker active region mapped in the drawing region" may include: passing the second preset position, along The boundary line corresponding to each of the quasi-boundary lines is sequentially obtained in a clockwise direction or a counterclockwise direction.
  • the area boundary line L6 corresponding to the quasi-boundary line CH is sequentially obtained in the clockwise direction or the counterclockwise direction, for example, the parallel line L6 of the CH through the second preset position; and the area boundary line L7 corresponding to the quasi-boundary line CK is obtained,
  • the parallel line L7 of CK is obtained by the second preset position;
  • the area boundary line L8 corresponding to the quasi-boundary line CN is obtained, for example, the parallel line L8 of CN is passed through the second preset position.
  • "forming a region boundary line corresponding to each quasi-boundary line by a second preset position within the rocker active region mapped in the drawing region” may include: going clockwise or counterclockwise The direction sequentially follows the order of the connecting line segments, and is determined as the order of obtaining the boundary line of the corresponding area of each connecting line segment. Taking the second preset position as the end point of the area boundary line, in the clockwise direction or the counterclockwise direction, according to the acquisition order of the area boundary line, the boundary line corresponding to each quasi-boundary line is sequentially obtained.
  • the obtaining order of the region boundary lines includes:
  • the boundary line of the boundary line CH corresponding to the line segment AB is obtained.
  • the boundary line of the boundary line CK corresponding to the line segment BG is obtained.
  • the boundary line of the boundary line CN corresponding to the line segment GA is obtained.
  • the boundary line L6 of the boundary line CH of the quasi-boundary line is first obtained, and the boundary line of the boundary line obtained by obtaining the boundary line of each quasi-boundary line is obtained according to the clockwise direction.
  • the area boundary line L7 of CK is on the right side of the area boundary line L6, and the area boundary line L8 of the obtained quasi-boundary line CN is on the right side of the area boundary line L7, and thus the obtained area boundary line L6, the area boundary line L7, and
  • the area boundary line L8 is as shown in FIG.
  • the area boundary line L6, the area boundary line L7, and the area boundary line L8 is a second preset position, and the other end point is on the edge of the area of the rocker active area.
  • the area boundary line L6, the area boundary line L7, the area boundary line L8 and the area edge of the rocker active area form an area boundary that distinguishes each sub-area.
  • the rocker active area is divided into three sub-areas, namely: a sub-area A corresponding to the object to be applied located at the position A; a sub-area B corresponding to the object to be applied located at the position B; and an object to be applied located at the position G Corresponding sub-region G.
  • a boundary line corresponding to each quasi-boundary line is formed by a second preset position in the active area of the rocker in the drawing area, and the forming the area boundary includes:
  • the second preset position is an end point of the area boundary line, and sequentially an area boundary line parallel to each of the quasi-boundary lines, wherein, an area boundary The other end of the line is on the edge of the area of the rocker active area.
  • the second preset position is an end point of the area boundary line, and a boundary line parallel to each of the quasi-boundary lines is sequentially formed in a clockwise direction or a counterclockwise direction.
  • first preset position and the second preset position are the same position.
  • first preset position and the second preset position may be different positions.
  • a preset for characterizing the target object to be locked may be displayed at a preset position of the target object.
  • the target object is the object A
  • the preset identifiers such as the five-pointed star and the arrow, can be displayed on the top, bottom, left side, and right side of the target object A. and many more.
  • FIG. 10 is a schematic diagram showing the corresponding relationship between each sub-area in the rocker active area of FIG. 9 and an object to be applied.
  • the rocker active area shown in FIG. 10 includes: a sub-area A, a sub-area B, and a sub-area G; information of the object to be applied corresponding to each sub-area (for example, an avatar) may be suspended around the side of the corresponding sub-area around the rocker active area.
  • information of the object to be applied corresponding to each sub-area for example, an avatar
  • the joystick When the user drags the joystick, it can quickly determine which sub-region corresponds to which object to be applied, so that the target region can be quickly determined from the plurality of sub-regions, and the joystick can be dragged to the target region.
  • the application example further provides a target object locking device in a game scene corresponding to the target object locking method in a game scene, and each module in the target object locking device in the game scene described below may be related to the game scenario described above.
  • the target object locking method in each step corresponds to each other.
  • FIG. 11 is a schematic structural diagram of a target object locking device in a game scenario, where the target object locking device in the game scenario includes:
  • the first determining module 111 is configured to determine at least one object to be applied corresponding to the skill currently triggered by the terminal;
  • a generating module 112 configured to generate, in the rocker active area, a sub-area corresponding to the number of the at least one object to be applied, where one sub-area corresponds to an object to be applied;
  • a second determining module 113 configured to determine, from the at least one sub-area, a target sub-area indicated by the joystick corresponding to the skill
  • the third determining module 114 is configured to determine an object to be applied corresponding to the target sub-region as a target object.
  • the generating module includes:
  • a first determining unit configured to determine a relative positional relationship between the at least one object to be applied and a terminal object used to represent the terminal;
  • a generating unit configured to generate, in the rocker active area, a sub-area corresponding to the at least one object to be applied according to the relative positional relationship.
  • the generating unit includes:
  • mapping subunit configured to map the terminal object and a location of the at least one object to be applied in a map to a corresponding location in the drawing area
  • the number of the at least one object to be applied is greater than or equal to 2, and the generating the subunit includes:
  • a first determining submodule configured to determine an area boundary for distinguishing each sub-area based on a relative position of the terminal object and each object to be applied in the drawing area;
  • the first determining sub-module includes:
  • a first obtaining sub-module configured to sequentially connect the objects to be applied in the drawing area to obtain a plurality of connecting line segments, wherein the one position is an end point of the two connecting line segments;
  • a first forming sub-module configured to respectively connect the first preset position and each target point to form a quasi-boundary line corresponding to the number of connected line segments, where the first preset position is that the terminal object is in the drawing area s position;
  • a second forming sub-module configured to form an area boundary by forming a boundary line of the area corresponding to each quasi-boundary line by a second preset position in the rocker active area mapped in the drawing area.
  • the second forming sub-module includes:
  • a second obtaining submodule configured to: in the rocker active area mapped in the drawing area, use the second preset position as an end point of the area boundary line, and sequentially perform an area parallel to each of the quasi-boundary lines A boundary line, wherein another end point of a region boundary line is on an edge of the region of the rocker active area.
  • the second obtaining sub-module is specifically configured to: in the rocker active area mapped in the drawing area, the second preset position is an end point of the area boundary line, in a clockwise direction or In the counterclockwise direction, the boundary lines of the regions parallel to the respective boundary lines are sequentially made.
  • the target point is the midpoint of the respective connecting line segment, and/or the second predetermined position is the center of the rocker active area.
  • the first determining module includes:
  • a first acquiring unit configured to acquire an application range corresponding to the skill
  • a second determining unit configured to determine the at least one object to be applied according to the application range.
  • the second determining unit is specifically configured to: determine an object that belongs to the application range and can be applied with the skill as an object to be applied.
  • the application scope includes the terminal object and at least two objects
  • the second determining unit includes:
  • the method further includes: a display module, configured to display, at a preset position of the target object, a preset identifier for characterizing the target object as a locked object to be applied.
  • the application example further provides an electronic device, and the structural diagram of the electronic device may be as shown in FIG. 2, in addition to the display 21, the memory 22 and the processor 23 shown in FIG. 2, the communication device and the communication bus may also be included; Among them, the display 21, the processor 23, the communication interface, and the memory 22 complete communication with each other through the communication bus.
  • the communication interface can be an interface of a communication module, such as an interface of a GSM module.
  • the processor 23 may be a central processing unit CPU, or an Application Specific Integrated Circuit (ASIC), or one or more integrated circuits configured to implement the examples of the present application.
  • CPU central processing unit
  • ASIC Application Specific Integrated Circuit
  • the memory 22 may include a high speed RAM memory, and may also include a non-volatile memory such as at least one disk memory.
  • the processor 23 can execute a program stored in the memory 22, which can be specifically used for:
  • the object to be applied corresponding to the target sub-area is determined as the target object.

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Abstract

一种游戏场景中的目标对象锁定方法、装置及电子设备,确定终端当前触发的技能相应的至少一个待施加对象(S401);在摇杆活动区域中生成与至少一个待施加对象的数量相应的子区域,一个子区域对应一个待施加对象(S402);从至少一个子区域中,确定技能对应的摇杆所指示的目标子区域(S403);将目标子区域对应的待施加对象,确定为目标对象(S404)。

Description

游戏场景中的目标对象锁定方法、装置、电子设备及存储介质
本申请要求于2017年7月19日提交中国专利局、申请号为201710591055.8、发明名称为“游戏场景中的目标对象锁定方法、装置及电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及数据处理技术领域,更具体涉及游戏场景中的目标对象锁定方法、装置、电子设备及存储介质。
背景
目前,应用程序(Application,APP)可以实现用户对一个或多个对象(例如人或物)施加技能的功能,例如,在MOBA(Multiplayer Online Battle Arena,多人在线战术竞技游戏)类游戏中可以对敌人施加的技能包括:施法等;在体育动作类游戏中可以施加的技能包括:传球等。在对对象施加技能的过程中,精准锁定对象是关键。
技术内容
本申请实例提供了一种游戏场景中的目标对象锁定方法,包括:
确定终端当前触发的技能相应的至少一个待施加对象;
在摇杆活动区域中生成与所述至少一个待施加对象的数量相应的子区域,一个子区域对应一个待施加对象;
从至少一个子区域中,确定所述技能对应的摇杆所指示的目标子区域;
将所述目标子区域对应的待施加对象,确定为目标对象。
本申请实例还提供了一种游戏场景中的目标对象锁定装置,包括:
第一确定模块,用于确定终端当前触发的技能相应的至少一个待施加对象;
生成模块,用于在摇杆活动区域中生成与所述至少一个待施加对象的数量相应的子区域,一个子区域对应一个待施加对象;
第二确定模块,用于从至少一个子区域中,确定所述技能对应的摇杆所指示的 目标子区域;
第三确定模块,用于将所述目标子区域对应的待施加对象,确定为目标对象。
本申请实例还提供了一种电子设备,包括:存储器,用于存储程序;所述处理器用于执行所述程序,所述程序具体用于执行上述方法。
本申请实例还提供了一种非易失性计算机可读存储介质,存储有计算机可读指令,可以使至少一个处理器执行上述方法。
附图简要说明
为了更清楚地说明本申请实例或现有技术中的技术方案,下面将对实例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的实例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据提供的附图获得其他的附图。
图1为本申请实例提供的MOBA类游戏中施加技能的示意图;
图2为本申请实例提供的一种电子设备的结构图;
图3为本申请实例提供的体育动作类游戏的界面示意图;
图4为本申请实例提供的游戏场景中的目标对象锁定方法的流程图;
图5为本申请实例提供的一种摇杆活动区域中各子区域的示意图;
图6为本申请实例提供的一种摇杆活动区域中各子区域的另一示意图;
图7为将图3中终端对象和两个待施加对象映射至绘制区域中的示意图;
图8为将图3中终端对象和两个待施加对象映射至绘制区域中的另一示意图;
图9为本申请实例提供的终端对象与各待施加对象映射至绘制区域的又一示意图;
图10为图9中摇杆活动区域中各子区域与待施加对象的对应关系示意图;
图11为本申请实例提供的一种游戏场景中的目标对象锁定装置的结构示意图。
实施方式
下面将结合本申请实例中的附图,对本申请实例中的技术方案进行清楚、完整地描述,显然,所描述的实例仅仅是本申请一部分实例,而不是全部的实例。基于本申请中的实例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有 其他实例,都属于本申请保护的范围。
本申请实例提供的游戏场景中的目标对象锁定方法可以应用于多种类型的APP中,例如,MOBA(例如,最强NBA游戏)、体育动作类等游戏APP。安装有上述类型的APP的电子设备或终端具有游戏场景中的目标对象锁定方法所示的功能。其中,所述电子设备或终端可以为笔记本电脑、手机、PAD(平板电脑)、车载终端或者智能可穿戴设备等。
在一些实例中,用户可以通过APP中展示的摇杆确定对象所在的方向,其中,摇杆为APP中展示的操作控件,例如,将摇杆拖拽至摇杆活动区域中指示对象所在方向的位置,下面以一具体例子进行说明。图1为MOBA类游戏中施加技能的示意图。假设用户对象A表示用户自身,用户对象A需要向对象B施加技能,则可以在摇杆活动区域11内将摇杆12拖拽至指示对象B所在方向的位置,该位置具体可以为图1中摇杆12的位置,用户松开摇杆12后,即可对摇杆12的拖拽方向施加技能,施加技能的效果如图1所示。在上述进行精准锁定对象的过程中,需要用户反复调节摇杆的位置,增加了用户锁定对象的时间。
图2为本申请实例提供的一种电子设备的结构图。电子设备可以包括:显示器21、存储器22以及处理器23,其中:
显示器21用于显示APP的界面,界面中可展示有摇杆和摇杆活动区域,例如,显示器21可以显示如图1所示界面;还可以显示如图3所示的体育动作类游戏的界面。
存储器22用于存储电子设备安装的APP的相应数据和程序。
处理器23用于执行该程序。该程序用于:确定终端当前触发的技能相应的至少一个待施加对象(即用户通过终端触发的技能相应的至少一个待施加对象);在摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域;从至少一个子区域中,确定所述技能对应的摇杆所指示的目标子区域;将所述目标子区域对应的待施加对象,确定为目标对象,其中,一待施加对象对应一子区域,在一些实例中,待施加对象的数量与子区域的数量相等。
图3中用三角形进行标记的终端对象为用户在终端选择的代表用户自己的对象。终端对象可以将篮球传递给自己的队友,即待施加对象A和待施加对象B,由于待施加对象有2个,所以可以将摇杆活动区域划分为至少2个子区域,如图3中 的区域边界线L1将摇杆活动区域11划分为2个子区域。
在一些实例中,当摇杆12位于如图3中301所示的位置1时,终端对象才能将篮球准确的传递至待施加对象A;当摇杆12位于如图3中302所示的位置2时,终端对象才能将篮球准确的传递至待施加对象B。
在一些实例中,当摇杆12在区域边界线L1左侧的子区域的任一位置时,处理器23即可确认用户需要向待施加对象A传球;当摇杆12在区域边界线L1右侧的子区域的任一位置时,处理器23即可确认用户需要向待施加对象B传球。由于每一子区域包括了多个指示不同方向的位置,而每一子区域中包含的各指示不同方向的位置均与相应的待施加对象对应,因此,用户在锁定目标对象的过程中,可以将摇杆拖拽至目标子区域的任意位置,无需精确拖拽至指示目标对象所在方向的位置,因此容错范围较大。且该技术方案可以使得用户快速、精准的锁定多个待施加对象中的一个,减小了用户锁定对象的时间。避免用户因为在摇杆活动区域拖拽摇杆的方向与待施加对象所在方向稍有偏差,或,待施加对象稍微移动,导致的未将技能施加在待施加对象上的现象。
下面结合上述结构对本申请实例提供的游戏场景中的目标对象锁定方法进行详细说明。如图4所示,为本申请实例提供的游戏场景中的目标对象锁定方法的流程图,该方法包括:
步骤S401:确定终端当前触发的技能相应的至少一个待施加对象。
“确定终端当前触发的技能相应的至少一个待施加对象”的实现方法有多种,本申请实例提供但不限于以下几种:
第一种:获取当前触发的技能的类别;将可被施加该类别的技能的对象确定为待施加对象。
可以理解的是,技能不同待施加对象不同,例如,若技能为“传球”,则待施加对象为与自己属于同一队的成员,不是对方的队友成员;若技能为“施法”,则待施加对象为“敌人”,而不是自己的队友。
第二种:获取所述技能对应的施加范围;依据所述施加范围,确定所述至少一个待施加对象。
“依据所述施加范围,确定所述至少一个待施加对象”的实现方式有多种,本 申请实例提供但不限于以下几种:
一、将位于该技能对应的施加范围内的对象,确定为待施加对象。
不同的技能的施加范围不同,例如,有的技能的施加范围为全地图,有的技能的施加范围是以终端对象所在的位置为中心的以预设距离为半径的圆。有的技能的施加范围是显示器当前显示的范围,例如篮球游戏中,用户需要进行传球时,该技能的施加范围可以为显示器当前显示的范围。
二、将位于该技能对应的施加范围内且可被施加该技能的对象,确定为待施加对象。
如图3所示的实例中,由于当前触发的技能为“传球”,对象A和对象B为用户的队友,且对象A和对象B均在显示器当前显示的范围内,因此对象A和对象B为待施加对象。在一些实例中,图3可以为最强NBA游戏的一个游戏场景。
三:假设该技能对应的施加范围内包括所述终端对象和至少两个对象,则“依据所述施加范围,确定所述至少一个待施加对象”可以包括:
分别连接所述终端对象的位置与位于所述施加范围内的各对象的位置,形成连接直线;
将所述连接直线中与所述终端对象的位置距离最小的对象,确定为待施加对象。
可以理解的是,在对目标对象施加技能的过程中,为了使得用户有更好的体验效果,施加技能的方向可以以终端对象所在的地图位置为起点,且以终端对象的位置和目标对象的位置的连线方向为施加技能的方向。在实际应用中,有可能多个对象与终端对象位于同一直线,由于终端对象对这多个对象施加技能的方向相同,所以无法确定到底对哪一对象施加了技能,因此,将连接直线中与所述终端对象的位置距离最小的对象,确定为待施加对象,这包括两种情况:
若连接直线仅包括一个对象的位置时,将所述对象确定为待施加对象,即当连接直线中仅包括一个对象的位置时,该对象即为与终端对象的位置距离最小的对象。
若连接直线包括至少两个对象相应的位置时,将所述至少两个对象中与所述终端对象的位置距离最小的对象,确定为待施加对象。
上述位置可以是指终端对象和各对象在地图中的位置,也可以是指将终端对象和各对象的位置映射至后台中的绘制区域中的位置。
步骤S402:在摇杆活动区域中生成与所述至少一个待施加对象的数量相应的子 区域,一个子区域对应一个待施加对象。
“在摇杆活动区域中生成与所述至少一个待施加对象的数量相应的子区域”的方法有多种,本申请实例提供但不限于以下几种:
第一种,当待施加对象的数量为1时,摇杆活动区域即为与该待施加对象相应的子区域。
第二种,当待施加对象的数量为M,且M大于等于2时,可以将摇杆活动区域平均分为M个子区域。
第三种,当待施加对象的数量为M,且M大于等于2时,可以基于终端对象与各待施加对象的相对位置关系,在所述摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域。
例如图3中,由于对象A在终端对象的左侧,对象B在终端对象的右侧,所以区域边界线L1左侧的子区域与对象A相对应;区域边界线L1右侧的子区域与对象B相对应。
步骤S403:从至少一个子区域中,确定所述技能对应的摇杆所指示的目标子区域。
本申请实例中的技能对应的摇杆所指示的目标子区域包括以下几种情况:
第一种,摇杆只能在摇杆活动区域内,和/或,摇杆活动区域的区域边缘移动,则摇杆所指示的目标子区域为摇杆所在的目标子区域。
图5为本申请实例提供的一种摇杆活动区域中各子区域的示意图。在该实例中,以摇杆活动区域包括3个子区域为例进行说明,3个子区域分别为:子区域1、子区域2和子区域3。
摇杆12可以在摇杆活动区域内移动,如图5中501所示的位置3;和/或,摇杆12可以在摇杆活动区域的区域边缘上移动,例如图5中502所示的位置4。无论摇杆在位置3还是在位置4,处理器均确认摇杆12位于子区域1中。
第二种,摇杆可以在显示器21当前显示的整个界面中移动,摇杆指示的目标子区域可以为摇杆所在的目标子区域,还可以为摇杆所在的目标子区域的扇形辐射区。
6为本申请实例提供的一种摇杆活动区域中各子区域的另一示意图。在该实例中,以摇杆活动区域包括3个子区域为例进行说明,3个子区域分别为:子区域1、子区域2和子区域3。
摇杆12可以在摇杆活动区域内移动,如图6中601所示的位置3;和/或,摇杆可以在摇杆活动区域的边缘上移动,例如图6中602所示的位置4;和/或,摇杆还可以在摇杆活动区域的区域边缘外移动,例如图6中603所示的位置5。综上,摇杆可以在显示器21显示的界面的任意位置移动。
图6中的各区域边界线(如604所示的实线)的虚线延长线为各子区域的扇形辐射区,若摇杆12位于某一子区域的扇形辐射区,则处理器确定摇杆12指示该子区域。例如,若摇杆12在图6中603所示的位置5,则处理器确认摇杆指示的目标子区域为子区域1。
步骤S404:将所述目标子区域对应的待施加对象,确定为目标对象。
由于一子区域对应一待施加对象,因此,在确定出摇杆所指示的目标子区域后,可以将目标子区域对应的待施加对象,确定为目标对象。
以图3为例,区域边界线L1与摇杆活动区域的区域边缘形成了划分子区域的区域边界。区域边界将摇杆活动区域划分成了两个子区域。
若摇杆12位于区域边界线L1的左侧的子区域的任一位置,例如如图3中301所示的位置1时,则确定位于区域边界线L1的左侧的子区域为目标子区域,该子区域对应的对象A为目标对象。若摇杆12位于区域边界线L2的右侧的子区域的任一位置,例如如图3中302所示的位置2时,则确定位于区域边界线L1的右侧的子区域为目标子区域,该子区域对应的对象B为目标对象。
当用户确定进行施加技能(例如松开摇杆)时,将相应的技能施加至目标对象。
本申请实例提供的游戏场景中的目标对象锁定方法中,首先确定终端当前触发的技能相应的至少一个待施加对象;然后在摇杆活动区域中生成与所述至少一个待施加对象的数量相应的子区域;从至少一个子区域中,确定所述技能对应的摇杆所指示的目标子区域。将目标子区域对应的待施加对象,确定为目标对象。由于每一子区域包括了多个指示不同方向的位置,而每一子区域中包含的各指示不同方向的位置均与相应的待施加对象对应,因此,用户在通过终端锁定目标对象的过程中,可以将摇杆拖拽至目标子区域的任意位置,无需精确拖拽至指示目标对象所在方向的位置,因此容错范围较大。且可以使得用户快速、精准的锁定多个待施加对象中的一个,减小了用户锁定对象的时间。避免了用户因为在摇杆活动区域拖拽摇杆的方向与待施加对象所在方向稍有偏差,或,待施加对象稍微移动,导致的未将技能 施加在待施加对象上的现象。
在摇杆活动区域中生成子区域的过程中,为了更加符合用户的行为习惯,例如,若目标对象位于终端对象的左上侧,则用户一般会将摇杆拖拽至摇杆活动区域的左上侧,因此,在一些实例中,步骤S402的具体实现方式可以为上述第三种实现方式。下面具体对该种实现方式进行说明。
步骤S402具体可以包括:
确定所述至少一个待施加对象与用于表征所述终端的终端对象的相对位置关系;
依据所述相对位置关系,在摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域。
可以理解的是,在摇杆活动区域中生成子区域的关键在于,获得用于区分各子区域的区域边界。可以理解的是,在获得各子区域的区域边界的过程中,可以是电子设备在后台执行的,所以需要将终端对象和所述至少一个待施加对象在地图中的位置映射至后台的绘制区域中相应的位置。具体的:依据所述相对位置关系,在摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域包括:
将所述终端对象以及所述至少一个待施加对象在地图中的位置映射至绘制区域中的相应位置;依据所述终端对象以及所述至少一个待施加对象在所述绘制区域中的相应位置,在所述摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域。
本申请实例涉及的位置可以是指相应的位置坐标。
由于显示器显示的终端对象和所述至少一个待施加对象对应的坐标系可能为二维坐标系或三维坐标系等,而摇杆活动区域对应的坐标系一般为二维坐标系,因此在将终端对象和所述至少一个待施加对象的位置映射到后台中的绘制区域时,还可能需要进行坐标系的转换,坐标系的转换方式多种,本申请实例提供但不限于以下方法:若终端对象和所述至少一个待施加对象的坐标对应的坐标系为三维坐标系,则在映射到后台的绘制区域相应位置的过程中,可以直接将终端对象和所述至少一个待施加对象的坐标中用于表示距离地面高度的坐标删除,这样就获得了终端对象和所述至少一个待施加对象的二维坐标。若终端对象和所述至少一个待施加对象的位置坐标所属坐标系与摇杆活动区域所属的坐标系相同,则不需要进行坐标转换。
在“将所述终端对象以及所述至少一个待施加对象在地图中的位置映射至绘制区域中的相应位置”的过程中,可以首先将终端对象在地图中的位置映射至绘制区域中的第一预设位置,然后,再基于地图中终端对象与所述至少一个待施加对象的相对位置关系,将所述至少一个待施加对象映射至所述绘制区域中相应的位置;或,首先将所述至少一个待施加对象中第一待施加对象在地图中的位置映射至绘制区域中,然后再基于地图中终端对象和其他待施加对象与该第一待施加对象的相对位置,将终端对象和其他待施加对象在地图中的位置映射至绘图区域中。
在“将所述终端对象以及所述至少一个待施加对象在地图中的位置映射至绘制区域中的相应位置”的过程中,可以依据终端对象的位置坐标和所述至少一个待施加对象的位置坐标,直接在绘制区域中,进行比例为1:1的映射,例如若终端对象和第一待施加对象的横向距离为5米,纵向距离为6米,则在绘制区域中,终端对象和第一待施加对象的横向距离为5米,纵向距离为6米。当然也可以进行预设比例的映射,例如,若终端对象和第一待施加对象的横向距离为5米,纵向距离为6米,则在绘制区域中,终端对象和第一待施加对象的横向距离为5厘米,纵向距离为6厘米。
预设比例的具体值可以依据实际情况而定,在此不进行限定。
为了保证终端对象和所述至少一个待施加对象之间的相对位置关系不变,在映射过程中,终端对象和所述至少一个待施加对象之间的相对距离的预设比例相同。
由于在绘制区域中映射的摇杆活动区域的位置、终端对象的位置和所述至少一个待施加对象的坐标所属的坐标系为同一坐标系,因此可以直接在绘制区域中,确定各子区域的区域边界,具体的:所述依据所述终端对象以及所述至少一个待施加对象在所述绘制区域中的相应位置,在所述摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域包括:
基于所述终端对象与各待施加对象在所述绘制区域中的相对位置,确定用于区分各子区域的区域边界;基于各区域边界,在所述摇杆活动区域中生成各待施加对象相应的子区域。
基于终端对象与各待施加对象在所述绘制区域中的相对位置,确定用于区分各子区域的区域边界的方式有多种,本申请实例提供但不限于以下几种:
第一种,待施加对象的数量为1。
子区域即为摇杆活动区域,用于区分子区域的区域边界为摇杆活动区域的区域边缘。
第二种,各待施加对象的数量为2。
首先,将两个待施加对象在绘制区域中的位置相连。
具体的,可以将两个待施加对象在绘制区域中的位置坐标相连。
其次,在将两个待施加对象在绘制区域中的位置相连后,可以获得连接线段。
由于只有两个待施加对象,所以可以认为只获得了一条连接线段,也可以认为获得了两条重叠的连接线段,此时,一条连接线段的起始位置为另一连接线段的终止位置,一条连接线段的终止位置为另一连接线段的起始位置。本申请实例中,只有当待施加对象的数量为2时,允许重叠的连接线段作为两条连接线段,当待施加对象的数量为3时,重叠的连接线段为一条连接线段。
再次,从获得的连接线段中确定非端点的目标点,在一些实例中,目标点为连接线段的中点。
然后,连接第一预设位置与目标点,形成与连接线段的数量相应的准边界直线,所述第一预设位置为所述终端对象在所述绘制区域中的位置。
最后,通过在所述绘制区域中映射的摇杆活动区域内的第二预设位置,形成与各准边界直线相应的区域边界线,形成区域边界。
图7为将图3中终端对象和两个待施加对象映射至绘制区域中的示意图。在一些实例中,图7可以为最强NBA游戏的一个游戏场景。
假设,终端对象在绘制区域中的位置为第一预设位置C,对象A在绘制区域中的位置为位置A,对象B在绘制区域中的位置为位置B,则连接位置A和位置B可以获得连接线段AB,或,获得连接线段AB和连接线段BA。
在预设位置C的终端对象可以将篮球传递给对象A,也可以传递给对象B。
假设,仅获得连接线段AB,且确定的连接线段AB的目标点为D点,则连接第一预设位置C与D点,获得准边界直线L2。
通过在绘制区域中映射的摇杆活动区域中的第二预设位置,如图7中黑点所示位置,在一些实例中,第二预设位置可以为摇杆活动区域的圆心,形成与各准边界直线相应的区域边界线。例如通过第二预设位置作L2的平行线L1。L1即为区域边界线,区域边界线L1的两端位于摇杆活动区域的区域边缘上。
区域边界线L1与摇杆活动区域的区域边缘形成区域边界,各区域边界将摇杆活动区域分为两个子区域。
假设,获得连接线段AB以及连接线段BA,详细参见图8,且确定的连接线段AB的目标点为D点,确定的连接线段BA的目标点为与D点重叠的F点(也可以不重合,这里只是举例说明),则连接第一预设位置C与D点,以及连接第一预设位置C与F点,获得准边界直线L2和准边界直线L3,通过第二预设位置,形成与准边界直线L2相应的区域边界线L4,准边界直线L3相应的区域边界线L5。区域边界线L4的一端为第二预设位置,另一端位于摇杆活动区域的区域边缘上;区域边界线L5的一端为第二预设位置,另一端位于摇杆活动区域边缘上。
区域边界线L4、区域边界线L5与摇杆活动区域的区域边缘形成区域边界,各区域边界将摇杆活动区域分为两个子区域。
第三种,各待施加对象的数量大于等于3。
该方法包括:
将各待施加对象在绘制区域中位置依次相连,获得多条连接线段,其中,一位置为两条连接线段的端点;
从各连接线段中分别确定非端点的目标点;
分别连接第一预设位置与各目标点,形成与连接线段的数量相应的准边界直线,所述第一预设位置为所述终端对象在所述绘制区域中的位置;
通过在所述绘制区域中映射的摇杆活动区域内的第二预设位置,形成与各准边界直线相应的区域边界线,形成区域边界。
图9为本申请实例提供的终端对象与各待施加对象映射至绘制区域的又一示意图。在该实例中,以各待施加对象的数量为3个为例进行说明。假设各待施加对象在绘制区域中的位置分别为位置A、位置B和位置G,终端对象在绘制区域中的位置为第一预设位置C。
将各待施加对象在绘制区域中的位置依次相连,获得多条连接线段,在一些实例中,可以沿顺时针方向或逆时针方向依次将各待施加对象在绘制区域中的位置相连。如图9所示,可以依次连接AB、BG、GA,获得三条连接线段AB、BG、GA;还可以依次连接GB、BA、AG,获得三条连接线段GB、BA、AG;还可以依次连接AG、GB、BA等等。
无论通过怎样的方法依次连接各待施加对象在绘制区域中的位置,只要使得每个位置为两个线段的端点即可。且各待施加对象在绘制区域中的位置依次相连获得一封闭的图形。此种情况,对于待施加对象的数量为2的情况也适用,具体方式可以如图7所示,这里不再赘述。
假设获得的三条连接线段为连接线段AB、连接线段BG和连接线段GA,假设从连接线段AB中确定的目标点为H,从连接线段BG中确定的目标点为K,从连接线段GA中确定的目标点为N。连接第一预设位置C和目标点H,获得准边界直线CH;连接第一预设位置C和目标点K,获得准边界直线CK;连接第一预设位置C和目标点N,获得准边界直线CN。
在一些实例中,“通过在所述绘制区域中映射的摇杆活动区域内的第二预设位置,形成与各准边界直线相应的区域边界线”可以包括:经过第二预设位置,沿顺时针方向或逆时针方向依次获得各准边界直线相应的区域边界线。
例如,沿顺时针方向或逆时针方向依次获得准边界直线CH对应的区域边界线L6,例如,通过第二预设位置作CH的平行线L6;获得准边界直线CK对应的区域边界线L7,例如,通过第二预设位置作CK的平行线L7;获得准边界直线CN对应的区域边界线L8,例如,通过第二预设位置作CN的平行线L8。
在一些实例中,“通过在所述绘制区域中映射的摇杆活动区域内的第二预设位置,形成与各准边界直线相应的区域边界线”可以包括:将沿顺时针方向或逆时针方向依次历经各连接线段的顺序,确定为各连接线段相应的区域边界线的获取顺序。以第二预设位置为区域边界线的端点,沿顺时针方向或逆时针方向,依据区域边界线的获取顺序,依次获得各准边界直线相应的区域边界线。
例如,若沿顺时针方向依次历经各连接线段的顺序为连接线段AB、连接线段BG以及连接线段GA,则区域边界线的获取顺序包括:
首先获取连接线段AB对应的准边界直线CH的区域边界线;其次,获取连接线段BG对应的准边界直线CK的区域边界线;最后获取连接线段GA对应的准边界直线CN的区域边界线。
在经过第二预设位置获取区域边界线的过程中,首先获得准边界直线CH的区域边界线L6,假设是依据顺时针方向获得各准边界直线相应的区域边界线,则获得的准边界直线CK的区域边界线L7在区域边界线L6的右侧,且获得的准边界直线 CN的区域边界线L8在区域边界线L7的右侧,因此,获得的区域边界线L6、区域边界线L7和区域边界线L8如图9所示。
区域边界线L6、区域边界线L7、区域边界线L8的一端点为第二预设位置,另一端点在摇杆活动区域的区域边缘上。区域边界线L6、区域边界线L7、区域边界线L8与摇杆活动区域的区域边缘形成区分各子区域的区域边界。将摇杆活动区域分为三个子区域,分别为:与位于位置A的待施加对象对应的子区域A;与位于位置B的待施加对象对应的子区域B;与位于位置G的待施加对象对应的子区域G。
综上,通过位于所述绘制区域中的摇杆活动区域内的第二预设位置,形成与各准边界直线相应的区域边界线,形成区域边界包括:
在所述绘制区域中映射的所述摇杆活动区域中,以所述第二预设位置为区域边界线的端点,依次作与各准边界直线分别平行的区域边界线,其中,一区域边界线的另一端点在所述摇杆活动区域的区域边缘上。
在一些实例中,以所述第二预设位置为区域边界线的端点,沿顺时针方向或逆时针方向,依次作与各准边界直线分别平行的区域边界线。
在一些实例中,第一预设位置与第二预设位置为同一位置,当然,第一预设位置和第二预设位置可以为不同的位置。
在一些实例中,为了提示用户当前锁定的目标对象具体为哪一待施加对象,可以在所述目标对象的预设位置,显示用于表征所述目标对象为被锁定的待施加对象的预设标识。
如图3所示,假设摇杆12位于301所示的位置1,则目标对象为对象A,可以在目标对象A的顶部、底部、左侧、右侧显示预设标识,例如五角星、箭头等等。
还可以围绕摇杆活动区域显示用于表征各待施加对象的信息,例如头像、名称等等。图10为图9中摇杆活动区域中各子区域与待施加对象的对应关系示意图。
图10所示的摇杆活动区域包括:子区域A、子区域B以及子区域G;各子区域对应的待施加对象的信息(例如头像)可以围绕摇杆活动区域悬浮在相应子区域一侧,当用户在拖拽摇杆时,可以快速确定哪一个子区域对应哪一待施加对象,从而可以快速从多个子区域中,确定目标区域,并将摇杆拖拽至目标区域。
本申请实例还提供了一种游戏场景中的目标对象锁定方法对应的游戏场景中的目标对象锁定装置,下文描述的游戏场景中的目标对象锁定装置中的各个模块可以 与上文描述的游戏场景中的目标对象锁定方法各个步骤相互对应参照。
图11为游戏场景中的目标对象锁定装置的结构示意图,该游戏场景中的目标对象锁定装置包括:
第一确定模块111,用于确定终端当前触发的技能相应的至少一个待施加对象;
生成模块112,用于在摇杆活动区域中生成与所述至少一个待施加对象的数量相应的子区域,一个子区域对应一个待施加对象;
第二确定模块113,用于从至少一个子区域中,确定所述技能对应的摇杆所指示的目标子区域;
第三确定模块114,用于将所述目标子区域对应的待施加对象,确定为目标对象。
在一些实例中,所述生成模块包括:
第一确定单元,用于确定所述至少一个待施加对象与用于表征所述终端的终端对象的相对位置关系;
生成单元,用于依据所述相对位置关系,在所述摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域。
在一些实例中,生成单元包括:
映射子单元,用于将所述终端对象以及所述至少一个待施加对象在地图中的位置映射至绘制区域中的相应位置;
生成子单元,用于依据所述终端对象以及所述至少一个待施加对象在所述绘制区域中的相应位置,在所述摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域。
在一些实例中,所述至少一个待施加对象的数量大于等于2,生成子单元包括:
第一确定子模块,用于基于所述终端对象与各待施加对象在所述绘制区域中的相对位置,确定用于区分各子区域的区域边界;
生成子模块,用于基于各区域边界,在所述摇杆活动区域中生成各待施加对象相应的子区域。
在一些实例中,所述第一确定子模块包括:
第一获取子模块,用于将各待施加对象在绘制区域中位置依次相连,获得多条连接线段,其中,一位置为两条连接线段的端点;
确定目标点子模块,用于从各连接线段中分别确定非端点的目标点;
第一形成子模块,用于分别连接第一预设位置与各目标点,形成与连接线段的数量相应的准边界直线,所述第一预设位置为所述终端对象在所述绘制区域中的位置;
第二形成子模块,用于通过在所述绘制区域中映射的摇杆活动区域中的第二预设位置,形成与各准边界直线相应的区域边界线,形成区域边界。
在一些实例中,第二形成子模块包括:
第二获取子模块,用于在所述绘制区域中映射的所述摇杆活动区域中,以所述第二预设位置为区域边界线的端点,依次作与各准边界直线分别平行的区域边界线,其中,一区域边界线的另一端点在所述摇杆活动区域的区域边缘上。
在一些实例中,第二获取子模块具体用于:在所述绘制区域中映射的所述摇杆活动区域中,以所述第二预设位置为区域边界线的端点,沿顺时针方向或逆时针方向,依次作与各准边界直线分别平行的区域边界线。
在一些实例中,目标点为相应连接线段的中点,和/或,所述第二预设位置为所述摇杆活动区域的圆心。
在一些实例中,所述第一确定模块包括:
第一获取单元,用于获取所述技能对应的施加范围;
第二确定单元,用于依据所述施加范围,确定所述至少一个待施加对象。
在一些实例中,第二确定单元具体用于:将属于所述施加范围内且可被施加所述技能的对象,确定为待施加对象。
在一些实例中,所述施加范围内包括所述终端对象和至少两个对象,所述第二确定单元包括:
形成子单元,用于分别连接所述终端对象的位置与位于所述施加范围内的各对象的位置,形成连接直线;
确定子单元,用于将所述连接直线中与所述终端对象的位置距离最小的对象,确定为待施加对象。
在一些实例中,还包括:显示模块,用于在所述目标对象的预设位置,显示用于表征所述目标对象为被锁定的待施加对象的预设标识。
本申请实例还提供了一种电子设备,该电子设备的结构图可以如图2所示,除 图2所示显示器21、存储器22以及处理器23外,还可以包括:通信接口、通信总线;其中,显示器21、处理器23、通信接口、存储器22通过通信总线完成相互间的通信。
在一些实例中,通信接口可以为通信模块的接口,如GSM模块的接口。
处理器23可以是一个中央处理器CPU,或者是特定集成电路ASIC(Application Specific Integrated Circuit),或者是被配置成实施本申请实例的一个或多个集成电路。
存储器22可以包含高速RAM存储器,也可以还包括非易失性存储器(non-volatile memory),例如至少一个磁盘存储器。
处理器23可以执行存储器22中存储的程序,所述程序可以具体用于:
确定终端当前触发的技能相应的至少一个待施加对象;
在摇杆活动区域中生成与所述至少一个待施加对象的数量相应的子区域,一个子区域对应一个待施加对象;
从至少一个子区域中,确定所述技能对应的摇杆所指示的目标子区域;
将所述目标子区域对应的待施加对象,确定为目标对象。
最后,还需要说明的是,在本文中,诸如第一和第二等之类的关系术语仅仅用来将一个实体或者操作与另一个实体或操作区分开来,而不一定要求或者暗示这些实体或操作之间存在任何这种实际的关系或者顺序。而且,术语“包括”、“包含”或者其任何其他变体意在涵盖非排他性的包含,从而使得包括一系列要素的过程、方法、物品或者设备不仅包括那些要素,而且还包括没有明确列出的其他要素,或者是还包括为这种过程、方法、物品或者设备所固有的要素。在没有更多限制的情况下,由语句“包括一个……”限定的要素,并不排除在包括所述要素的过程、方法、物品或者设备中还存在另外的相同要素。
本说明书中各个实例采用递进的方式描述,每个实例重点说明的都是与其他实例的不同之处,各个实例之间相同相似部分互相参见即可。
对所公开的实例的上述说明,使本领域专业技术人员能够实现或使用本申请。对这些实例的多种修改对本领域的专业技术人员来说将是显而易见的,本文中所定义的一般原理可以在不脱离本申请的精神或范围的情况下,在其它实例中实现。因此,本申请将不会被限制于本文所示的这些实例,而是要符合与本文所公开的原理和新颖特点相一致的最宽的范围。

Claims (16)

  1. 一种游戏场景中的目标对象锁定方法,应用于终端,包括:
    确定当前触发的技能相应的至少一个待施加对象;
    在摇杆活动区域中生成与所述至少一个待施加对象的数量相应的子区域,一个子区域对应一个待施加对象;
    从至少一个子区域中,确定所述技能对应的摇杆所指示的目标子区域;
    将所述目标子区域对应的待施加对象,确定为目标对象。
  2. 根据权利要求1所述的方法,其中,所述在摇杆活动区域中生成与所述至少一个待施加对象的数量相应的子区域包括:
    确定所述至少一个待施加对象与用于表征所述终端的终端对象的相对位置关系;
    依据所述相对位置关系,在所述摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域。
  3. 根据权利要求2所述的方法,其中,所述依据所述相对位置关系,在所述摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域包括:
    将所述终端对象以及所述至少一个待施加对象在地图中的位置映射至绘制区域中的相应位置;
    依据所述终端对象以及所述至少一个待施加对象在所述绘制区域中的相应位置,在所述摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域。
  4. 根据权利要求3所述的方法,其中,所述至少一个待施加对象的数量大于等于2,所述依据所述终端对象以及所述至少一个待施加对象在所述绘制区域中的相应位置,在所述摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域包括:
    基于所述终端对象与各待施加对象在所述绘制区域中的相对位置,确定用于区分各子区域的区域边界;
    基于各区域边界,在所述摇杆活动区域中生成各待施加对象数量相应的子区域。
  5. 根据权利要求4所述的方法,其中,所述基于所述终端对象与各待施加对象在所述绘制区域中的相对位置,确定用于区分各子区域的区域边界包括:
    将各待施加对象在绘制区域中位置依次相连,获得多条连接线段,其中,一位置为两条连接线段的端点;
    从各连接线段中分别确定非端点的目标点;
    分别连接第一预设位置与各目标点,形成与连接线段的数量相应的准边界直线,所述第一预设位置为所述终端对象在所述绘制区域中的位置;
    通过在所述绘制区域中映射的摇杆活动区域中的第二预设位置,形成与各准边界直线相应的区域边界线,形成区域边界。
  6. 根据权利要求5所述的方法,其中,所述通过在所述绘制区域中映射的摇杆活动区域中的第二预设位置,形成与各准边界直线相应的区域边界线包括:
    在所述绘制区域中映射的所述摇杆活动区域中,以所述第二预设位置为区域边界线的端点,依次作与各准边界直线分别平行的区域边界线,其中,一区域边界线的另一端点在所述摇杆活动区域的区域边缘上。
  7. 根据权利要求6所述的方法,其中,所述以所述第二预设位置为区域边界线的端点,依次作与各准边界直线分别平行的区域边界线包括:
    以所述第二预设位置为区域边界线的端点,沿顺时针方向或逆时针方向,依次作与各准边界直线分别平行的区域边界线。
  8. 根据权利要求5至7任一所述的方法,其中,一目标点为相应连接线段的中点,和/或,所述第二预设位置为所述摇杆活动区域的圆心。
  9. 根据权利要求1所述的方法,其中,所述确定终端当前触发的技能相应的至少一个待施加对象包括:
    获取所述技能对应的施加范围;
    依据所述施加范围,确定所述至少一个待施加对象。
  10. 根据权利要求9所述的方法,其中,所述依据所述施加范围,确定所述至少一个待施加对象包括:
    将属于所述施加范围内且可被施加所述技能的对象,确定为待施加对象。
  11. 根据权利要求9所述的方法,其中,所述施加范围内包括所述终端对象和至少两个对象,所述依据所述施加范围,确定所述至少一个待施加对象包括:
    分别连接所述终端对象的位置与位于所述施加范围内的各对象的位置,形成连接直线;
    将所述连接直线中与所述终端对象的位置距离最小的对象,确定为待施加对象。
  12. 根据权利要求1所述的方法,其中,还包括:
    在所述目标对象的预设位置,显示用于表征所述目标对象为被锁定的待施加对象的预设标识。
  13. 一种游戏场景中的目标对象锁定装置,包括:
    第一确定模块,用于确定终端当前触发的技能相应的至少一个待施加对象;
    生成模块,用于在摇杆活动区域中生成与所述至少一个待施加对象的数量相应的子区域,一个子区域对应一个待施加对象;
    第二确定模块,用于从至少一个子区域中,确定所述技能对应的摇杆所指示的目标子区域;
    第三确定模块,用于将所述目标子区域对应的待施加对象,确定为目标对象。
  14. 根据权利要求13所述的装置,其中,所述生成模块包括:
    第一确定单元,用于确定所述至少一个待施加对象与用于表征所述终端的终端对象的相对位置关系;
    生成单元,用于依据所述相对位置关系,在所述摇杆活动区域中生成与所述至少一个待施加对象数量相应的子区域。
  15. 一种电子设备,其特征在于,包括:
    存储器,用于存储程序;
    所述处理器用于执行所述程序,所述程序具体用于执行如权利要求1至12任一项所述的方法。
  16. 一种非易失性计算机可读存储介质,存储有计算机可读指令,使至少一个处理器执行如权利要求1至12任一项所述的方法。
PCT/CN2018/096070 2017-07-19 2018-07-18 游戏场景中的目标对象锁定方法、装置、电子设备及存储介质 WO2019015596A1 (zh)

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