WO2020108630A1 - 目标单位移动方法、装置、存储介质和终端 - Google Patents

目标单位移动方法、装置、存储介质和终端 Download PDF

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Publication number
WO2020108630A1
WO2020108630A1 PCT/CN2019/122078 CN2019122078W WO2020108630A1 WO 2020108630 A1 WO2020108630 A1 WO 2020108630A1 CN 2019122078 W CN2019122078 W CN 2019122078W WO 2020108630 A1 WO2020108630 A1 WO 2020108630A1
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WIPO (PCT)
Prior art keywords
unit
instruction
target unit
movable target
touch
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PCT/CN2019/122078
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English (en)
French (fr)
Inventor
周浩
何帆
袁志捷
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广州要玩娱乐网络技术股份有限公司
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Publication of WO2020108630A1 publication Critical patent/WO2020108630A1/zh

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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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/40Processing 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/5378Controlling 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 displaying an additional top view, e.g. radar screens or maps
    • 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

Definitions

  • the present disclosure relates to the field of computer technology, and in particular, the present disclosure relates to a method, device, storage medium, and terminal for moving target units.
  • the target unit may have the following options: 1. Stop moving, and Actively attack the enemy units until all the enemy units are dead before continuing to move, or the target units are all dead; 2.
  • the game Only through the touch and click of the touch screen to realize the selection of character models, skill selection, operation interface switching, character movement control, magic skills release, and many other types of operations, the game will have many operation options.
  • the user needs to select layer by layer to find the corresponding virtual control button, and the operation efficiency is very low; moreover, the virtual control button will occupy a large amount of the touch display area, resulting in the shrinking of the main game interface and poor user experience.
  • the present disclosure proposes a method, device, storage medium, and terminal for moving a target unit, to solve the problem that a user controls a movable target unit to realize different movement modes in a touch game.
  • the method includes:
  • the movement command is a multi-touch touch command, control the selected movable target unit to directly reach the target position along the advance path;
  • the movement instruction is a single-touch instruction, control the selected movable target unit to advance along the forward path and detect whether there is an enemy unit within a preset range; if there is an enemy unit, execute a preset attack instruction; If the enemy unit disappears, the advance path is regenerated based on the current position of the movable target unit and the target position.
  • the present disclosure can transform the centralized movement and offensive movement that require keyboard and mouse cooperation into touch commands without keyboard and mouse.
  • the operation is simple, which is helpful for the user to quickly adjust and switch the current force movement mode;
  • the movable target unit loses attacking the enemy target, it can continue to move to the target position, which reduces user operations and improves the user's operational efficiency in maneuvering forces.
  • the present disclosure can display the model of the arms corresponding to the selected movable target unit in the first preset area, so that the user can select the corresponding arms; and display the corresponding arms control button in the second preset area , So as to achieve the purpose of controlling some movable target units, which is helpful for the user to enter the execution instruction after reaching the target position in advance during the movement of the arms, or control the corresponding arms to immediately execute other instructions or release skills to achieve timely adjustment of the battle strategy the goal of.
  • FIG. 1 is a schematic diagram of an embodiment of a game interface in the present disclosure
  • FIG. 2 is a schematic flowchart of an embodiment of a method for moving a target unit of the present disclosure
  • FIG. 3 is a schematic flowchart of another embodiment of a method for moving a target unit of the present disclosure
  • FIG. 4 is a schematic structural diagram of an embodiment of a terminal of the present disclosure.
  • the present disclosure proposes a method for moving target units to solve the problem that virtual games implement different moving logic on portable touch devices.
  • the embodiment of the game interface 1 shown in FIG. 1 is used to display a local game map and related game screens and control buttons on the local game map.
  • the game interface is provided with a selection button 11 for selecting a preset target unit and an auxiliary small map 12 for displaying the entire game map.
  • the selection button 11 can select all of the own movable target units in the current game according to preset rules, or can select the own target units in the current game interface according to preset rules, or select the current game according to preset rules The target unit of a certain arm.
  • the selection button 12 may be marked with a corresponding explanatory text; for example, when no target unit is selected, the selection button 12 may be provided with "select target” and “select all”. Click the "Select All" and other prompting marks; when the instruction to select the target unit is obtained, the prompting mark can be changed to the prompting text corresponding to the next touch command, such as "click to cancel selection", "Cancel” Check” and so on.
  • the selection button 12 may also be divided into multiple sub-buttons, each sub-button corresponding to the selection of a different target unit.
  • the auxiliary mini-map 12 is a current scale-down map of the entire game map, so that the user can quickly learn the situation in the entire game map, and at the same time, the user can quickly switch to any position in the entire game map.
  • the combination of the current local game map in the game interface 1 and the auxiliary mini-map 12 helps the user to quickly control the overall game while controlling the target unit in the current local game map.
  • the button positions on the game interface 1 can also be adaptively changed as the game interface 1 changes.
  • the present disclosure needs to consider When encountering an enemy unit, the movement logic of the movable target unit 10. In the present disclosure, only the following two situations can be set: 1. If an enemy unit is encountered, the movement is suspended, and the enemy unit is actively attacked until all the enemy units are dead before continuing to move to the target position 20, or Until all the movable target units die; 2. Don't take the initiative to attack, and will not fight back when attacked, until moving to the target position 20, or the target units are all dead.
  • the present disclosure proposes a method for moving a target unit, including the following steps:
  • Step S10 Obtain the unit selection instruction of the selected movable target unit
  • Step S20 Obtain a movement instruction, and generate a forward path according to the current position of the selected movable target unit and the target position in the movement instruction;
  • Step S30 If the movement instruction is a multi-touch instruction, control the selected movable target unit to directly reach the target position along the advance path;
  • Step S40 If the movement instruction is a single-touch instruction, control the selected movable target unit to advance along the forward path and detect whether there is an enemy unit within a preset range; if there is an enemy unit, execute the preset Attack instruction; if the enemy unit disappears, regenerate the forward path based on the current position of the movable target unit and the target position.
  • Step S10 Obtain a unit selection instruction for selecting the movable target unit.
  • the unit selection instruction may be input through a touch display area of a portable touch device, or may be input through a non-touch method such as a voice input device; the portable touch device may be a handheld touch device such as a smart phone or an IPAD.
  • the touch mode and touch gesture may be in various preset forms. For example, the user can select his own mobile target unit through a virtual selection button set in the touch display area, and the own mobile target unit can be all of his own mobile target unit in the game, or can be his own in the current game interface Moveable target unit.
  • the user can also perform frame selection by simultaneously acting on two touch points on the touch display area of the touch device; for example, by simultaneously touching the touch display area with two fingers to input two touch points at the same time; the frame selection
  • the range is a rectangle with the connection line of the two contacts as a diagonal line, and the movable target unit located within the rectangle is used as the selected movable target unit.
  • the user can also make a selection through a sliding gesture; for example, the touch point at which the sliding gesture starts to touch is taken as the first point, and the touch point at which the sliding gesture ends touch is taken as the second point, and the first point and the second point are used
  • the line of is used as a diagonal to form a rectangle, and the movable target unit within the rectangle is selected as the selected movable target unit.
  • the movable target units described in this disclosure are all own movable target units, and do not include enemy units or target units that cannot be moved.
  • the movable target unit is a target unit that can be controlled by the user and has a certain moving speed.
  • the movement speed is the movement speed of the arms in the default state, not the movement speed in the state of using skills.
  • some target units that the user can control are magic units located in a fixed position by default, and cannot be moved; however, the user can make the magic unit appear in another fixed position by releasing the skill. It is a non-movable target unit, and does not belong to the movable target unit.
  • user-controllable target units may include movable units or non-movable units, such as controlling immovable buildings to produce new combat arms, or controlling immovable turrets to attack specific enemy units.
  • movable units or non-movable units such as controlling immovable buildings to produce new combat arms, or controlling immovable turrets to attack specific enemy units.
  • the technical solution involved in the present disclosure does not temporarily consider the selection and control of the immovable target unit, but it does not exclude that the present disclosure can be applied to games that include immovable units .
  • the corresponding arms and character models of the movable target unit may be different.
  • the arms may include marines, battlecruisers, space engineering vehicles, etc.; when the role played by the user is a Zerg, the arms may include worker bees, Host, Hydra, Lair Lord, etc.
  • Each unit can correspond to a character model, and corresponds to multiple movable target units.
  • the arms that the user can control include a mobile space engineering vehicle, which corresponds to the character model of an engineering vehicle; when the user owns two space engineering vehicles, it can correspond to two vehicles in the game interface. The role model of the engineering vehicle.
  • the space engineering vehicle may also correspond to two or more character models.
  • the space engineering vehicle corresponds to one character model when in a combat state, and corresponds to another character when not in a combat state.
  • the change of the character model is only used to remind the user of the current state of the space engineering vehicle, and does not affect the current arms of the space engineering vehicle. Therefore, each of the movable target units may correspond to a specific character model and a specific armament, and may have the same or different attack capabilities and/or defense capabilities.
  • Step S20 Obtain a movement instruction, and generate a forward path according to the current position of the selected movable target unit and the target position in the movement instruction.
  • the movement instruction can also be input through the touch display area of the portable touch device, or input through a non-touch method such as a voice input device.
  • the touch method and touch gesture may be in various preset forms. For example, the movement instruction is selected through a virtual selection button provided in the touch display area, or the corresponding movement instruction is input through a touch gesture on the game map.
  • the target units In the game map, generally, the target units cannot overlap, otherwise there will be abnormal problems such as inability to select or target units cannot be operated, so each coordinate point on the map can only correspond to one target unit.
  • a forward path can be generated according to the current position of the movable target unit and the target position.
  • the advancing path may be displayed on the game map or may not be displayed on the game map; in conjunction with FIG. 1, the advancing path may be simplified into a virtual advancing direction 30 and displayed on the game interface.
  • the virtual forward direction 30 does not necessarily coincide with the actual forward direction of the movable target unit 10, but is only used to indicate the current approximate forward direction of the movable target unit 10, so as to save the performance consumption of the user terminal, It allows the user to quickly know the virtual direction of the movable target unit.
  • the user-specified target position can be the same coordinate position.
  • each movable target unit in order for each movable target unit to quickly reach the target position 20, each movable target unit must start moving at the same time, without having to line up first and then move along the same path.
  • each movable target unit actually moves, on the one hand, the current position of each movable target unit is different, on the other hand, each movable target unit cannot reach the target position accurately, otherwise multiple The moving target units will coincide, so the actual end point of the moving path of each movable target unit will not be the same coordinate position, resulting in the moving path of each movable target unit will be different.
  • the position of the actual end point may be a coordinate interval determined according to the coordinate position corresponding to the target position, to dynamically adjust the actual position of each movable target unit when the movable target unit approaches the target position, or according to The target position determines a different end point coordinate for each movable target unit to quickly and directly generate the advancement path of each movable target unit.
  • the target position of should be an accommodating area, each of which can generate a forward path according to the current position of the movable target unit and the target position.
  • Step S30 If the movement instruction is a multi-touch instruction, control the selected movable target unit to directly reach the target position along the advancement path.
  • the movement instruction can be in various forms; since the movable target unit can react differently to the enemy unit during the movement, this step can determine the specific one according to the specific touch mode of the movement instruction Reaction method.
  • the multi-touch instruction is an instruction to perform two or more touch clicks on the same touch area within a predetermined time, or multiple touch clicks on the same touch area, each time The time interval of touch click is less than the preset time interval.
  • the movable target unit selected by the control directly reaches the target position along the forward path, which may be referred to as a mass movement, that is, it does not make an active attack on the enemy unit or passively respond to the attack of the enemy, and moves directly to the target target location.
  • This type of integrated movement command method has a certain risk of losing troops because it does not counterattack, but it can quickly make the selected movable target unit reach the specified target position without being led away by the enemy.
  • Step S40 If the movement instruction is a single-touch instruction, control the selected movable target unit to advance along the forward path and detect whether there is an enemy unit within a preset range; if there is an enemy unit, execute the preset Attack instruction; if the enemy unit disappears, regenerate the forward path based on the current position of the movable target unit and the target position.
  • the one-touch command is an instruction to perform one touch click in the same touch area within a predetermined time, or the time interval of each touch click in multiple touch clicks in the same touch area Are greater than the preset time interval. If the user inputs a single-touch command, each selected movable target unit will continue to detect whether there are enemy units within the preset range during the movement.
  • the preset detection range of each movable target unit may be the same or different; for example, the preset detection range may be determined according to the attack distance of each movable target unit, and the preset range may be The coordinate position is the center of the circle, and the attack distance of the movable target unit is within the radius.
  • the enemy unit may include a party currently fighting against the end user, or may include an attacking system character, for example, a monster that the end user and the opponent can challenge. Further, it can also be determined whether the system character has active attack power; if the system character has active attack power, it is regarded as an enemy unit; if the system character does not have active attack power, only has the property of passive counterattack , It is not considered an enemy character.
  • all the movable target units can simultaneously execute a preset attack command to eliminate the enemy unit as soon as possible and reduce the enemy Attacks on user-movable target units while units are alive, reducing user force loss.
  • This type of movement can be called offensive movement.
  • the disappearance of the enemy unit may include various situations in which the enemy unit disappears due to death, disappears due to invisibility, or disappears due to the use of skills, etc., causing all currently movable target units to lose their attack targets.
  • each movable target unit may deviate from the original path of advancement due to factors such as posture adjustment and attack range; therefore, when the enemy unit disappears, the selected The movable target unit will regenerate a forward path according to the current position of the movable target unit and the target position to continue to advance to the target position.
  • the embodiments of the present disclosure can change the centralized movement and the offensive movement that require the cooperation of the keyboard and mouse into touch commands that do not require the keyboard and mouse, and the operation is simple, which is helpful for the user to quickly adjust and switch the current force movement mode.
  • the offensive movement when the movable target unit loses attacking the enemy target, it can continue to move to the target position, which avoids the user from operating again and is beneficial to improving the operation efficiency of the user to control the force.
  • the user can select the movable target unit and then use multi-touch Instruction to control the selected movable target unit to directly reach the target position along the forward path, and avoid playing against the system character.
  • the user needs to play against the system character to obtain special virtual resources, he can click the touch command to control the selected movable target unit to advance to the target position with the system character, thereby proactively launching a battle against the detected system character . Therefore, the present disclosure facilitates users to quickly adjust tactics according to current needs, and simplifies the operation difficulty of the battle-type game on the portable mobile terminal.
  • the method further includes:
  • Step S51 display the model of the arms corresponding to the selected movable target unit in the first preset area of the touch screen;
  • Step S52 Obtain the arms selection instruction of the arms model selected from the first preset area
  • Step S53 Display the selected arms control button corresponding to the selected arms model in the second preset area.
  • the first preset area 40 may be provided in the lower right corner of the game interface 1 to facilitate the user to input a selection command of the arms through the right thumb while holding the portable mobile terminal;
  • the second preset area 50 may be It is arranged below the edge of the game interface 1 to further facilitate the user to select the corresponding arm control button when holding it.
  • the first preset area 40 and the second preset area 50 may be set at different positions according to specific situations, and are not necessarily limited to the positions shown in the figure.
  • the arm When the movable target unit selected by the user corresponds to one arm, the arm can be displayed in the first preset area 40, and the arm control buttons of the arm can be directly displayed in the second preset area 50.
  • each of the arms can be displayed in the first preset area 40, and the arms of one of the default arms can be directly displayed in the second preset area 50 Control buttons, and then switch the arms control buttons in the second preset area 50 according to the input arms selection instruction.
  • the default arms may be the first arms arranged in the first preset area 40, or the arms with the highest rank.
  • one or more factors such as the number of target units corresponding to the arms, the status of the target units corresponding to the arms, the level of the target units corresponding to the arms, and the unlocking order of the arms may be selected. Sorted.
  • the execution unit corresponding to the arms control button may be one or more; it may be determined from all own movable target units of the current game, or from the movable target unit selected in step S10. For example, when the user clicks the arms control button in the second control area 50, the control object may be all movable target units corresponding to the arm in the current game; if the user currently produces five movable arms corresponding to the arm Target unit, the arms control button can issue operation instructions to the five movable target units at the same time.
  • the arms control button when the arms control button only corresponds to multiple movable target units selected in step S10, if the user currently produces five movable target units corresponding to the arms, but the selected is in step S10 There are only 2 movable target units corresponding to the arms of the movable target unit, the arms control button can also only correspond to the two movable target units, that is, the arms control button can be directed to the two The movement target unit issues operation instructions.
  • the model of the arms corresponding to the selected movable target unit is displayed in the first preset area 40, so that the user can select the corresponding arms; and the corresponding arms control button is displayed in the second preset area 50 , So as to achieve the purpose of controlling one or some arms in the selected movable target unit.
  • This embodiment is advantageous for the user to input the execution instruction after the arms reach the target position in advance during the movement of the arms, or control the corresponding arms to immediately execute other instructions or release skills, so as to achieve the purpose of timely adjusting the battle strategy.
  • the present disclosure can also set a production touch area at a position substantially symmetrical to the selection button 11 to enable the user 'S hands perform different operations on building and manipulating target units.
  • the method further includes:
  • Each movable target unit may include a specific skill and state. Therefore, the control instruction may be a skill control instruction or a state control instruction.
  • the skills are generally specific skills corresponding to the arms corresponding to each movable target unit, for example, stun skills that can stun enemy units, or crit skills that increase attack power in a short time.
  • the skill may be an immediate release skill, for example, the crit skill is: receiving the release instruction of the crit skill, immediately increasing the attack power of the movable target unit in a short time; the skill may also be a delayed release Skills, such as the frozen skill that can hold the enemy units stationary. After receiving the release command of the frozen skill, the movable target unit needs to remain stationary for 2 seconds to freeze the enemy units within the specified range.
  • the skill can also be a skill that turns on the automatic release state after one click, for example, a lightning skill that can cause lightning damage to enemy units.
  • the movable target unit can be at a fixed interval Time to make a lightning attack on an enemy unit.
  • the state is generally a state common to all movable target units, such as a standing state and a following state.
  • a specific skill needs to be released, generally only one movable target unit is needed to release the skill; when a certain arm type needs to be maintained in a certain state, multiple movable target units in that arm type can be kept in this state. Therefore, the present disclosure can also distinguish the arms control buttons into skill control buttons and status control buttons, and correspond different arms control buttons to different execution logics, so that users can more freely play strategic deployment capabilities.
  • this embodiment may continue to guide the user to input the corresponding skill release position, or generate a default skill release position according to a preset rule for the user to confirm; when the user enters or After confirming the skill release position, in this embodiment, according to the skill release position corresponding to the skill instruction, a movable target unit for releasing the skill is automatically determined from the selected movable target units, thereby avoiding the user's manual selection to execute the skill instruction Operation. For example, using the movable target unit closest to the skill release position and having the corresponding skill as its own unit to release the skill, thereby reducing the distance and time that the movable target unit moves to the skill release position is beneficial Quickly execute instructions to release skills.
  • the movable target unit corresponding to the selected arms of the movable target unit can immediately enter the state of following the specified target unit.
  • all movable target units corresponding to the unit in the current game can be brought into corresponding states, or movable target units corresponding to the unit in the current screen can be brought into corresponding states, or from the selected Among the moving target units, it is determined that a movable target unit corresponding to the arm type enters the corresponding state, and the specific corresponding method may be determined according to the game logic.
  • the movement command corresponding to the multi-touch command or the click touch command can be interrupted, so that the selected movable target unit in the movement can interrupt the current movement immediately Execute a new instruction; or cache the new instruction, and after the movable target unit to be selected moves to the target position, execute the new instruction, which is conducive to the user's early deployment of strategic guidelines.
  • control instruction includes a skill release instruction; the acquiring the control instruction input through the arms control button and controlling the corresponding movable target unit to respond to the control instruction include:
  • the corresponding movable target unit is controlled to sequentially release the control instruction.
  • the multiple skill release instructions may be multiple skill release instructions entered for multiple arms, or multiple skill release instructions entered for one arm.
  • Certain skills must be released to meet certain conditions.
  • a movable target unit that releases a skill must have a certain amount of mana, or it must meet a certain distance from the target unit that is released. More specifically, for example: if there is an enemy unit on the moving path of the movable target unit, a stun skill release instruction and a crit skill release instruction can be entered in advance at a distance from the enemy unit, When encountering an enemy unit, first release the stun skill to stun the enemy unit, and then release the crit skill to destroy the enemy unit as soon as possible.
  • some skills are delayed skills, and some skills are skills that are released immediately when the release conditions are met, so this disclosure can also confirm whether the skills corresponding to the skills release instruction meet the release conditions and according to the skills The time to release the conditions releases the skills in sequence. For example, when the enemy unit reaches the release range of the skill, the release of the skill begins.
  • corresponding different skills may also be released at the same time.
  • the order in which the skills reach the release condition can also be used in combination with the input order of the skill release instruction, so that the intelligent AI design that automatically plays against enemy units can be optimized according to the specific game design.
  • the acquiring a movement instruction, and generating a forward path according to the current position of the selected movable target unit and the target position in the movement instruction includes:
  • the target position is input through an operation on the main game screen.
  • the game main screen of the portable mobile terminal usually cannot display the complete game map, so the present disclosure can set an auxiliary small map in the game interface.
  • the user clicks on the auxiliary In the case of a small map, you can quickly switch the current game interface to the corresponding game map location to help users quickly switch the game interface and perform global deployment.
  • the user can input the target position by clicking the corresponding position on the main screen of the game; when the user needs to control the selected movable target unit to move to a farther position
  • the target position can be input by clicking the corresponding position on the auxiliary mini-map.
  • the target location can be selected in a larger range through the auxiliary mini-map, which is convenient for the user to schedule globally.
  • the auxiliary mini-map also has the function of switching the game interface
  • the touch position corresponding to the touch command may need to switch the user's current game interface
  • the movable target unit may be controlled to move to the touch position.
  • the present disclosure can determine the specific meaning of the touch instruction according to whether there is currently a selected movable target unit. If there is currently a selected movable target unit, the selected movable target unit is controlled to move to the touch position; if no movable target unit is currently selected, the current game interface is switched to the game corresponding to the touch position interface.
  • the present disclosure can also set a cancel selection button in the game interface, so that the user can quickly cancel the currently selected movable target unit.
  • the deselect button can coincide with the selection button 11.
  • the preset movable target unit can be selected through the selection button.
  • pass This selection button can cancel the selected movable target unit.
  • the user can clear the selected target unit before switching the current game interface through the auxiliary mini-map to avoid accidentally moving the selected target unit to the game area corresponding to the touch position.
  • the auxiliary mini-map may be located on both sides above the game interface, so that the user can input touch commands while holding the portable mobile terminal.
  • the touch command may include operations such as clicking, multi-tapping, or sliding within the auxiliary mini-map.
  • the touch command corresponding to the operation can be set according to the specific game; for example, clicking an area on the auxiliary mini-map immediately switches the current game interface to the game area corresponding to the clicked position, so as to facilitate the user Quickly switch the area to be viewed on a larger game map; for example, double-clicking an area on the auxiliary mini-map can correspond to temporarily viewing the game area corresponding to the double-click position.
  • the game interface After a few seconds, the game interface will automatically Go back to the game interface corresponding to the game area before the switch to facilitate the user to temporarily other areas.
  • the area that the user needs to view is uncertain, he can slide the touch in the auxiliary mini-map, so that the currently displayed game interface continuously changes following the slide gesture, which is beneficial to the user to inspect the entire game map.
  • the auxiliary mini-map may be formed by scaling down the actual game scene map in equal proportions, and any position on the auxiliary mini-map can be clicked to locate to the coordinate position corresponding to the actual game scene.
  • the auxiliary mini-map can also be provided with shortcut buttons such as assembly instructions, attack instructions, and withdrawal instructions according to game requirements.
  • the acquiring a movement instruction after generating a forward path according to the current position of the selected movable target unit and the target position in the movement instruction, further includes:
  • the movable target units with strong defensive capabilities are arranged before the movable target units with weak defensive capabilities.
  • this embodiment may be sorted according to the defensive capabilities of the movable target units, so as to arrange the movable target units with strong defensive capabilities before the movable target units with weak defensive capabilities. Thereby reducing the loss of troops when they are attacked during the movement.
  • the movable target unit selected by the control directly reaches the target position along the forward path, including:
  • each selected movable target unit is acquired, and sorted according to the moving speed from fast to slow, and each movable target unit is controlled in order to directly reach the target position in sequence.
  • each movable target unit is controlled to directly reach the target position in turn according to the movement speed, which can avoid the blocking of multiple movable target units and the delay caused by aggregation.
  • the controlling each target unit in sequence to directly reach the target position in sequence includes:
  • the moveable target unit selected by the control advances along the advancement path, including:
  • the defensive abilities of the movable target units are ranked from strong to weak, and the target units with strong defensive capabilities are arranged before the target units with weak defensive capabilities to form a queue;
  • the moving speed of the movable target unit is taken as the moving speed of all the movable target units in the group;
  • Each group is controlled to advance along the advance path in sequence.
  • the selected movable target units can be divided into multiple groups to advance, so that multiple movable target units can be advanced in groups, thereby improving the overall defense ability and attack ability of the movable target unit, and avoiding some movable
  • the moving speed of the unit is too slow to affect the forward speed of all the movable units, thereby prolonging the time for the movable unit to reach the target position.
  • the execution of a preset attack instruction includes:
  • the selected movable target units are all controlled to execute preset attack instructions
  • the selected movable target unit is surrounded by an arc around the periphery of the enemy unit.
  • this embodiment uses the center point of the enemy unit as the center of the circle and the attack distance of the movable target unit as the radius to form a semi-enveloping or enveloping shape to the enemy unit, which is beneficial to each of your own
  • the movable target units can attack the enemy units, and it is advantageous to arrange the movable target units with a long attack distance but weak defense ability at a distance from the enemy units, thereby reducing the loss of troops.
  • the present disclosure may also indicate different virtual forward directions 30 on the game interface according to the specific meaning of the movement instruction. For example, if the movement instruction is a multi-touch touch instruction, the selected movable target unit is controlled to directly reach the target position along the forward path, and the movable target unit 10 is indicated in green on the game interface 1 The current virtual advance direction 30; if the move command is a single-touch command, the selected movable target unit is controlled to move aggressively to the target position along the advance path, and is indicated in red on the game interface 1 The current virtual forward direction 30 of the movable target unit 10.
  • the movement instruction is a multi-touch touch instruction
  • the selected movable target unit is controlled to directly reach the target position along the forward path, and the movable target unit 10 is indicated in green on the game interface 1
  • the current virtual advance direction 30 if the move command is a single-touch command, the selected movable target unit is controlled to move aggressively to the target position along the advance path, and is indicated in red on the game interface 1
  • the present disclosure also proposes a multi-target unit mobile device, which includes:
  • Unit selection module used to obtain the unit selection instruction of the selected movable target unit
  • the movement instruction module is used to obtain a movement instruction, and generate a forward path according to the current position of the selected movable target unit and the target position in the movement instruction;
  • the movement execution module is used to control the selected movable target unit to directly reach the target position along the advance path when the movement instruction is a multi-touch instruction; when the movement instruction is a single-touch instruction , Control the selected movable target unit to advance along the forward path and detect whether there is an enemy unit within a preset range; if there is an enemy unit, execute the preset attack command; if the enemy unit disappears, according to the available Move the current position of the target unit and the target position to regenerate the forward path.
  • the present disclosure mainly solves the problem of inputting different movement instructions on the touch device, the present disclosure does not exclude that auxiliary input devices such as game auxiliary handles, key devices, etc. can be added on the touch device and input through the auxiliary input device The case of the unit selection instruction and the movement instruction. Therefore, the present disclosure can also be applied to a touch device with an auxiliary input device.
  • auxiliary input devices such as game auxiliary handles, key devices, etc.
  • the present disclosure also proposes a computer-readable storage medium on which a computer program is stored, which when executed by a processor implements the steps of any of the aforementioned method for moving a target unit.
  • An embodiment of the present disclosure also provides a terminal.
  • the terminal includes:
  • One or more processors are One or more processors;
  • Storage device for storing one or more programs
  • the one or more processors When the one or more programs are executed by the one or more processors, the one or more processors implement the steps of the target unit moving method described in any one of the foregoing.
  • the terminal may be any terminal device including a mobile phone, a tablet computer, a PDA (Personal Digital Assistant), a POS (Point of Sales), an in-vehicle computer, a server, etc.
  • a mobile phone Taking the terminal as a mobile phone as an example:
  • the mobile phone includes: a radio frequency (Radio Frequency) circuit 1510, a memory 1520, an input unit 1530, a display unit 1540, a sensor 1550, an audio circuit 1560, a wireless fidelity (Wi-Fi) module 1570, processing 1580, power supply 1590 and other components.
  • a radio frequency (Radio Frequency) circuit 1510 the radio frequency (Radio Frequency) circuit 1510
  • a memory 1520 the mobile phone includes: a radio frequency (Radio Frequency) circuit 1510, a memory 1520, an input unit 1530, a display unit 1540, a sensor 1550, an audio circuit 1560, a wireless fidelity (Wi-Fi) module 1570, processing 1580, power supply 1590 and other components.
  • Wi-Fi wireless fidelity
  • the RF circuit 1510 can be used to receive and send signals during the sending and receiving of information or during a call. In particular, after receiving the downlink information of the base station, it is processed by the processor 1580; in addition, the designed uplink data is sent to the base station.
  • the RF circuit 1510 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier (LNA), a duplexer, and the like.
  • the RF circuit 1510 can also communicate with the network and other devices through wireless communication.
  • the above wireless communication can use any communication standard or protocol, including but not limited to Global System of Mobile (GSM), General Packet Radio Service (GPRS), and Code Division Multiple Access (Code Division) Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), E-mail, Short Message Service (SMS), etc.
  • GSM Global System of Mobile
  • GPRS General Packet Radio Service
  • CDMA Code Division Multiple Access
  • WCDMA Wideband Code Division Multiple Access
  • LTE Long Term Evolution
  • SMS Short Message Service
  • the memory 1520 may be used to store software programs and modules.
  • the processor 1580 executes various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 1520.
  • the memory 1520 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, at least one function-required application program (such as a game program, etc.), etc.; the storage data area may store created according to the use of a mobile phone Data (such as arms model, etc.), etc.
  • the memory 1520 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other volatile solid-state storage devices.
  • the input unit 1530 may be used to receive input numeric or character information, and generate key signal input related to user settings and function control of the mobile phone.
  • the input unit 1530 may include a touch panel 1531 and other input devices 1532.
  • the touch panel 1531 also known as a touch screen, can collect user's touch operations on or near it (for example, the user uses any suitable objects or accessories such as fingers, stylus, etc. on or near the touch panel 1531. Operation), and drive the corresponding connection device according to the preset program.
  • the touch panel 1531 may include a touch detection device and a touch controller.
  • the touch detection device detects the user's touch orientation, and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device and converts it into contact coordinates, and then sends Give the processor 1580, and can receive the command sent by the processor 1580 and execute it.
  • the touch panel 1531 may be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves.
  • the input unit 1530 may also include other input devices 1532.
  • other input devices 1532 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), trackball, mouse, joystick, and so on.
  • the display unit 1540 may be used to display information input by the user or information provided to the user and various menus of the mobile phone.
  • the display unit 1540 may include a display panel 1541.
  • the display panel 1541 may be configured in the form of a liquid crystal display (Liquid Crystal) (LCD), an organic light emitting diode (Organic Light-Emitting Diode, OLED), or the like.
  • the touch panel 1531 may cover the display panel 1541. When the touch panel 1531 detects a touch operation on or near it, it is transmitted to the processor 1580 to determine the type of touch event, and then the processor 1580 according to the touch event The type provides corresponding visual output on the display panel 1541.
  • the touch panel 1531 and the display panel 1541 are implemented as two independent components to realize the input and input functions of the mobile phone, in some embodiments, the touch panel 1531 and the display panel 1541 may be integrated to Realize the input and output functions of the mobile phone.
  • the mobile phone may further include at least one sensor 1550, such as a light sensor, a motion sensor, and other sensors.
  • the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 1541 according to the brightness of the ambient light, and the proximity sensor may close the display panel 1541 and/or when the mobile phone moves to the ear Or backlight.
  • the accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes), and can detect the magnitude and direction of gravity when at rest, and can be used to identify mobile phone gesture applications (such as horizontal and vertical screen switching, related Games, magnetometer posture calibration), vibration recognition related functions (such as pedometers, percussion), etc.
  • other sensors such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., are no longer here Repeat.
  • the audio circuit 1560, the speaker 1561, and the microphone 1562 can provide an audio interface between the user and the mobile phone.
  • the audio circuit 1560 can transmit the converted electrical signal of the received audio data to the speaker 1561, which is converted into a voiceprint signal output by the speaker 1561; on the other hand, the microphone 1562 converts the collected voiceprint signal into an electrical signal, which is converted by audio
  • the circuit 1560 converts it into audio data after receiving it, and then processes the audio data output processor 1580, sends it to another mobile phone via the RF circuit 1510, or outputs the audio data to the memory 1520 for further processing.
  • Wi-Fi is a short-distance wireless transmission technology.
  • the mobile phone can help users send and receive emails, browse web pages, and access streaming media through the Wi-Fi module 1570. It provides users with wireless broadband Internet access.
  • FIG. 4 shows the Wi-Fi module 1570, it can be understood that it is not a necessary component of a mobile phone, and can be omitted as needed without changing the scope of the essence of the invention.
  • the processor 1580 is the control center of the mobile phone, and uses various interfaces and lines to connect the various parts of the entire mobile phone, by running or executing the software programs and/or modules stored in the memory 1520, and calling the data stored in the memory 1520 to execute Various functions and processing data of the mobile phone, so as to monitor the mobile phone as a whole.
  • the processor 1580 may include one or more processing units; preferably, the processor 1580 may integrate an application processor and a modem processor, where the application processor mainly processes the operating system, user interface, and application programs, etc.
  • the modem processor mainly handles wireless communication. It can be understood that the foregoing modem processor may not be integrated into the processor 1580.
  • the mobile phone also includes a power supply 1590 (such as a battery) that supplies power to various components.
  • a power supply 1590 (such as a battery) that supplies power to various components.
  • the power supply can be logically connected to the processor 1580 through the power management system, so as to implement functions such as charging, discharging, and power consumption management through the power management system.
  • the mobile phone may also include a camera, a Bluetooth module, etc., which will not be repeated here.

Abstract

本公开提出一种目标单位移动方法、装置、存储介质和终端,所述目标单位移动方法包括:获取选中可移动目标单位的单位选择指令;获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径;若所述移动指令为多击触控指令,控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置;若所述移动指令为单击触控指令,控制选中的可移动目标单位沿所述前进路径前进和检测预设范围内是否存在敌方单位;若存在敌方单位,则执行预设攻击指令;若所述敌方单位消失,则根据可移动目标单位的当前位置与所述目标位置,重新生成前进路径。本公开无需键盘和鼠标即可实现集结式移动和进攻式移动,提高了用户操控效率。

Description

目标单位移动方法、装置、存储介质和终端 技术领域
本公开涉及计算机技术领域,具体而言,本公开涉及一种目标单位移动方法、装置、存储介质和终端。
背景技术
对于虚拟人物、虚拟建筑等虚拟资源较为丰富的电子游戏来说,由于虚拟人物多、人物的魔法技能多、操作方式复杂等原因,一般只能在带有鼠标、键盘或游戏手柄的电脑客户端或专业游戏机上玩,以便通过鼠标左键或键盘操作选中一个或多个角色模型,再通过鼠标左键、右键、键盘或鼠标与键盘的组合操作,实现对选中的角色模型的操控。例如,在部分对战类游戏中,若用户需控制若干个目标单位移动至指定的地点,由于移动路径上可能出现敌方单位,所述目标单位可以具有如下几种选择:1、停止移动,并主动攻击敌方单位,直至敌方单位全部死亡后再继续移动,或目标单位全部死亡;2、不主动攻击,但遭受攻击时,则停止移动,进行被动还击,直至敌方单位全部死亡后再继续移动,或目标单位全部死亡;3、不主动攻击,遭受攻击时也不还击,直至移动到指定的地方。在现有技术中,当用户需要选择第1种或第2种方式移动时,一般是先通过鼠标框选目标单位,再按住键盘上的“A”键的同时,通过鼠标左键点击指定的地点,从而形成攻击式前进的移动指令;当用户需要选择第3种方式移动时,一般也是先通过鼠标框选目标单位,再直接通过鼠标左键点击指定的地点,从而形成不攻击不还击的移动指令。同时,当用户输入不同的移动指令时,所述鼠标的指针光标样式也不相同,以使用户明确当前输入的移动指令。
但在现有的触屏手机等便携式移动设备上,没有鼠标左键、右键、键盘或手柄等输入装置,只能通过触摸屏幕或数量非常有限的机械按键输入游戏指令;例如将所有的虚拟操控按钮显示于显示屏上,以供用户点击选择,从而输入对应的游戏指令,实现对游戏的操控。由于触屏手机等便携式移动设备的机械按键一般对应于特殊的设备指令,例如锁屏、截屏等设备指令,无法应用于游戏中;同时,触屏手机等便携式移动设备的触控屏幕的范围有限,只通过触控屏幕的触控点击,实现人物模型的选择、技能的选择、操作界面的切换、人物运动的控制、魔法技能的释放等 类型众多的操作时,游戏的操作选项将非常多,用户需要层层选择才能找到对应的虚拟操控按钮,操作效率很低;而且,所述虚拟操控按钮将占用大量的触控显示区域,从而造成游戏主界面的缩小,用户体验差。
另外,所述虚拟操控按钮较多时,会造成安装在便携式移动设备上的游戏客户端体积过于庞大,不利于用户下载与更新,提高了安装和运行游戏程序的门槛;而且,一般需要将部分虚拟操控按钮隐藏起来,以减少对主游戏界面的影响,但这种隐藏也增加了用户找到需要的虚拟操控按钮的难度,增加了游戏的上手难度,不利于游戏在便携式移动设备上的推广。
发明内容
本公开提出一种目标单位移动方法、装置、存储介质和终端,用以解决触控游戏中用户操控可移动目标单位实现不同的移动方式的问题。所述方法包括:
获取选中可移动目标单位的单位选择指令;
获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径;
若所述移动指令为多击触控指令,控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置;
若所述移动指令为单击触控指令,控制选中的可移动目标单位沿所述前进路径前进和检测预设范围内是否存在敌方单位;若存在敌方单位,则执行预设攻击指令;若所述敌方单位消失,则根据可移动目标单位的当前位置与所述目标位置,重新生成前进路径。
本公开的有益效果如下:
1、本公开可将需要键盘鼠标配合的集结式移动和进攻式移动转化为无需键盘和鼠标的触控指令,操作简洁,有利于用户快速调整与切换当前的兵力移动方式;而且,在进攻式移动过程中,若所述可移动目标单位丢失攻击敌方目标,还可继续向所述目标位置移动,减少了用户操作,提高了用户操控兵力的操作效率。
2、本公开可将选中的可移动目标单位对应的兵种模型显示于所述第一预设区域,以便用户选择对应的兵种;并在所述第二预设区域中显示出对应的兵种控制按钮,从而达到控制部分可移动目标单位的目的,有利于用户在兵种移动过程中提前输入到达所述目标位置之后的执行指令,或控制对应的兵种立即执行其它指令或释放技能,达到及时调整对战策略的目的。
附图说明
本公开上述的和/或附加的方面和优点从下面结合附图对实施例的描述中将变得明显和容易理解,其中:
图1为本公开中游戏界面的一种实施例示意图;
图2为本公开目标单位移动方法一个实施例的流程示意图;
图3为本公开目标单位移动方法另一实施例的流程示意图;
图4为本公开终端实施例的结构示意图。
具体实施方式
下面详细描述本公开的实施例,所述实施例的示例在附图中示出,其中自始至终相同或类似的标号表示相同或类似的元件或具有相同或类似功能的元件。下面通过参考附图描述的实施例是示例性的,仅用于解释本公开,而不能解释为对本公开的限制。
本公开提出一种目标单位移动方法,以解决虚拟游戏在便携式触控设备上实现不同的移动逻辑的问题。为方便描述本专利所述的方法,有必要结合图1所示的游戏界面实施例,对本公开的虚拟游戏操作进行下述先导性说明。
如图1所示的游戏界面1实施例,用于显示局部游戏地图及该局部游戏地图上相关的游戏画面和操控按钮。该游戏界面上设置有用于选中预设目标单位的选择按钮11和用于显示整个游戏地图的辅助小地图12。所述选择按钮11可根据预设的规则选中当前游戏中的全部己方可移动目标单位,也可根据预设的规则选中当前游戏界面中的己方目标单位,或根据预设的规则选中当前游戏中某一种兵种的目标单位。对应地,为引导用户操作,所述选择按钮12上可标注对应的说明文字;例如,在未选中任何目标单位时,所述选择按钮12上可设有“选择目标”、“全选”“单击全选”等提示性标记;当获取到选择目标单位的指令后,所述提示性标记可相应变化为下一个触控指令对应的提示性文字,例如“单击取消选择”、“取消选中”等。在部分实施例中,所述选择按钮12亦可切分为多个子按钮,每个子按钮对应于不同目标单位的选择。所述辅助小地图12为当前整个游戏地图的等比例缩小地图,以便于用户快速获知整个游戏地图中的情况,同时亦便于用户快速切换至整个游戏地图中的任何位置。游戏界面1中的当前局部游戏地图和所述辅助小地图12结合,有利于用户在当前局部游戏地图中控制目标单位的同时,快速把控游戏全局。
在部分实施例中,当游戏界面1可随便携式触控设备的方位变化而自适应变化时,所述游戏界面1上的按钮位置亦可随游戏界面1的变化而适应性变化。
当用户需要控制游戏界面1中若干个可移动目标单位10移动至目标位置20时,考虑到移动过程中若遭遇敌方单位,则可能影响可移动目标单位10的移动过程;故本公开需考虑到遭遇敌方单位时,所述可移动目标单位10的移动逻辑。在本公开中,可只设定以下两种情况:1、若遇到敌方单位,则中止移动,并主动攻击敌方单位,直至敌方单位全部死亡后再继续向目标位置20移动,或直到所有可移动目标单位死亡;2、不主动攻击,遭受攻击时,也不还击,直到移动到目标位置20,或目标单位全部死亡。
为了在无外部辅助输入装置的触控设备上实现上述两种情况,本公开提出了一种目标单位移动方法,包括如下步骤:
步骤S10:获取选中可移动目标单位的单位选择指令;
步骤S20:获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径;
步骤S30:若所述移动指令为多击触控指令,控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置;
步骤S40:若所述移动指令为单击触控指令,控制选中的可移动目标单位沿所述前进路径前进和检测预设范围内是否存在敌方单位;若存在敌方单位,则执行预设攻击指令;若所述敌方单位消失,则根据可移动目标单位的当前位置与所述目标位置,重新生成前进路径。
其中,每个步骤具体阐述如下:
步骤S10:获取选中可移动目标单位的单位选择指令。
所述单位选择指令可通过便携式触控设备的触控显示区域输入,亦可通过语音输入装置等非触控方式输入;所述便携式触控设备可以为智能手机、IPAD等手持式触控设备。通过便携式触控设备的触控显示区域输入所述单位选择指令时,其触控方式和触控手势可以为预设的多种形式。例如,用户可通过设置于触控显示区域的虚拟选择按钮选中己方可移动目标单位,所述己方可移动目标单位可为游戏中全部的己方可移动目标单位,亦可为当前游戏界面中的己方可移动目标单位。用户亦可通过同时作用于触控设备触控显示区域上的两个触点进行框选;例如,通过两个手指同时触控触控显示区域,以同时输入两个触点;所述框选范围为以所述两个触点的连线作为对角线的长方形,将位于该长方形之内的可移动目标单位作为选中的 可移动目标单位。用户还可通过滑动手势进行选择;例如将滑动手势开始触控的触控点作为第一点,将滑动手势结束触控的触控点作为第二点,以所述第一点和第二点的连线作为对角线形成长方形,将位于该长方形之内的可移动目标单位作为选中的可移动目标单位。为了简化描述,本公开中所述的可移动目标单位均为己方可移动目标单位,而并不包括敌方单位或无法移动的目标单位。
所述可移动目标单位为用户可控制的、并具有一定移动速度的目标单位。所述移动速度为默认状态下的兵种移动速度,而非使用技能状态下的移动速度。例如,用户可控制的部分目标单位在默认状态下为位于固定位置的魔法单位,不可移动;但用户通过释放技能,可使该魔法单位出现在另一固定位置,则本公开将该魔法单位视为不可移动的目标单位,而不属于所述可移动目标单位。
在部分游戏中,用户可以控制的目标单位可包括可移动单位,亦可包括不可移动单位,例如控制不可移动的建筑物生产新的作战兵种,或控制不可移动的箭塔攻击特定的敌方单位。但本公开为了解决目标单位的移动问题,故本公开所涉及的技术方案中暂时不考虑不可移动的目标单位的选择和控制问题,但并不排除本公开可应用于包括不可移动单位的游戏中。
当用户扮演不同的角色时,对应的所述可移动目标单位的兵种和角色模型可不相同。例如,在部分游戏中,若用户扮演的角色为人族时,所述兵种可包括陆战队员、战列巡洋舰、太空工程车等;当用户扮演的角色为虫族时,所述兵种可包括工蜂、宿主、刺蛇、巢穴领主等。每种兵种可对应于一个角色模型,且对应于多个可移动目标单位。例如,用户可控制的兵种中包括可移动的太空工程车,该太空工程车对应于一辆工程车的角色模型;当用户拥有两辆太空工程车时,则可在游戏界面中对应于两辆工程车的角色模型。在部分情况下,所述太空工程车亦可对应于两个或更多的角色模型,例如,该太空工程车在战斗状态时对应于一种角色模型,在非战斗状态时对应于另一个角色模型;但,所述角色模型的变化仅用于提示用户该太空工程车的当前状态,而并不影响该太空工程车当前的兵种。故,每一个所述可移动目标单位可对应于特定的角色模型和特定的兵种,并可具有相同或不同的攻击能力和/或防御能力。
步骤S20:获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径。
与所述单位选择指令类似,所述移动指令亦可通过便携式触控设备的触控显示区域输入,或通过语音输入装置等非触控方式输入。通过便携式触控设备的触控显 示区域输入所述单位选择指令时,其触控方式和触控手势可以为预设的多种形式。例如,通过设置于触控显示区域的虚拟选择按钮选择移动指令,或通过在游戏地图上的触控手势输入对应的移动指令。
在游戏地图中,一般各个目标单位之间不能重合,否则将可能出现无法选中或目标单位无法操作等异常问题,故地图上的每个坐标点只能对应于一个目标单位。当选中的可移动目标单位为一个时,可根据该可移动目标单位的当前位置与所述目标位置生成一条前进路径。该前进路径可显示于游戏地图上,亦可不显示于游戏地图上;结合图1所示,还可将该前进路径简化为虚拟前进方向30显示于游戏界面上。所述虚拟前进方向30并不一定与可移动目标单位10的实际前进方向一致,而仅用于示意出所述可移动目标单位10当前大致的前进方向,以在节省用户终端的性能消耗时,使用户快速获知所述可移动目标单位的虚拟前进方向。
当选中的可移动目标单位为多个时,其用户指定的目标位置可以为同一个坐标位置。结合图1所示,为了使每一个可移动目标单位快速到达所述目标位置20,则每个可移动目标单位必须同时开始移动,而不必先排成一队,再按照同样的前进路径移动。每个可移动目标单位在实际移动时,一方面,每个可移动目标单位的当前位置不同,另一方面,每个可移动目标单位不可能均精确地到达所述目标位置,否则多个可移动目标单位则会重合,故每个可移动目标单位前进路径的实际终点将不是同一个坐标位置,从而导致每个可移动目标单位的前进路径都将不同。所述实际终点的位置可以为根据所述目标位置对应的坐标位置确定的坐标区间,以在可移动目标单位接近所述目标位置时动态调整每个可移动目标单位的实际位置,亦可根据所述目标位置为每个可移动目标单位确定一个不同的终点坐标,以快速直接生成每个可移动目标单位前进路径。的所述目标位置应为一个可以容纳区域每个可根据该可移动目标单位的当前位置与所述目标位置生成一条前进路径。
步骤S30:若所述移动指令为多击触控指令,控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置。
如前所述,所述移动指令可以为多种形式;由于可移动目标单位在移动过程中可针对敌方单位采取不同的反应,本步骤可根据所述移动指令的具体触控方式确定具体的反应方式。所述多击触控指令为在预定的时间内、在同一触控区域执行两次或两次以上的触控点击的指令,或在同一触控区域的多次触控点击中,其每次触控点击的时间间隔小于预设的时间间隔。所述控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置,可称为集结式移动,即:不对敌方单位作出主动攻击 或被动响应敌方的攻击,直接移动至所述目标位置。这种集结式移动指令方式由于不反击而具有一定的损失兵力的风险,但其可以最快地使选中的可移动目标单位到达指定的目标位置,而不至于被敌方引开。
步骤S40:若所述移动指令为单击触控指令,控制选中的可移动目标单位沿所述前进路径前进和检测预设范围内是否存在敌方单位;若存在敌方单位,则执行预设攻击指令;若所述敌方单位消失,则根据可移动目标单位的当前位置与所述目标位置,重新生成前进路径。
所述单击触控指令为在预定的时间内、在同一触控区域执行一次触控点击的指令,或在同一触控区域的多次触控点击中,其每次触控点击的时间间隔都大于预设的时间间隔。若用户输入单击触控指令,则选中的每一个可移动目标单位在移动过程中都持续检测预设范围内是否存在敌方单位。每个可移动目标单位的检测预设范围可相同,亦可不同;例如,可根据每个可移动目标单位的攻击距离确定检测的预设范围,该预设范围可以为以可移动目标单位的坐标位置为圆心,以该可移动目标单位的攻击距离为半径的圆内。所述敌方单位可包括当前与本终端用户对战的一方,亦可包括具有攻击力的系统角色,例如,本终端用户与对战方均可挑战的野怪等。进一步地,还可判断所述系统角色是否具有主动攻击力;若所述系统角色具有主动攻击力,则视为敌方单位;若所述系统角色不具有主动攻击力,仅具有被动反击的属性,则不视为敌方角色。
当有多个所述可移动目标单位时,当其中一个可移动目标单位检测到敌方单位,则所有可移动目标单位可同时执行预设攻击指令,以尽快消灭敌方单位,并减少敌方单位存活时对用户可移动目标单位的攻击,减少用户兵力损失。这种移动方式可称为进攻式移动。所述敌方单位消失,可包括敌方单位因死亡而消失、因隐身而消失、因使用技能而消失等多种使当前所有可移动目标单位失去攻击对象的情况。当所有可移动目标单位攻击敌方单位时,每个可移动目标单位可能会因为姿势调整、攻击范围等因素而偏离原来的前进路径;故,当所述敌方单位消失后,所述选中的可移动目标单位将根据可移动目标单位的当前位置与所述目标位置,重新生成前进路径,以继续向所述目标位置前进。
本公开的实施例可将需要键盘鼠标配合的集结式移动和进攻式移动变化为无需键盘和鼠标的触控指令,操作简洁,有利于用户快速调整与切换当前的兵力移动方式。而且,在进攻式移动中,当所述可移动目标单位丢失攻击敌方目标时,还可继续向所述目标位置移动,避免了用户再次操作,有利于提高用户操控兵力的操作 效率。
例如,若用户需控制部分可移动目标单位快速到达指定的目标位置,但其前进路径上设置有不具有主动攻击能力的系统角色时,用户可在选中可移动目标单位之后,通过多击触控指令,控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置,而避免与所述系统角色对战。当用户需要与系统角色对战,以获取特殊的虚拟资源时,可通过单击触控指令,控制选中的可移动目标单位向具有系统角色的目标位置前进,从而主动向检测到的系统角色发起对战。故本公开有利于用户根据当前需求,快速调整战术,简化了对战类游戏在便携式移动终端上的操作难度。
在本公开的另一实施例中,如图3所示,所述获取选中可移动目标单位的单位选择指令之后,还包括:
步骤S51:在触控屏幕的第一预设区域显示选中的可移动目标单位对应的兵种模型;
步骤S52:获取从所述第一预设区域中选中兵种模型的兵种选择指令;
步骤S53:在第二预设区域显示选中的所述兵种模型对应的兵种控制按钮。
结合图1所示,所述第一预设区域40可设置于游戏界面1的右下角,以方便用户在握持便携式移动终端时通过右手拇指输入兵种选择指令;所述第二预设区域50可设置于游戏界面1的边缘下方,以进一步方便用户在握持时选择对应的兵种控制按钮。当然,在不同的游戏中,所述第一预设区域40和所述第二预设区域50可根据具体情况设置于不同的位置,而不必局限于图示的位置。
当用户选中的可移动目标单位对应于一个兵种时,可在所述第一预设区域40显示该兵种,并在所述第二预设区域50中直接显示出该兵种的兵种控制按钮。当用户选中的可移动目标单位对应于多个兵种时,可在所述第一预设区域40显示每一种兵种,并在所述第二预设区域50中直接显示其中一个默认兵种的兵种控制按钮,再根据输入的兵种选择指令切换所述第二预设区域50中的兵种控制按钮。所述默认兵种可为排列于所述第一预设区域40的第一个兵种,或等级最高的兵种等。在所述第一预设区域40内显示多个兵种时,可根据兵种对应的目标单位数量、兵种对应的目标单位状态、兵种对应的目标单位等级、兵种的解锁顺序等因素中的一个或多个进行排序。
所述兵种操控按钮对应的执行单位可以为一个,亦可以为多个;可从当前游戏的所有己方可移动目标单位中确定,亦可从步骤S10中选中的可移动目标单位中确定。例如,当用户点击所述第二操控区域50中的兵种操控按钮时,其操控对象可 以为当前游戏中该兵种对应的所有可移动目标单位;若用户当前生产了5个该兵种对应的可移动目标单位,则所述兵种操控按钮可同时向该5个可移动目标单位发出操作指令。在另一实施例中,当所述兵种操控按钮只对应于步骤S10中选中的多个可移动目标单位时,若用户当前生产了5个该兵种对应的可移动目标单位,但在步骤S10选中的可移动目标单位只有2个对应于该兵种的可移动目标单位,则所述兵种操控按钮亦可只对应于该2个可移动目标单位,即所述兵种操控按钮可同时向该2个可移动目标单位发出操作指令。
本实施例将选中的可移动目标单位对应的兵种模型显示于所述第一预设区域40,以便用户选择对应的兵种;并在所述第二预设区域50中显示出对应的兵种控制按钮,从而达到控制选中的可移动目标单位中某种或某些兵种的目的。本实施例有利于用户在兵种移动过程中提前输入兵种到达所述目标位置之后的执行指令,或控制对应的兵种立即执行其它指令或释放技能,从而达到及时调整对战策略的目的。
为了使游戏界面对称,并便于用户输入生产虚拟资源的建造指令,例如输入生成太空工程车的建造指令,本公开还可在与选择按钮11的大致对称的位置设置生产触控区域,以使用户的双手分别执行建造和操控目标单位的不同操作。
在本公开的另一实施例中,所述在第二预设区域显示选中的所述兵种模型对应的兵种控制按钮之后,还包括:
获取通过所述兵种控制按钮输入的控制指令,控制对应的可移动目标单位响应所述控制指令。
每一个可移动目标单位可包括特定的技能和状态,故,所述控制指令可以为技能控制指令或状态控制指令。所述技能一般为每个可移动目标单位对应的兵种对应的特定技能,例如可将敌方单位击晕的眩晕技能,或在短时间内提高攻击力的暴击技能等。所述技能可以为立即释放的技能,例如暴击技能为:接收到暴击技能的释放指令,立即提高本可移动目标单位在短时间内的攻击力;所述技能亦可为延时释放的技能,例如可将敌方单位定住不动的冰冻技能,接收到冰冻技能的释放指令之后,本可移动目标单位需保持不动2秒,才能将指定范围内的敌方单位冻住。所述技能还可为点击一次之后即开启自动释放状态的技能,例如可对敌方单位产生闪电伤害的闪电技能,接收到开启闪电技能的指令后,则本可移动目标单位可在固定的间隔时间对敌方单位产生一次闪电攻击。所述状态一般为所有可移动目标单位通用的状态,例如驻守状态和跟随状态等。需要释放特定的技能时,一般只需要一个可移动目标单位释放技能即可;需要使某兵种保持某种状态时,则可使该兵种中的多 个可移动目标单位保持该状态。故本公开还可将所述兵种操控按钮区分为技能操控按钮与状态操控按钮,并将不同的兵种操控按钮对应于不同的执行逻辑,以使用户可更自由地发挥战略部署能力。
当用户通过所述技能操控按钮输入的技能指令时,本实施例可继续引导用户输入对应的技能释放位置,或按照预设规则生成一个默认的技能释放位置,以供用户确认;当用户输入或确认所述技能释放位置后,本实施例再根据所述技能指令对应的技能释放位置,自动从选中的可移动目标单位中确定一个释放技能的可移动目标单位,从而避免用户手动选择执行技能指令的操作。例如,将距离所述技能释放位置最近的、且具有对应技能的可移动目标单位作为释放技能的己方单位,从而减少所述可移动目标单位向所述技能释放位置移动的距离和时间,有利于快速执行释放技能的指令。
当用户通过所述状态操控按钮输入状态指令时,例如,用户点击跟随的状态操控按钮,可使选中的可移动目标单位中对应兵种的可移动目标单位马上进入跟随指定的目标单位的状态。在些实施例中,也可使当前游戏中该兵种对应的所有可移动目标单位进入对应的状态,或使当前屏幕中该兵种对应的可移动目标单位进入对应的状态,或从已选中的可移动目标单位中确定一个对应兵种的可移动目标单位进入对应的状态,具体对应方式可根据游戏逻辑确定。
本公开通过所述兵种控制按钮,可打断所述多击触控指令或所述单击触控指令对应的移动指令,以使在移动中的选中的可移动目标单位中断当前的移动,立即执行新的指令;或将新的指令缓存起来,待选中的可移动目标单位移动到所述目标位置后,执行新的指令,有利于用户提前部署战略方针。
进一步地,所述控制指令包括技能释放指令;所述获取通过所述兵种控制按钮输入的控制指令,控制对应的可移动目标单位响应所述控制指令,包括:
获取通过所述兵种控制按钮输入的多个技能释放指令;
确认所述技能释放指令对应的技能达到释放条件,控制对应的可移动目标单位;或
根据所述技能释放指令的输入顺序,控制对应的可移动目标单位依次释放所述控制指令。
所述多个技能释放指令可为针对多个兵种输入的多个技能释放指令,也可为针对一个兵种输入的多个技能释放指令。部分技能的释放需满足一定的条件,例如释放技能的可移动目标单位需具有一定量的魔法值,或需要与技能的释放目标单位满 足一定的距离等。更具体地例如:若在所述可移动目标单位的前进路径上具有敌方单位,可提前在距离所述敌方单位较远的地方依次输入眩晕的技能释放指令和暴击的技能释放指令,以在碰到敌方单位时,先释放眩晕技能将敌方单位击晕,再释放暴击技能以尽快将敌方单位消灭。在部分游戏中,部分技能为延时技能,部分技能为满足释放条件则立即释放的技能时,故本公开亦可确认所述技能释放指令对应的技能是否达到释放条件,并根据所述技能达到释放条件的时间先后顺序依次释放技能。例如,当敌方单位到达技能的释放范围之内,则开始释放技能。
在部分实施例中,当所述多个技能释放指令中具有对应于不同的可移动目标单位的指令时,对应的不同技能亦可同时释放。在部分实施例中,还可将所述技能达到释放条件的先后顺序与所述技能释放指令的输入顺序结合使用,从而可根据具体的游戏设计优化与敌方单位自动对战的智能AI设计。
本公开还提出另一实施例:所述获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径,包括:
获取从游戏主画面或辅助小地图中输入的触控指令,将所述触控指令中的触控位置作为所述目标位置。
在大部分游戏中,一般仅有游戏主画面,并通过针对游戏主画面的操作输入所述目标位置。但当所述游戏地图较大且游戏运行于便携式移动终端时,便携式移动终端的游戏主画面通常无法显示出完整的游戏地图,故本公开可在游戏界面中设置辅助小地图,当用户点击辅助小地图时,可快速将当前游戏界面切换至对应的游戏地图位置,以辅助用户快速切换游戏界面,并进行全局部署。当用户需要控制选中的可移动目标单位移动到较近的位置时,可通过点击游戏主画面上对应的位置以输入所述目标位置;当用户需要控制选中的可移动目标单位移动到较远的位置且难以快速切换到所述位置时,可通过点击辅助小地图上对应的位置以输入所述目标位置。本实施例通过所述辅助小地图可在更大范围内选择所述目标位置,方便用户全局调度。
当所述辅助小地图还具有切换游戏界面的作用时,即当所述辅助小地图上接收到触控指令时,该触控指令对应的触控位置,既可能是需要将用户当前游戏界面切换至该触控位置对应的游戏界面,也可以是控制可移动目标单位移动到该触控位置。本公开可根据当前是否具有选中的可移动目标单位来判断该触控指令的具体含义。若当前具有选中的可移动目标单位,则控制选中的可移动目标单位移动到所述触控位置;若当前没有选中可移动目标单位,则将当前游戏界面切换至所述触控位置对应的游戏界面。
用户当前具有选中的可移动目标单位,但需要通过所述辅助小地图切换游戏界面时,容易引起用户的误操作。为减少用户的误操作,本公开还可在游戏界面中设置一个取消选择按钮,以使用户快速取消当前选中的可移动目标单位。该取消选择按钮可与所述的选择按钮11重合,当用户当前未选中可移动目标单位时,通过该选择按钮可选中预设的可移动目标单位,当用户当前选中了可移动目标单位,通过该选择按钮可取消中选的可移动目标单位。本实施例通过所述取消选择按钮,可在用户通过所述辅助小地图切换当前游戏界面之前,先清空选中的目标单位,以避免误将选中的目标单位移动到触控位置对应的游戏区域。
所述辅助小地图可位于所述游戏界面上方的两侧,以便于用户在握持便携式移动终端的同时输入触控指令。所述触控指令可包括在所述辅助小地图之内的单击、多击或滑动等操作。所述操作对应的触控指令可根据具体游戏设定;例如,单击所述辅助小地图上的某区域,则将当前游戏界面立即切换至与单击位置相对应的游戏区域,以便于用户在较大的游戏地图上快速切换需要查看的区域;又例如,双击所述辅助小地图上的某区域,可对应于临时查看双击位置所对应的游戏区域,在若干秒之后,游戏界面将自动回到切换之前的游戏区域对应的游戏界面,以便于用户临时其它区域的情况。当用户需要查看的区域不确定时,可在所述辅助小地图内滑动触控,以使当前显示的游戏界面跟随滑动手势连续变化,有利于用户巡查整个游戏地图。
所述辅助小地图可由实际游戏场景地图等比例缩小形成,单击所述辅助小地图上的任意位置即可定位至对应于实际游戏场景的坐标位置。所述辅助小地图上还可根据游戏需求,附带集结指令、攻击指令、撤退指令等快捷按钮。
在本公开的另一实施例中,所述获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径之后,还包括:
若不同的可移动目标单位的移动速度相同,且当前位置在预设范围内重合,则将防守能力强的可移动目标单位排列于防守能力弱的可移动目标单位之前。
以所述移动路径上的移动方向为参照,与所述移动方向一致的方向为前,与所述移动方向相反的方向为后。在不同的可移动目标单位的当前位置重合时,本实施例可根据可移动目标单位的防守能力进行排序,以将防守能力强的可移动目标单位排列于防守能力弱的可移动目标单位之前,从而减少移动过程中兵力遭受攻击时的损失。
在本公开的又一实施例中,所述控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置,包括:
获取每个选中的可移动目标单位的移动速度,按移动速度从快到慢进行排序,按排序控制每个可移动目标单位依次直接抵达所述目标位置。
本实施例根据移动速度,控制每个可移动目标单位依次直接抵达所述目标位置,可避免多个可移动目标单位之间的互相阻挡而造成集结的延时。进一步地,所述按排序控制每个目标单位依次直接抵达所述目标位置,包括:
获取当前排序在最前的可移动目标单位;
判断是否存在排序在其后的可移动目标单位;
若否,控制该当前排序在最前的目标单位直接抵达所述目标位置;
若是,获取当前排序在最前的目标单位和排序在其后的目标单位的移动速度之差,把该移动速度之差乘以预置时长,得到间隔时长,控制该当前排序在最前的目标单位直接抵达所述目标位置;经过所述间隔时长,返回所述获取当前排序在最前的可移动目标单位的步骤。
本实施例通过当前排序在最前的可移动目标单位与排序在其后的可移动目标单位之间的移动速度之差,以及间隔时长,可在前一个可移动目标单位移动一段时间后,才移动下一个可移动目标单位,从而进一步避免多个可移动目标单位之间的相互阻挡。
在本公开的又一实施例中,所述控制选中的可移动目标单位沿所述前进路径前进,包括:
获取每个选中的可移动目标单位的防守能力和移动速度,根据移动速度对可移动目标单位进行分组;其中,每组的可移动目标单位的移动速度在同一速度范围;
在每个组内,按可移动目标单位的防守能力从强到弱进行排序,将防守能力强的目标单位排列于防守能力弱的目标单位之前,形成队列;获取该组内移动速度最慢的可移动目标单位的移动速度,作为该组内全部可移动目标单位的移动速度;
控制每组依次沿所述前进路径前进。
本实施例可将选中的可移动目标单位分成多个组前进,既可使多个可移动目标单位结队前进,从而提高可移动目标单位的整体防御能力与攻击能力,又可避免部分可移动单位的移动速度太慢而影响全部可移动单位的前进速度,从而延长可移动单位抵达所述目标位置的时间。
在本公开的又一实施例中,所述若存在敌方单位,则执行预设攻击指令,包括:
若存在敌方单位,则控制所述选中的可移动目标单位全部执行预设攻击指令;
以敌方单位的中心点为圆心,以可移动目标单位的攻击距离为半径,将所述选 中的可移动目标单位呈弧形包围于所述敌方单位外围。
在遭遇敌方单位时,本实施例通过以敌方单位的中心点为圆心,以可移动目标单位的攻击距离为半径,对敌方单位形成半包围或包围状,既有利于己方的每一个可移动目标单位均可对敌方单位发起攻击,又有利于将攻击距离远但防守能力弱的可移动目标单位布置于距离敌方单位较远的地方,从而减少兵力损失。
在本公开的另一些实施例中,本公开还可根据所述移动指令的具体含义在游戏界面上示意出不同的虚拟前进方向30。例如,若所述移动指令为多击触控指令,控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置,并在游戏界面1上以绿色示意出所述可移动目标单位10当前的虚拟前进方向30;若所述移动指令为单击触控指令,控制选中的可移动目标单位沿所述前进路径攻击式移动至所述目标位置,并在游戏界面1上以红色示意出所述可移动目标单位10当前的虚拟前进方向30。
本公开还提出一种多目标单位移动装置,该装置包括:
单位选择模块,用于获取选中可移动目标单位的单位选择指令;
移动指令模块,用于获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径;
移动执行模块,用于当所述移动指令为多击触控指令时,控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置;当所述移动指令为单击触控指令时,控制选中的可移动目标单位沿所述前进路径前进和检测预设范围内是否存在敌方单位;若存在敌方单位,则执行预设攻击指令;若所述敌方单位消失,则根据可移动目标单位的当前位置与所述目标位置,重新生成前进路径。
虽然本公开主要解决在触控设备上输入不同的移动指令的问题,但本公开并不排除可在触控设备上增设游戏辅助手柄、按键装置等辅助输入装置,并通过所述辅助输入装置输入所述单位选择指令和移动指令的情形。故本公开亦可应用于具有辅助输入装置的触控设备上。
本公开还提出一种计算机可读存储介质,其上存储有计算机程序,该程序被处理器执行时实现前述任意一项所述的目标单位移动方法的步骤。
本公开实施例还提供一种终端,所述终端包括:
一个或多个处理器;
存储装置,用于存储一个或多个程序,
当所述一个或多个程序被所述一个或多个处理器执行,使得所述一个或多个处 理器实现前述任意一项所述的目标单位移动方法的步骤。
如图4所示,为了便于说明,仅示出了与本公开实施例相关的部分,具体技术细节未揭示的,请参照本公开实施例方法部分。该终端可以为包括手机、平板电脑、PDA(Personal Digital Assistant,个人数字助理)、POS(Point of Sales,销售终端)、车载电脑、服务器等任意终端设备,以终端为手机为例:
图4示出的是与本公开实施例提供的终端相关的手机的部分结构的框图。参考图4,手机包括:射频(Radio Frequency,RF)电路1510、存储器1520、输入单元1530、显示单元1540、传感器1550、音频电路1560、无线保真(wireless fidelity,Wi-Fi)模块1570、处理器1580、以及电源1590等部件。本领域技术人员可以理解,图4中示出的手机结构并不构成对手机的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
下面结合图4对手机的各个构成部件进行具体的介绍:
RF电路1510可用于收发信息或通话过程中,信号的接收和发送,特别地,将基站的下行信息接收后,给处理器1580处理;另外,将设计上行的数据发送给基站。通常,RF电路1510包括但不限于天线、至少一个放大器、收发信机、耦合器、低噪声放大器(Low Noise Amplifier,LNA)、双工器等。此外,RF电路1510还可以通过无线通信与网络和其他设备通信。上述无线通信可以使用任一通信标准或协议,包括但不限于全球移动通讯系统(Global System of Mobile communication,GSM)、通用分组无线服务(General Packet Radio Service,GPRS)、码分多址(Code Division Multiple Access,CDMA)、宽带码分多址(Wideband Code Division Multiple Access,WCDMA)、长期演进(Long Term Evolution,LTE)、电子邮件、短消息服务(Short Messaging Service,SMS)等。
存储器1520可用于存储软件程序以及模块,处理器1580通过运行存储在存储器1520的软件程序以及模块,从而执行手机的各种功能应用以及数据处理。存储器1520可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序(比如游戏程序等)等;存储数据区可存储根据手机的使用所创建的数据(比如兵种模型等)等。此外,存储器1520可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。
输入单元1530可用于接收输入的数字或字符信息,以及产生与手机的用户设置以及功能控制有关的键信号输入。具体地,输入单元1530可包括触控面板1531 以及其他输入设备1532。触控面板1531,也称为触摸屏,可收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板1531上或在触控面板1531附近的操作),并根据预先设定的程式驱动相应的连接装置。可选的,触控面板1531可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器1580,并能接收处理器1580发来的命令并加以执行。此外,可以采用电阻式、电容式、红外线以及表面声波等多种类型实现触控面板1531。除了触控面板1531,输入单元1530还可以包括其他输入设备1532。具体地,其他输入设备1532可以包括但不限于物理键盘、功能键(比如音量控制按键、开关按键等)、轨迹球、鼠标、操作杆等中的一种或多种。
显示单元1540可用于显示由用户输入的信息或提供给用户的信息以及手机的各种菜单。显示单元1540可包括显示面板1541,可选的,可以采用液晶显示器(Liquid Crystal Display,LCD)、有机发光二极管(Organic Light-Emitting Diode,OLED)等形式来配置显示面板1541。进一步的,触控面板1531可覆盖显示面板1541,当触控面板1531检测到在其上或附近的触摸操作后,传送给处理器1580以确定触摸事件的类型,随后处理器1580根据触摸事件的类型在显示面板1541上提供相应的视觉输出。虽然在图4中,触控面板1531与显示面板1541是作为两个独立的部件来实现手机的输入和输入功能,但是在某些实施例中,可以将触控面板1531与显示面板1541集成而实现手机的输入和输出功能。
手机还可包括至少一种传感器1550,比如光传感器、运动传感器以及其他传感器。具体地,光传感器可包括环境光传感器及接近传感器,其中,环境光传感器可根据环境光线的明暗来调节显示面板1541的亮度,接近传感器可在手机移动到耳边时,关闭显示面板1541和/或背光。作为运动传感器的一种,加速计传感器可检测各个方向上(一般为三轴)加速度的大小,静止时可检测出重力的大小及方向,可用于识别手机姿态的应用(比如横竖屏切换、相关游戏、磁力计姿态校准)、振动识别相关功能(比如计步器、敲击)等;至于手机还可配置的陀螺仪、气压计、湿度计、温度计、红外线传感器等其他传感器,在此不再赘述。
音频电路1560、扬声器1561,传声器1562可提供用户与手机之间的音频接口。音频电路1560可将接收到的音频数据转换后的电信号,传输到扬声器1561,由扬声器1561转换为声纹信号输出;另一方面,传声器1562将收集的声纹信号转换为 电信号,由音频电路1560接收后转换为音频数据,再将音频数据输出处理器1580处理后,经RF电路1510以发送给比如另一手机,或者将音频数据输出至存储器1520以便进一步处理。
Wi-Fi属于短距离无线传输技术,手机通过Wi-Fi模块1570可以帮助用户收发电子邮件、浏览网页和访问流式媒体等,它为用户提供了无线的宽带互联网访问。虽然图4示出了Wi-Fi模块1570,但是可以理解的是,其并不属于手机的必须构成,完全可以根据需要在不改变发明的本质的范围内而省略。
处理器1580是手机的控制中心,利用各种接口和线路连接整个手机的各个部分,通过运行或执行存储在存储器1520内的软件程序和/或模块,以及调用存储在存储器1520内的数据,执行手机的各种功能和处理数据,从而对手机进行整体监控。可选的,处理器1580可包括一个或多个处理单元;优选的,处理器1580可集成应用处理器和调制解调处理器,其中,应用处理器主要处理操作系统、用户界面和应用程序等,调制解调处理器主要处理无线通信。可以理解的是,上述调制解调处理器也可以不集成到处理器1580中。
手机还包括给各个部件供电的电源1590(比如电池),优选的,电源可以通过电源管理系统与处理器1580逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。
尽管未示出,手机还可以包括摄像头、蓝牙模块等,在此不再赘述。
应该理解的是,虽然附图的流程图中的各个步骤按照箭头的指示依次显示,但是这些步骤并不是必然按照箭头指示的顺序依次执行。除非本文中有明确的说明,这些步骤的执行并没有严格的顺序限制,其可以以其他的顺序执行。而且,附图的流程图中的至少一部分步骤可以包括多个子步骤或者多个阶段,这些子步骤或者阶段并不必然是在同一时刻执行完成,而是可以在不同的时刻执行,其执行顺序也不必然是依次进行,而是可以与其他步骤或者其他步骤的子步骤或者阶段的至少一部分轮流或者交替地执行。
应该理解的是,在本公开各实施例中的各功能单元可集成在一个处理模块中,也可以各个单元单独物理存在,也可以两个或两个以上单元集成于一个模块中。上述集成的模块既可以采用硬件的形式实现,也可以采用软件功能模块的形式实现。
以上所述仅是本公开的部分实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本公开原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本公开的保护范围。

Claims (10)

  1. 一种目标单位移动方法,包括:
    获取选中可移动目标单位的单位选择指令;
    获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径;
    若所述移动指令为多击触控指令,控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置;
    若所述移动指令为单击触控指令,控制选中的可移动目标单位沿所述前进路径前进和检测预设范围内是否存在敌方单位;若存在敌方单位,则执行预设攻击指令;若所述敌方单位消失,则根据可移动目标单位的当前位置与所述目标位置,重新生成前进路径。
  2. 根据权利要求1所述的方法,所述获取选中可移动目标单位的单位选择指令之后,还包括:
    在触控屏幕的第一预设区域显示选中的可移动目标单位对应的兵种模型;
    获取从所述第一预设区域中选中兵种模型的兵种选择指令;
    在第二预设区域显示选中的所述兵种模型对应的兵种控制按钮。
  3. 根据权利要求2所述的方法,所述在第二预设区域显示选中的所述兵种模型对应的兵种控制按钮之后,还包括:
    获取通过所述兵种控制按钮输入的控制指令,控制对应的可移动目标单位响应所述控制指令。
  4. 根据权利要求3所述的方法,所述控制指令包括技能释放指令;所述获取通过所述兵种控制按钮输入的控制指令,控制对应的可移动目标单位响应所述控制指令,包括:
    获取通过所述兵种控制按钮输入的多个技能释放指令;
    确认所述技能释放指令对应的技能达到释放条件,控制对应的可移动目标单位;或
    根据所述技能释放指令的输入顺序,控制对应的可移动目标单位依次释放所述控制指令。
  5. 根据权利要求1所述的方法,所述获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径,包括:
    获取从游戏主画面或辅助小地图中输入的触控指令,将所述触控指令中的触控位 置作为所述目标位置。
  6. 根据权利要求1所述的方法,所述获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径之后,还包括:
    若不同的可移动目标单位的移动速度相同,且当前位置在预设范围内重合,则将防守能力强的可移动目标单位排列于防守能力弱的可移动目标单位之前。
  7. 根据权利要求1所述的方法,所述若存在敌方单位,则执行预设攻击指令,包括:
    若存在敌方单位,则控制所述选中的可移动目标单位全部执行预设攻击指令;
    以敌方单位的中心点为圆心,以可移动目标单位的攻击距离为半径,将所述选中的可移动目标单位呈弧形包围于所述敌方单位外围。
  8. 一种目标单位移动装置,包括:
    单位选择模块,用于获取选中可移动目标单位的单位选择指令;
    移动指令模块,用于获取移动指令,根据选中的可移动目标单位的当前位置与所述移动指令中的目标位置,生成前进路径;
    移动执行模块,用于当所述移动指令为多击触控指令时,控制选中的可移动目标单位沿所述前进路径直接抵达所述目标位置;当所述移动指令为单击触控指令时,控制选中的可移动目标单位沿所述前进路径前进和检测预设范围内是否存在敌方单位;若存在敌方单位,则执行预设攻击指令;若所述敌方单位消失,则根据可移动目标单位的当前位置与所述目标位置,重新生成前进路径。
  9. 一种计算机可读存储介质,其上存储有计算机程序,该程序被处理器执行时实现如权利要求1至7中任意一项所述的目标单位移动方法的步骤。
  10. 一种终端,所述终端包括:
    一个或多个处理器;
    存储装置,用于存储一个或多个程序,
    当所述一个或多个程序被所述一个或多个处理器执行,使得所述一个或多个处理器实现如权利要求1至7中任意一项所述的目标单位移动方法的步骤。
PCT/CN2019/122078 2018-11-30 2019-11-29 目标单位移动方法、装置、存储介质和终端 WO2020108630A1 (zh)

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